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GL_CHROMIUM_color_buffer_float_rgba extension support
[android-x86/external-swiftshader.git] / src / OpenGL / libGLESv2 / Context.cpp
1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14
15 // Context.cpp: Implements the es2::Context class, managing all GL state and performing
16 // rendering operations. It is the GLES2 specific implementation of EGLContext.
17
18 #include "Context.h"
19
20 #include "main.h"
21 #include "mathutil.h"
22 #include "utilities.h"
23 #include "ResourceManager.h"
24 #include "Buffer.h"
25 #include "Fence.h"
26 #include "Framebuffer.h"
27 #include "Program.h"
28 #include "Query.h"
29 #include "Renderbuffer.h"
30 #include "Sampler.h"
31 #include "Shader.h"
32 #include "Texture.h"
33 #include "TransformFeedback.h"
34 #include "VertexArray.h"
35 #include "VertexDataManager.h"
36 #include "IndexDataManager.h"
37 #include "libEGL/Display.h"
38 #include "common/Surface.hpp"
39 #include "Common/Half.hpp"
40
41 #include <EGL/eglext.h>
42
43 #include <algorithm>
44 #include <string>
45
46 namespace es2
47 {
48 Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config)
49         : egl::Context(display), clientVersion(clientVersion), config(config)
50 {
51         sw::Context *context = new sw::Context();
52         device = new es2::Device(context);
53
54         setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
55
56         mState.depthClearValue = 1.0f;
57         mState.stencilClearValue = 0;
58
59         mState.cullFaceEnabled = false;
60         mState.cullMode = GL_BACK;
61         mState.frontFace = GL_CCW;
62         mState.depthTestEnabled = false;
63         mState.depthFunc = GL_LESS;
64         mState.blendEnabled = false;
65         mState.sourceBlendRGB = GL_ONE;
66         mState.sourceBlendAlpha = GL_ONE;
67         mState.destBlendRGB = GL_ZERO;
68         mState.destBlendAlpha = GL_ZERO;
69         mState.blendEquationRGB = GL_FUNC_ADD;
70         mState.blendEquationAlpha = GL_FUNC_ADD;
71         mState.blendColor.red = 0;
72         mState.blendColor.green = 0;
73         mState.blendColor.blue = 0;
74         mState.blendColor.alpha = 0;
75         mState.stencilTestEnabled = false;
76         mState.stencilFunc = GL_ALWAYS;
77         mState.stencilRef = 0;
78         mState.stencilMask = 0xFFFFFFFFu;
79         mState.stencilWritemask = 0xFFFFFFFFu;
80         mState.stencilBackFunc = GL_ALWAYS;
81         mState.stencilBackRef = 0;
82         mState.stencilBackMask = 0xFFFFFFFFu;
83         mState.stencilBackWritemask = 0xFFFFFFFFu;
84         mState.stencilFail = GL_KEEP;
85         mState.stencilPassDepthFail = GL_KEEP;
86         mState.stencilPassDepthPass = GL_KEEP;
87         mState.stencilBackFail = GL_KEEP;
88         mState.stencilBackPassDepthFail = GL_KEEP;
89         mState.stencilBackPassDepthPass = GL_KEEP;
90         mState.polygonOffsetFillEnabled = false;
91         mState.polygonOffsetFactor = 0.0f;
92         mState.polygonOffsetUnits = 0.0f;
93         mState.sampleAlphaToCoverageEnabled = false;
94         mState.sampleCoverageEnabled = false;
95         mState.sampleCoverageValue = 1.0f;
96         mState.sampleCoverageInvert = false;
97         mState.scissorTestEnabled = false;
98         mState.ditherEnabled = true;
99         mState.primitiveRestartFixedIndexEnabled = false;
100         mState.rasterizerDiscardEnabled = false;
101         mState.generateMipmapHint = GL_DONT_CARE;
102         mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
103         mState.textureFilteringHint = GL_DONT_CARE;
104
105         mState.lineWidth = 1.0f;
106
107         mState.viewportX = 0;
108         mState.viewportY = 0;
109         mState.viewportWidth = 0;
110         mState.viewportHeight = 0;
111         mState.zNear = 0.0f;
112         mState.zFar = 1.0f;
113
114         mState.scissorX = 0;
115         mState.scissorY = 0;
116         mState.scissorWidth = 0;
117         mState.scissorHeight = 0;
118
119         mState.colorMaskRed = true;
120         mState.colorMaskGreen = true;
121         mState.colorMaskBlue = true;
122         mState.colorMaskAlpha = true;
123         mState.depthMask = true;
124
125         if(shareContext)
126         {
127                 mResourceManager = shareContext->mResourceManager;
128                 mResourceManager->addRef();
129         }
130         else
131         {
132                 mResourceManager = new ResourceManager();
133         }
134
135         // [OpenGL ES 2.0.24] section 3.7 page 83:
136         // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
137         // and cube map texture state vectors respectively associated with them.
138         // In order that access to these initial textures not be lost, they are treated as texture
139         // objects all of whose names are 0.
140
141         mTexture2DZero = new Texture2D(0);
142         mTexture3DZero = new Texture3D(0);
143         mTexture2DArrayZero = new Texture2DArray(0);
144         mTextureCubeMapZero = new TextureCubeMap(0);
145         mTexture2DRectZero = new Texture2DRect(0);
146         mTextureExternalZero = new TextureExternal(0);
147
148         mState.activeSampler = 0;
149
150         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
151         {
152                 bindTexture((TextureType)type, 0);
153         }
154
155         bindVertexArray(0);
156         bindArrayBuffer(0);
157         bindElementArrayBuffer(0);
158         bindReadFramebuffer(0);
159         bindDrawFramebuffer(0);
160         bindRenderbuffer(0);
161         bindGenericUniformBuffer(0);
162         bindTransformFeedback(0);
163
164         mState.currentProgram = 0;
165
166         mVertexDataManager = nullptr;
167         mIndexDataManager = nullptr;
168
169         mInvalidEnum = false;
170         mInvalidValue = false;
171         mInvalidOperation = false;
172         mOutOfMemory = false;
173         mInvalidFramebufferOperation = false;
174
175         mHasBeenCurrent = false;
176
177         markAllStateDirty();
178 }
179
180 Context::~Context()
181 {
182         if(mState.currentProgram != 0)
183         {
184                 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
185                 if(programObject)
186                 {
187                         programObject->release();
188                 }
189                 mState.currentProgram = 0;
190         }
191
192         while(!mFramebufferNameSpace.empty())
193         {
194                 deleteFramebuffer(mFramebufferNameSpace.firstName());
195         }
196
197         while(!mFenceNameSpace.empty())
198         {
199                 deleteFence(mFenceNameSpace.firstName());
200         }
201
202         while(!mQueryNameSpace.empty())
203         {
204                 deleteQuery(mQueryNameSpace.firstName());
205         }
206
207         while(!mVertexArrayNameSpace.empty())
208         {
209                 deleteVertexArray(mVertexArrayNameSpace.lastName());
210         }
211
212         while(!mTransformFeedbackNameSpace.empty())
213         {
214                 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
215         }
216
217         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
218         {
219                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
220                 {
221                         mState.samplerTexture[type][sampler] = nullptr;
222                 }
223         }
224
225         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
226         {
227                 mState.vertexAttribute[i].mBoundBuffer = nullptr;
228         }
229
230         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
231         {
232                 mState.activeQuery[i] = nullptr;
233         }
234
235         mState.arrayBuffer = nullptr;
236         mState.copyReadBuffer = nullptr;
237         mState.copyWriteBuffer = nullptr;
238         mState.pixelPackBuffer = nullptr;
239         mState.pixelUnpackBuffer = nullptr;
240         mState.genericUniformBuffer = nullptr;
241
242         for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) {
243                 mState.uniformBuffers[i].set(nullptr, 0, 0);
244         }
245
246         mState.renderbuffer = nullptr;
247
248         for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
249         {
250                 mState.sampler[i] = nullptr;
251         }
252
253         mTexture2DZero = nullptr;
254         mTexture3DZero = nullptr;
255         mTexture2DArrayZero = nullptr;
256         mTextureCubeMapZero = nullptr;
257         mTexture2DRectZero = nullptr;
258         mTextureExternalZero = nullptr;
259
260         delete mVertexDataManager;
261         delete mIndexDataManager;
262
263         mResourceManager->release();
264         delete device;
265 }
266
267 void Context::makeCurrent(gl::Surface *surface)
268 {
269         if(!mHasBeenCurrent)
270         {
271                 mVertexDataManager = new VertexDataManager(this);
272                 mIndexDataManager = new IndexDataManager();
273
274                 mState.viewportX = 0;
275                 mState.viewportY = 0;
276                 mState.viewportWidth = surface ? surface->getWidth() : 0;
277                 mState.viewportHeight = surface ? surface->getHeight() : 0;
278
279                 mState.scissorX = 0;
280                 mState.scissorY = 0;
281                 mState.scissorWidth = surface ? surface->getWidth() : 0;
282                 mState.scissorHeight = surface ? surface->getHeight() : 0;
283
284                 mHasBeenCurrent = true;
285         }
286
287         if(surface)
288         {
289                 // Wrap the existing resources into GL objects and assign them to the '0' names
290                 egl::Image *defaultRenderTarget = surface->getRenderTarget();
291                 egl::Image *depthStencil = surface->getDepthStencil();
292
293                 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
294                 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
295                 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
296
297                 setFramebufferZero(framebufferZero);
298
299                 if(defaultRenderTarget)
300                 {
301                         defaultRenderTarget->release();
302                 }
303
304                 if(depthStencil)
305                 {
306                         depthStencil->release();
307                 }
308         }
309         else
310         {
311                 setFramebufferZero(nullptr);
312         }
313
314         markAllStateDirty();
315 }
316
317 EGLint Context::getClientVersion() const
318 {
319         return clientVersion;
320 }
321
322 EGLint Context::getConfigID() const
323 {
324         return config->mConfigID;
325 }
326
327 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
328 void Context::markAllStateDirty()
329 {
330         mAppliedProgramSerial = 0;
331
332         mDepthStateDirty = true;
333         mMaskStateDirty = true;
334         mBlendStateDirty = true;
335         mStencilStateDirty = true;
336         mPolygonOffsetStateDirty = true;
337         mSampleStateDirty = true;
338         mDitherStateDirty = true;
339         mFrontFaceDirty = true;
340 }
341
342 void Context::setClearColor(float red, float green, float blue, float alpha)
343 {
344         mState.colorClearValue.red = red;
345         mState.colorClearValue.green = green;
346         mState.colorClearValue.blue = blue;
347         mState.colorClearValue.alpha = alpha;
348 }
349
350 void Context::setClearDepth(float depth)
351 {
352         mState.depthClearValue = depth;
353 }
354
355 void Context::setClearStencil(int stencil)
356 {
357         mState.stencilClearValue = stencil;
358 }
359
360 void Context::setCullFaceEnabled(bool enabled)
361 {
362         mState.cullFaceEnabled = enabled;
363 }
364
365 bool Context::isCullFaceEnabled() const
366 {
367         return mState.cullFaceEnabled;
368 }
369
370 void Context::setCullMode(GLenum mode)
371 {
372    mState.cullMode = mode;
373 }
374
375 void Context::setFrontFace(GLenum front)
376 {
377         if(mState.frontFace != front)
378         {
379                 mState.frontFace = front;
380                 mFrontFaceDirty = true;
381         }
382 }
383
384 void Context::setDepthTestEnabled(bool enabled)
385 {
386         if(mState.depthTestEnabled != enabled)
387         {
388                 mState.depthTestEnabled = enabled;
389                 mDepthStateDirty = true;
390         }
391 }
392
393 bool Context::isDepthTestEnabled() const
394 {
395         return mState.depthTestEnabled;
396 }
397
398 void Context::setDepthFunc(GLenum depthFunc)
399 {
400         if(mState.depthFunc != depthFunc)
401         {
402                 mState.depthFunc = depthFunc;
403                 mDepthStateDirty = true;
404         }
405 }
406
407 void Context::setDepthRange(float zNear, float zFar)
408 {
409         mState.zNear = zNear;
410         mState.zFar = zFar;
411 }
412
413 void Context::setBlendEnabled(bool enabled)
414 {
415         if(mState.blendEnabled != enabled)
416         {
417                 mState.blendEnabled = enabled;
418                 mBlendStateDirty = true;
419         }
420 }
421
422 bool Context::isBlendEnabled() const
423 {
424         return mState.blendEnabled;
425 }
426
427 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
428 {
429         if(mState.sourceBlendRGB != sourceRGB ||
430            mState.sourceBlendAlpha != sourceAlpha ||
431            mState.destBlendRGB != destRGB ||
432            mState.destBlendAlpha != destAlpha)
433         {
434                 mState.sourceBlendRGB = sourceRGB;
435                 mState.destBlendRGB = destRGB;
436                 mState.sourceBlendAlpha = sourceAlpha;
437                 mState.destBlendAlpha = destAlpha;
438                 mBlendStateDirty = true;
439         }
440 }
441
442 void Context::setBlendColor(float red, float green, float blue, float alpha)
443 {
444         if(mState.blendColor.red != red ||
445            mState.blendColor.green != green ||
446            mState.blendColor.blue != blue ||
447            mState.blendColor.alpha != alpha)
448         {
449                 mState.blendColor.red = red;
450                 mState.blendColor.green = green;
451                 mState.blendColor.blue = blue;
452                 mState.blendColor.alpha = alpha;
453                 mBlendStateDirty = true;
454         }
455 }
456
457 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
458 {
459         if(mState.blendEquationRGB != rgbEquation ||
460            mState.blendEquationAlpha != alphaEquation)
461         {
462                 mState.blendEquationRGB = rgbEquation;
463                 mState.blendEquationAlpha = alphaEquation;
464                 mBlendStateDirty = true;
465         }
466 }
467
468 void Context::setStencilTestEnabled(bool enabled)
469 {
470         if(mState.stencilTestEnabled != enabled)
471         {
472                 mState.stencilTestEnabled = enabled;
473                 mStencilStateDirty = true;
474         }
475 }
476
477 bool Context::isStencilTestEnabled() const
478 {
479         return mState.stencilTestEnabled;
480 }
481
482 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
483 {
484         if(mState.stencilFunc != stencilFunc ||
485            mState.stencilRef != stencilRef ||
486            mState.stencilMask != stencilMask)
487         {
488                 mState.stencilFunc = stencilFunc;
489                 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
490                 mState.stencilMask = stencilMask;
491                 mStencilStateDirty = true;
492         }
493 }
494
495 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
496 {
497         if(mState.stencilBackFunc != stencilBackFunc ||
498            mState.stencilBackRef != stencilBackRef ||
499            mState.stencilBackMask != stencilBackMask)
500         {
501                 mState.stencilBackFunc = stencilBackFunc;
502                 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
503                 mState.stencilBackMask = stencilBackMask;
504                 mStencilStateDirty = true;
505         }
506 }
507
508 void Context::setStencilWritemask(GLuint stencilWritemask)
509 {
510         if(mState.stencilWritemask != stencilWritemask)
511         {
512                 mState.stencilWritemask = stencilWritemask;
513                 mStencilStateDirty = true;
514         }
515 }
516
517 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
518 {
519         if(mState.stencilBackWritemask != stencilBackWritemask)
520         {
521                 mState.stencilBackWritemask = stencilBackWritemask;
522                 mStencilStateDirty = true;
523         }
524 }
525
526 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
527 {
528         if(mState.stencilFail != stencilFail ||
529            mState.stencilPassDepthFail != stencilPassDepthFail ||
530            mState.stencilPassDepthPass != stencilPassDepthPass)
531         {
532                 mState.stencilFail = stencilFail;
533                 mState.stencilPassDepthFail = stencilPassDepthFail;
534                 mState.stencilPassDepthPass = stencilPassDepthPass;
535                 mStencilStateDirty = true;
536         }
537 }
538
539 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
540 {
541         if(mState.stencilBackFail != stencilBackFail ||
542            mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
543            mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
544         {
545                 mState.stencilBackFail = stencilBackFail;
546                 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
547                 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
548                 mStencilStateDirty = true;
549         }
550 }
551
552 void Context::setPolygonOffsetFillEnabled(bool enabled)
553 {
554         if(mState.polygonOffsetFillEnabled != enabled)
555         {
556                 mState.polygonOffsetFillEnabled = enabled;
557                 mPolygonOffsetStateDirty = true;
558         }
559 }
560
561 bool Context::isPolygonOffsetFillEnabled() const
562 {
563         return mState.polygonOffsetFillEnabled;
564 }
565
566 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
567 {
568         if(mState.polygonOffsetFactor != factor ||
569            mState.polygonOffsetUnits != units)
570         {
571                 mState.polygonOffsetFactor = factor;
572                 mState.polygonOffsetUnits = units;
573                 mPolygonOffsetStateDirty = true;
574         }
575 }
576
577 void Context::setSampleAlphaToCoverageEnabled(bool enabled)
578 {
579         if(mState.sampleAlphaToCoverageEnabled != enabled)
580         {
581                 mState.sampleAlphaToCoverageEnabled = enabled;
582                 mSampleStateDirty = true;
583         }
584 }
585
586 bool Context::isSampleAlphaToCoverageEnabled() const
587 {
588         return mState.sampleAlphaToCoverageEnabled;
589 }
590
591 void Context::setSampleCoverageEnabled(bool enabled)
592 {
593         if(mState.sampleCoverageEnabled != enabled)
594         {
595                 mState.sampleCoverageEnabled = enabled;
596                 mSampleStateDirty = true;
597         }
598 }
599
600 bool Context::isSampleCoverageEnabled() const
601 {
602         return mState.sampleCoverageEnabled;
603 }
604
605 void Context::setSampleCoverageParams(GLclampf value, bool invert)
606 {
607         if(mState.sampleCoverageValue != value ||
608            mState.sampleCoverageInvert != invert)
609         {
610                 mState.sampleCoverageValue = value;
611                 mState.sampleCoverageInvert = invert;
612                 mSampleStateDirty = true;
613         }
614 }
615
616 void Context::setScissorTestEnabled(bool enabled)
617 {
618         mState.scissorTestEnabled = enabled;
619 }
620
621 bool Context::isScissorTestEnabled() const
622 {
623         return mState.scissorTestEnabled;
624 }
625
626 void Context::setDitherEnabled(bool enabled)
627 {
628         if(mState.ditherEnabled != enabled)
629         {
630                 mState.ditherEnabled = enabled;
631                 mDitherStateDirty = true;
632         }
633 }
634
635 bool Context::isDitherEnabled() const
636 {
637         return mState.ditherEnabled;
638 }
639
640 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
641 {
642         mState.primitiveRestartFixedIndexEnabled = enabled;
643 }
644
645 bool Context::isPrimitiveRestartFixedIndexEnabled() const
646 {
647         return mState.primitiveRestartFixedIndexEnabled;
648 }
649
650 void Context::setRasterizerDiscardEnabled(bool enabled)
651 {
652         mState.rasterizerDiscardEnabled = enabled;
653 }
654
655 bool Context::isRasterizerDiscardEnabled() const
656 {
657         return mState.rasterizerDiscardEnabled;
658 }
659
660 void Context::setLineWidth(GLfloat width)
661 {
662         mState.lineWidth = width;
663         device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
664 }
665
666 void Context::setGenerateMipmapHint(GLenum hint)
667 {
668         mState.generateMipmapHint = hint;
669 }
670
671 void Context::setFragmentShaderDerivativeHint(GLenum hint)
672 {
673         mState.fragmentShaderDerivativeHint = hint;
674         // TODO: Propagate the hint to shader translator so we can write
675         // ddx, ddx_coarse, or ddx_fine depending on the hint.
676         // Ignore for now. It is valid for implementations to ignore hint.
677 }
678
679 void Context::setTextureFilteringHint(GLenum hint)
680 {
681         mState.textureFilteringHint = hint;
682 }
683
684 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
685 {
686         mState.viewportX = x;
687         mState.viewportY = y;
688         mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);     // GL_MAX_VIEWPORT_DIMS[0]
689         mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);   // GL_MAX_VIEWPORT_DIMS[1]
690 }
691
692 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
693 {
694         mState.scissorX = x;
695         mState.scissorY = y;
696         mState.scissorWidth = width;
697         mState.scissorHeight = height;
698 }
699
700 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
701 {
702         if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
703            mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
704         {
705                 mState.colorMaskRed = red;
706                 mState.colorMaskGreen = green;
707                 mState.colorMaskBlue = blue;
708                 mState.colorMaskAlpha = alpha;
709                 mMaskStateDirty = true;
710         }
711 }
712
713 unsigned int Context::getColorMask() const
714 {
715         return (mState.colorMaskRed ? 0x1 : 0) |
716                (mState.colorMaskGreen ? 0x2 : 0) |
717                (mState.colorMaskBlue ? 0x4 : 0) |
718                (mState.colorMaskAlpha ? 0x8 : 0);
719 }
720
721 void Context::setDepthMask(bool mask)
722 {
723         if(mState.depthMask != mask)
724         {
725                 mState.depthMask = mask;
726                 mMaskStateDirty = true;
727         }
728 }
729
730 void Context::setActiveSampler(unsigned int active)
731 {
732         mState.activeSampler = active;
733 }
734
735 GLuint Context::getReadFramebufferName() const
736 {
737         return mState.readFramebuffer;
738 }
739
740 GLuint Context::getDrawFramebufferName() const
741 {
742         return mState.drawFramebuffer;
743 }
744
745 GLuint Context::getRenderbufferName() const
746 {
747         return mState.renderbuffer.name();
748 }
749
750 void Context::setFramebufferReadBuffer(GLuint buf)
751 {
752         getReadFramebuffer()->setReadBuffer(buf);
753 }
754
755 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
756 {
757         Framebuffer *drawFramebuffer = getDrawFramebuffer();
758
759         for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
760         {
761                 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
762         }
763 }
764
765 GLuint Context::getArrayBufferName() const
766 {
767         return mState.arrayBuffer.name();
768 }
769
770 GLuint Context::getElementArrayBufferName() const
771 {
772         Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
773         return elementArrayBuffer ? elementArrayBuffer->name : 0;
774 }
775
776 GLuint Context::getActiveQuery(GLenum target) const
777 {
778         Query *queryObject = nullptr;
779
780         switch(target)
781         {
782         case GL_ANY_SAMPLES_PASSED_EXT:
783                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
784                 break;
785         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
786                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
787                 break;
788         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
789                 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
790                 break;
791         default:
792                 ASSERT(false);
793         }
794
795         if(queryObject)
796         {
797                 return queryObject->name;
798         }
799
800         return 0;
801 }
802
803 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
804 {
805         getCurrentVertexArray()->enableAttribute(attribNum, enabled);
806 }
807
808 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
809 {
810         getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
811 }
812
813 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
814 {
815         return getCurrentVertexArray()->getVertexAttribute(attribNum);
816 }
817
818 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type,
819                                    bool normalized, bool pureInteger, GLsizei stride, const void *pointer)
820 {
821         getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer);
822 }
823
824 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
825 {
826         return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
827 }
828
829 const VertexAttributeArray &Context::getVertexArrayAttributes()
830 {
831         return getCurrentVertexArray()->getVertexAttributes();
832 }
833
834 const VertexAttributeArray &Context::getCurrentVertexAttributes()
835 {
836         return mState.vertexAttribute;
837 }
838
839 void Context::setPackAlignment(GLint alignment)
840 {
841         mState.packParameters.alignment = alignment;
842 }
843
844 void Context::setUnpackAlignment(GLint alignment)
845 {
846         mState.unpackParameters.alignment = alignment;
847 }
848
849 const gl::PixelStorageModes &Context::getUnpackParameters() const
850 {
851         return mState.unpackParameters;
852 }
853
854 void Context::setPackRowLength(GLint rowLength)
855 {
856         mState.packParameters.rowLength = rowLength;
857 }
858
859 void Context::setPackSkipPixels(GLint skipPixels)
860 {
861         mState.packParameters.skipPixels = skipPixels;
862 }
863
864 void Context::setPackSkipRows(GLint skipRows)
865 {
866         mState.packParameters.skipRows = skipRows;
867 }
868
869 void Context::setUnpackRowLength(GLint rowLength)
870 {
871         mState.unpackParameters.rowLength = rowLength;
872 }
873
874 void Context::setUnpackImageHeight(GLint imageHeight)
875 {
876         mState.unpackParameters.imageHeight = imageHeight;
877 }
878
879 void Context::setUnpackSkipPixels(GLint skipPixels)
880 {
881         mState.unpackParameters.skipPixels = skipPixels;
882 }
883
884 void Context::setUnpackSkipRows(GLint skipRows)
885 {
886         mState.unpackParameters.skipRows = skipRows;
887 }
888
889 void Context::setUnpackSkipImages(GLint skipImages)
890 {
891         mState.unpackParameters.skipImages = skipImages;
892 }
893
894 GLuint Context::createBuffer()
895 {
896         return mResourceManager->createBuffer();
897 }
898
899 GLuint Context::createProgram()
900 {
901         return mResourceManager->createProgram();
902 }
903
904 GLuint Context::createShader(GLenum type)
905 {
906         return mResourceManager->createShader(type);
907 }
908
909 GLuint Context::createTexture()
910 {
911         return mResourceManager->createTexture();
912 }
913
914 GLuint Context::createRenderbuffer()
915 {
916         return mResourceManager->createRenderbuffer();
917 }
918
919 // Returns an unused framebuffer name
920 GLuint Context::createFramebuffer()
921 {
922         return mFramebufferNameSpace.allocate();
923 }
924
925 GLuint Context::createFence()
926 {
927         return mFenceNameSpace.allocate(new Fence());
928 }
929
930 // Returns an unused query name
931 GLuint Context::createQuery()
932 {
933         return mQueryNameSpace.allocate();
934 }
935
936 // Returns an unused vertex array name
937 GLuint Context::createVertexArray()
938 {
939         return mVertexArrayNameSpace.allocate();
940 }
941
942 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
943 {
944         GLuint handle = mResourceManager->createFenceSync(condition, flags);
945
946         return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
947 }
948
949 // Returns an unused transform feedback name
950 GLuint Context::createTransformFeedback()
951 {
952         return mTransformFeedbackNameSpace.allocate();
953 }
954
955 // Returns an unused sampler name
956 GLuint Context::createSampler()
957 {
958         return mResourceManager->createSampler();
959 }
960
961 void Context::deleteBuffer(GLuint buffer)
962 {
963         detachBuffer(buffer);
964
965         mResourceManager->deleteBuffer(buffer);
966 }
967
968 void Context::deleteShader(GLuint shader)
969 {
970         mResourceManager->deleteShader(shader);
971 }
972
973 void Context::deleteProgram(GLuint program)
974 {
975         mResourceManager->deleteProgram(program);
976 }
977
978 void Context::deleteTexture(GLuint texture)
979 {
980         detachTexture(texture);
981
982         mResourceManager->deleteTexture(texture);
983 }
984
985 void Context::deleteRenderbuffer(GLuint renderbuffer)
986 {
987         if(mResourceManager->getRenderbuffer(renderbuffer))
988         {
989                 detachRenderbuffer(renderbuffer);
990         }
991
992         mResourceManager->deleteRenderbuffer(renderbuffer);
993 }
994
995 void Context::deleteFramebuffer(GLuint framebuffer)
996 {
997         detachFramebuffer(framebuffer);
998
999         Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1000
1001         if(framebufferObject)
1002         {
1003                 delete framebufferObject;
1004         }
1005 }
1006
1007 void Context::deleteFence(GLuint fence)
1008 {
1009         Fence *fenceObject = mFenceNameSpace.remove(fence);
1010
1011         if(fenceObject)
1012         {
1013                 delete fenceObject;
1014         }
1015 }
1016
1017 void Context::deleteQuery(GLuint query)
1018 {
1019         Query *queryObject = mQueryNameSpace.remove(query);
1020
1021         if(queryObject)
1022         {
1023                 queryObject->release();
1024         }
1025 }
1026
1027 void Context::deleteVertexArray(GLuint vertexArray)
1028 {
1029         // [OpenGL ES 3.0.2] section 2.10 page 43:
1030         // If a vertex array object that is currently bound is deleted, the binding
1031         // for that object reverts to zero and the default vertex array becomes current.
1032         if(getCurrentVertexArray()->name == vertexArray)
1033         {
1034                 bindVertexArray(0);
1035         }
1036
1037         VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1038
1039         if(vertexArrayObject)
1040         {
1041                 delete vertexArrayObject;
1042         }
1043 }
1044
1045 void Context::deleteFenceSync(GLsync fenceSync)
1046 {
1047         // The spec specifies the underlying Fence object is not deleted until all current
1048         // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1049         // and since our API is currently designed for being called from a single thread, we can delete
1050         // the fence immediately.
1051         mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1052 }
1053
1054 void Context::deleteTransformFeedback(GLuint transformFeedback)
1055 {
1056         TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1057
1058         if(transformFeedbackObject)
1059         {
1060                 delete transformFeedbackObject;
1061         }
1062 }
1063
1064 void Context::deleteSampler(GLuint sampler)
1065 {
1066         detachSampler(sampler);
1067
1068         mResourceManager->deleteSampler(sampler);
1069 }
1070
1071 Buffer *Context::getBuffer(GLuint handle) const
1072 {
1073         return mResourceManager->getBuffer(handle);
1074 }
1075
1076 Shader *Context::getShader(GLuint handle) const
1077 {
1078         return mResourceManager->getShader(handle);
1079 }
1080
1081 Program *Context::getProgram(GLuint handle) const
1082 {
1083         return mResourceManager->getProgram(handle);
1084 }
1085
1086 Texture *Context::getTexture(GLuint handle) const
1087 {
1088         return mResourceManager->getTexture(handle);
1089 }
1090
1091 Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1092 {
1093         return mResourceManager->getRenderbuffer(handle);
1094 }
1095
1096 Framebuffer *Context::getReadFramebuffer() const
1097 {
1098         return getFramebuffer(mState.readFramebuffer);
1099 }
1100
1101 Framebuffer *Context::getDrawFramebuffer() const
1102 {
1103         return getFramebuffer(mState.drawFramebuffer);
1104 }
1105
1106 void Context::bindArrayBuffer(unsigned int buffer)
1107 {
1108         mResourceManager->checkBufferAllocation(buffer);
1109
1110         mState.arrayBuffer = getBuffer(buffer);
1111 }
1112
1113 void Context::bindElementArrayBuffer(unsigned int buffer)
1114 {
1115         mResourceManager->checkBufferAllocation(buffer);
1116
1117         getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1118 }
1119
1120 void Context::bindCopyReadBuffer(GLuint buffer)
1121 {
1122         mResourceManager->checkBufferAllocation(buffer);
1123
1124         mState.copyReadBuffer = getBuffer(buffer);
1125 }
1126
1127 void Context::bindCopyWriteBuffer(GLuint buffer)
1128 {
1129         mResourceManager->checkBufferAllocation(buffer);
1130
1131         mState.copyWriteBuffer = getBuffer(buffer);
1132 }
1133
1134 void Context::bindPixelPackBuffer(GLuint buffer)
1135 {
1136         mResourceManager->checkBufferAllocation(buffer);
1137
1138         mState.pixelPackBuffer = getBuffer(buffer);
1139 }
1140
1141 void Context::bindPixelUnpackBuffer(GLuint buffer)
1142 {
1143         mResourceManager->checkBufferAllocation(buffer);
1144
1145         mState.pixelUnpackBuffer = getBuffer(buffer);
1146 }
1147
1148 void Context::bindTransformFeedbackBuffer(GLuint buffer)
1149 {
1150         mResourceManager->checkBufferAllocation(buffer);
1151
1152         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1153
1154         if(transformFeedback)
1155         {
1156                 transformFeedback->setGenericBuffer(getBuffer(buffer));
1157         }
1158 }
1159
1160 void Context::bindTexture(TextureType type, GLuint texture)
1161 {
1162         mResourceManager->checkTextureAllocation(texture, type);
1163
1164         mState.samplerTexture[type][mState.activeSampler] = getTexture(texture);
1165 }
1166
1167 void Context::bindReadFramebuffer(GLuint framebuffer)
1168 {
1169         if(!getFramebuffer(framebuffer))
1170         {
1171                 if(framebuffer == 0)
1172                 {
1173                         mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer());
1174                 }
1175                 else
1176                 {
1177                         mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1178                 }
1179         }
1180
1181         mState.readFramebuffer = framebuffer;
1182 }
1183
1184 void Context::bindDrawFramebuffer(GLuint framebuffer)
1185 {
1186         if(!getFramebuffer(framebuffer))
1187         {
1188                 if(framebuffer == 0)
1189                 {
1190                         mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer());
1191                 }
1192                 else
1193                 {
1194                         mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1195                 }
1196         }
1197
1198         mState.drawFramebuffer = framebuffer;
1199 }
1200
1201 void Context::bindRenderbuffer(GLuint renderbuffer)
1202 {
1203         mResourceManager->checkRenderbufferAllocation(renderbuffer);
1204
1205         mState.renderbuffer = getRenderbuffer(renderbuffer);
1206 }
1207
1208 void Context::bindVertexArray(GLuint array)
1209 {
1210         VertexArray *vertexArray = getVertexArray(array);
1211
1212         if(!vertexArray)
1213         {
1214                 vertexArray = new VertexArray(array);
1215                 mVertexArrayNameSpace.insert(array, vertexArray);
1216         }
1217
1218         mState.vertexArray = array;
1219 }
1220
1221 void Context::bindGenericUniformBuffer(GLuint buffer)
1222 {
1223         mResourceManager->checkBufferAllocation(buffer);
1224
1225         mState.genericUniformBuffer = getBuffer(buffer);
1226 }
1227
1228 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1229 {
1230         mResourceManager->checkBufferAllocation(buffer);
1231
1232         Buffer* bufferObject = getBuffer(buffer);
1233         mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size));
1234 }
1235
1236 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1237 {
1238         mResourceManager->checkBufferAllocation(buffer);
1239
1240         getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1241 }
1242
1243 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1244 {
1245         mResourceManager->checkBufferAllocation(buffer);
1246
1247         Buffer* bufferObject = getBuffer(buffer);
1248         getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1249 }
1250
1251 void Context::bindTransformFeedback(GLuint id)
1252 {
1253         if(!getTransformFeedback(id))
1254         {
1255                 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1256         }
1257
1258         mState.transformFeedback = id;
1259 }
1260
1261 bool Context::bindSampler(GLuint unit, GLuint sampler)
1262 {
1263         mResourceManager->checkSamplerAllocation(sampler);
1264
1265         Sampler* samplerObject = getSampler(sampler);
1266
1267         mState.sampler[unit] = samplerObject;
1268
1269         return !!samplerObject;
1270 }
1271
1272 void Context::useProgram(GLuint program)
1273 {
1274         GLuint priorProgram = mState.currentProgram;
1275         mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
1276
1277         if(priorProgram != program)
1278         {
1279                 Program *newProgram = mResourceManager->getProgram(program);
1280                 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1281
1282                 if(newProgram)
1283                 {
1284                         newProgram->addRef();
1285                 }
1286
1287                 if(oldProgram)
1288                 {
1289                         oldProgram->release();
1290                 }
1291         }
1292 }
1293
1294 void Context::beginQuery(GLenum target, GLuint query)
1295 {
1296         // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1297         // of zero, if the active query object name for <target> is non-zero (for the
1298         // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1299         // the active query for either target is non-zero), if <id> is the name of an
1300         // existing query object whose type does not match <target>, or if <id> is the
1301         // active query object name for any query type, the error INVALID_OPERATION is
1302         // generated.
1303
1304         // Ensure no other queries are active
1305         // NOTE: If other queries than occlusion are supported, we will need to check
1306         // separately that:
1307         //    a) The query ID passed is not the current active query for any target/type
1308         //    b) There are no active queries for the requested target (and in the case
1309         //       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1310         //       no query may be active for either if glBeginQuery targets either.
1311         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1312         {
1313                 if(mState.activeQuery[i])
1314                 {
1315                         switch(mState.activeQuery[i]->getType())
1316                         {
1317                         case GL_ANY_SAMPLES_PASSED_EXT:
1318                         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1319                                 if((target == GL_ANY_SAMPLES_PASSED_EXT) ||
1320                                    (target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT))
1321                                 {
1322                                         return error(GL_INVALID_OPERATION);
1323                                 }
1324                                 break;
1325                         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1326                                 if(target == GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN)
1327                                 {
1328                                         return error(GL_INVALID_OPERATION);
1329                                 }
1330                                 break;
1331                         default:
1332                                 break;
1333                         }
1334                 }
1335         }
1336
1337         QueryType qType;
1338         switch(target)
1339         {
1340         case GL_ANY_SAMPLES_PASSED_EXT:
1341                 qType = QUERY_ANY_SAMPLES_PASSED;
1342                 break;
1343         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1344                 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1345                 break;
1346         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1347                 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1348                 break;
1349         default:
1350                 UNREACHABLE(target);
1351                 return error(GL_INVALID_ENUM);
1352         }
1353
1354         Query *queryObject = createQuery(query, target);
1355
1356         // Check that name was obtained with glGenQueries
1357         if(!queryObject)
1358         {
1359                 return error(GL_INVALID_OPERATION);
1360         }
1361
1362         // Check for type mismatch
1363         if(queryObject->getType() != target)
1364         {
1365                 return error(GL_INVALID_OPERATION);
1366         }
1367
1368         // Set query as active for specified target
1369         mState.activeQuery[qType] = queryObject;
1370
1371         // Begin query
1372         queryObject->begin();
1373 }
1374
1375 void Context::endQuery(GLenum target)
1376 {
1377         QueryType qType;
1378
1379         switch(target)
1380         {
1381         case GL_ANY_SAMPLES_PASSED_EXT:                qType = QUERY_ANY_SAMPLES_PASSED;                    break;
1382         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:   qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;       break;
1383         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1384         default: UNREACHABLE(target); return;
1385         }
1386
1387         Query *queryObject = mState.activeQuery[qType];
1388
1389         if(!queryObject)
1390         {
1391                 return error(GL_INVALID_OPERATION);
1392         }
1393
1394         queryObject->end();
1395
1396         mState.activeQuery[qType] = nullptr;
1397 }
1398
1399 void Context::setFramebufferZero(Framebuffer *buffer)
1400 {
1401         delete mFramebufferNameSpace.remove(0);
1402         mFramebufferNameSpace.insert(0, buffer);
1403 }
1404
1405 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1406 {
1407         Renderbuffer *renderbufferObject = mState.renderbuffer;
1408         renderbufferObject->setStorage(renderbuffer);
1409 }
1410
1411 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1412 {
1413         return mFramebufferNameSpace.find(handle);
1414 }
1415
1416 Fence *Context::getFence(unsigned int handle) const
1417 {
1418         return mFenceNameSpace.find(handle);
1419 }
1420
1421 FenceSync *Context::getFenceSync(GLsync handle) const
1422 {
1423         return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1424 }
1425
1426 Query *Context::getQuery(unsigned int handle) const
1427 {
1428         return mQueryNameSpace.find(handle);
1429 }
1430
1431 Query *Context::createQuery(unsigned int handle, GLenum type)
1432 {
1433         if(!mQueryNameSpace.isReserved(handle))
1434         {
1435                 return nullptr;
1436         }
1437         else
1438         {
1439                 Query *query = mQueryNameSpace.find(handle);
1440                 if(!query)
1441                 {
1442                         query = new Query(handle, type);
1443                         query->addRef();
1444                         mQueryNameSpace.insert(handle, query);
1445                 }
1446
1447                 return query;
1448         }
1449 }
1450
1451 VertexArray *Context::getVertexArray(GLuint array) const
1452 {
1453         return mVertexArrayNameSpace.find(array);
1454 }
1455
1456 VertexArray *Context::getCurrentVertexArray() const
1457 {
1458         return getVertexArray(mState.vertexArray);
1459 }
1460
1461 bool Context::isVertexArray(GLuint array) const
1462 {
1463         return mVertexArrayNameSpace.isReserved(array);
1464 }
1465
1466 bool Context::hasZeroDivisor() const
1467 {
1468         // Verify there is at least one active attribute with a divisor of zero
1469         es2::Program *programObject = getCurrentProgram();
1470         for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1471         {
1472                 bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1473                 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1474                 {
1475                         return true;
1476                 }
1477         }
1478
1479         return false;
1480 }
1481
1482 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1483 {
1484         return mTransformFeedbackNameSpace.find(transformFeedback);
1485 }
1486
1487 bool Context::isTransformFeedback(GLuint array) const
1488 {
1489         return mTransformFeedbackNameSpace.isReserved(array);
1490 }
1491
1492 Sampler *Context::getSampler(GLuint sampler) const
1493 {
1494         return mResourceManager->getSampler(sampler);
1495 }
1496
1497 bool Context::isSampler(GLuint sampler) const
1498 {
1499         return mResourceManager->isSampler(sampler);
1500 }
1501
1502 Buffer *Context::getArrayBuffer() const
1503 {
1504         return mState.arrayBuffer;
1505 }
1506
1507 Buffer *Context::getElementArrayBuffer() const
1508 {
1509         return getCurrentVertexArray()->getElementArrayBuffer();
1510 }
1511
1512 Buffer *Context::getCopyReadBuffer() const
1513 {
1514         return mState.copyReadBuffer;
1515 }
1516
1517 Buffer *Context::getCopyWriteBuffer() const
1518 {
1519         return mState.copyWriteBuffer;
1520 }
1521
1522 Buffer *Context::getPixelPackBuffer() const
1523 {
1524         return mState.pixelPackBuffer;
1525 }
1526
1527 Buffer *Context::getPixelUnpackBuffer() const
1528 {
1529         return mState.pixelUnpackBuffer;
1530 }
1531
1532 Buffer *Context::getGenericUniformBuffer() const
1533 {
1534         return mState.genericUniformBuffer;
1535 }
1536
1537 GLsizei Context::getRequiredBufferSize(GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type) const
1538 {
1539         GLsizei inputWidth = (mState.unpackParameters.rowLength == 0) ? width : mState.unpackParameters.rowLength;
1540         GLsizei inputPitch = gl::ComputePitch(inputWidth, format, type, mState.unpackParameters.alignment);
1541         GLsizei inputHeight = (mState.unpackParameters.imageHeight == 0) ? height : mState.unpackParameters.imageHeight;
1542         return inputPitch * inputHeight * depth;
1543 }
1544
1545 GLenum Context::getPixels(const GLvoid **data, GLenum type, GLsizei imageSize) const
1546 {
1547         if(mState.pixelUnpackBuffer)
1548         {
1549                 if(mState.pixelUnpackBuffer->name)
1550                 {
1551                         if(mState.pixelUnpackBuffer->isMapped() ||
1552                            (mState.pixelUnpackBuffer->size() < static_cast<size_t>(imageSize)) ||
1553                            (static_cast<GLsizei>((ptrdiff_t)(*data)) % GetTypeSize(type)))
1554                         {
1555                                 return GL_INVALID_OPERATION;
1556                         }
1557                 }
1558
1559                 *data = static_cast<const unsigned char*>(mState.pixelUnpackBuffer->data()) + (ptrdiff_t)(*data);
1560         }
1561         return GL_NO_ERROR;
1562 }
1563
1564 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1565 {
1566         switch(target)
1567         {
1568         case GL_ARRAY_BUFFER:
1569                 *buffer = getArrayBuffer();
1570                 break;
1571         case GL_ELEMENT_ARRAY_BUFFER:
1572                 *buffer = getElementArrayBuffer();
1573                 break;
1574         case GL_COPY_READ_BUFFER:
1575                 if(clientVersion >= 3)
1576                 {
1577                         *buffer = getCopyReadBuffer();
1578                         break;
1579                 }
1580                 else return false;
1581         case GL_COPY_WRITE_BUFFER:
1582                 if(clientVersion >= 3)
1583                 {
1584                         *buffer = getCopyWriteBuffer();
1585                         break;
1586                 }
1587                 else return false;
1588         case GL_PIXEL_PACK_BUFFER:
1589                 if(clientVersion >= 3)
1590                 {
1591                         *buffer = getPixelPackBuffer();
1592                         break;
1593                 }
1594                 else return false;
1595         case GL_PIXEL_UNPACK_BUFFER:
1596                 if(clientVersion >= 3)
1597                 {
1598                         *buffer = getPixelUnpackBuffer();
1599                         break;
1600                 }
1601                 else return false;
1602         case GL_TRANSFORM_FEEDBACK_BUFFER:
1603                 if(clientVersion >= 3)
1604                 {
1605                         TransformFeedback* transformFeedback = getTransformFeedback();
1606                         *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1607                         break;
1608                 }
1609                 else return false;
1610         case GL_UNIFORM_BUFFER:
1611                 if(clientVersion >= 3)
1612                 {
1613                         *buffer = getGenericUniformBuffer();
1614                         break;
1615                 }
1616                 else return false;
1617         default:
1618                 return false;
1619         }
1620         return true;
1621 }
1622
1623 TransformFeedback *Context::getTransformFeedback() const
1624 {
1625         return getTransformFeedback(mState.transformFeedback);
1626 }
1627
1628 Program *Context::getCurrentProgram() const
1629 {
1630         return mResourceManager->getProgram(mState.currentProgram);
1631 }
1632
1633 Texture2D *Context::getTexture2D() const
1634 {
1635         return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1636 }
1637
1638 Texture2D *Context::getTexture2D(GLenum target) const
1639 {
1640         switch(target)
1641         {
1642         case GL_TEXTURE_2D:            return getTexture2D();
1643         case GL_TEXTURE_RECTANGLE_ARB: return getTexture2DRect();
1644         case GL_TEXTURE_EXTERNAL_OES:  return getTextureExternal();
1645         default:                       UNREACHABLE(target);
1646         }
1647
1648         return nullptr;
1649 }
1650
1651 Texture3D *Context::getTexture3D() const
1652 {
1653         return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1654 }
1655
1656 Texture2DArray *Context::getTexture2DArray() const
1657 {
1658         return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1659 }
1660
1661 TextureCubeMap *Context::getTextureCubeMap() const
1662 {
1663         return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1664 }
1665
1666 Texture2DRect *Context::getTexture2DRect() const
1667 {
1668         return static_cast<Texture2DRect*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_RECT));
1669 }
1670
1671 TextureExternal *Context::getTextureExternal() const
1672 {
1673         return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1674 }
1675
1676 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1677 {
1678         GLuint texid = mState.samplerTexture[type][sampler].name();
1679
1680         if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
1681         {
1682                 switch(type)
1683                 {
1684                 case TEXTURE_2D: return mTexture2DZero;
1685                 case TEXTURE_3D: return mTexture3DZero;
1686                 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1687                 case TEXTURE_CUBE: return mTextureCubeMapZero;
1688                 case TEXTURE_2D_RECT: return mTexture2DRectZero;
1689                 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1690                 default: UNREACHABLE(type);
1691                 }
1692         }
1693
1694         return mState.samplerTexture[type][sampler];
1695 }
1696
1697 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1698 {
1699         mResourceManager->checkSamplerAllocation(sampler);
1700
1701         Sampler *samplerObject = getSampler(sampler);
1702         ASSERT(samplerObject);
1703
1704         switch(pname)
1705         {
1706         case GL_TEXTURE_MIN_FILTER:   samplerObject->setMinFilter(static_cast<GLenum>(param));   break;
1707         case GL_TEXTURE_MAG_FILTER:   samplerObject->setMagFilter(static_cast<GLenum>(param));   break;
1708         case GL_TEXTURE_WRAP_S:       samplerObject->setWrapS(static_cast<GLenum>(param));       break;
1709         case GL_TEXTURE_WRAP_T:       samplerObject->setWrapT(static_cast<GLenum>(param));       break;
1710         case GL_TEXTURE_WRAP_R:       samplerObject->setWrapR(static_cast<GLenum>(param));       break;
1711         case GL_TEXTURE_MIN_LOD:      samplerObject->setMinLod(static_cast<GLfloat>(param));     break;
1712         case GL_TEXTURE_MAX_LOD:      samplerObject->setMaxLod(static_cast<GLfloat>(param));     break;
1713         case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(param)); break;
1714         case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break;
1715         default:                      UNREACHABLE(pname); break;
1716         }
1717 }
1718
1719 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1720 {
1721         mResourceManager->checkSamplerAllocation(sampler);
1722
1723         Sampler *samplerObject = getSampler(sampler);
1724         ASSERT(samplerObject);
1725
1726         switch(pname)
1727         {
1728         case GL_TEXTURE_MIN_FILTER:   samplerObject->setMinFilter(static_cast<GLenum>(roundf(param)));   break;
1729         case GL_TEXTURE_MAG_FILTER:   samplerObject->setMagFilter(static_cast<GLenum>(roundf(param)));   break;
1730         case GL_TEXTURE_WRAP_S:       samplerObject->setWrapS(static_cast<GLenum>(roundf(param)));       break;
1731         case GL_TEXTURE_WRAP_T:       samplerObject->setWrapT(static_cast<GLenum>(roundf(param)));       break;
1732         case GL_TEXTURE_WRAP_R:       samplerObject->setWrapR(static_cast<GLenum>(roundf(param)));       break;
1733         case GL_TEXTURE_MIN_LOD:      samplerObject->setMinLod(param);                                   break;
1734         case GL_TEXTURE_MAX_LOD:      samplerObject->setMaxLod(param);                                   break;
1735         case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(roundf(param))); break;
1736         case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(roundf(param))); break;
1737         default:                      UNREACHABLE(pname); break;
1738         }
1739 }
1740
1741 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1742 {
1743         mResourceManager->checkSamplerAllocation(sampler);
1744
1745         Sampler *samplerObject = getSampler(sampler);
1746         ASSERT(samplerObject);
1747
1748         switch(pname)
1749         {
1750         case GL_TEXTURE_MIN_FILTER:   return static_cast<GLint>(samplerObject->getMinFilter());
1751         case GL_TEXTURE_MAG_FILTER:   return static_cast<GLint>(samplerObject->getMagFilter());
1752         case GL_TEXTURE_WRAP_S:       return static_cast<GLint>(samplerObject->getWrapS());
1753         case GL_TEXTURE_WRAP_T:       return static_cast<GLint>(samplerObject->getWrapT());
1754         case GL_TEXTURE_WRAP_R:       return static_cast<GLint>(samplerObject->getWrapR());
1755         case GL_TEXTURE_MIN_LOD:      return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1756         case GL_TEXTURE_MAX_LOD:      return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1757         case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getCompareMode());
1758         case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc());
1759         default:                      UNREACHABLE(pname); return 0;
1760         }
1761 }
1762
1763 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1764 {
1765         mResourceManager->checkSamplerAllocation(sampler);
1766
1767         Sampler *samplerObject = getSampler(sampler);
1768         ASSERT(samplerObject);
1769
1770         switch(pname)
1771         {
1772         case GL_TEXTURE_MIN_FILTER:   return static_cast<GLfloat>(samplerObject->getMinFilter());
1773         case GL_TEXTURE_MAG_FILTER:   return static_cast<GLfloat>(samplerObject->getMagFilter());
1774         case GL_TEXTURE_WRAP_S:       return static_cast<GLfloat>(samplerObject->getWrapS());
1775         case GL_TEXTURE_WRAP_T:       return static_cast<GLfloat>(samplerObject->getWrapT());
1776         case GL_TEXTURE_WRAP_R:       return static_cast<GLfloat>(samplerObject->getWrapR());
1777         case GL_TEXTURE_MIN_LOD:      return samplerObject->getMinLod();
1778         case GL_TEXTURE_MAX_LOD:      return samplerObject->getMaxLod();
1779         case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getCompareMode());
1780         case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc());
1781         default:                      UNREACHABLE(pname); return 0;
1782         }
1783 }
1784
1785 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1786 {
1787         switch(pname)
1788         {
1789         case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
1790         case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
1791         case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
1792         case GL_COLOR_WRITEMASK:
1793                 params[0] = mState.colorMaskRed;
1794                 params[1] = mState.colorMaskGreen;
1795                 params[2] = mState.colorMaskBlue;
1796                 params[3] = mState.colorMaskAlpha;
1797                 break;
1798         case GL_CULL_FACE:                *params = mState.cullFaceEnabled;                  break;
1799         case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;         break;
1800         case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled;     break;
1801         case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;            break;
1802         case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;               break;
1803         case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;               break;
1804         case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;                 break;
1805         case GL_BLEND:                    *params = mState.blendEnabled;                     break;
1806         case GL_DITHER:                   *params = mState.ditherEnabled;                    break;
1807         case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1808         case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscardEnabled;         break;
1809         case GL_TRANSFORM_FEEDBACK_ACTIVE:
1810                 {
1811                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1812                         if(transformFeedback)
1813                         {
1814                                 *params = transformFeedback->isActive();
1815                                 break;
1816                         }
1817                         else return false;
1818                 }
1819          case GL_TRANSFORM_FEEDBACK_PAUSED:
1820                 {
1821                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1822                         if(transformFeedback)
1823                         {
1824                                 *params = transformFeedback->isPaused();
1825                                 break;
1826                         }
1827                         else return false;
1828                 }
1829         default:
1830                 return false;
1831         }
1832
1833         return true;
1834 }
1835
1836 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1837 {
1838         // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1839         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1840         // GetIntegerv as its native query function. As it would require conversion in any
1841         // case, this should make no difference to the calling application.
1842         switch(pname)
1843         {
1844         case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
1845         case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
1846         case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
1847         case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
1848         case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
1849         case GL_ALIASED_LINE_WIDTH_RANGE:
1850                 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1851                 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1852                 break;
1853         case GL_ALIASED_POINT_SIZE_RANGE:
1854                 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1855                 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1856                 break;
1857         case GL_DEPTH_RANGE:
1858                 params[0] = mState.zNear;
1859                 params[1] = mState.zFar;
1860                 break;
1861         case GL_COLOR_CLEAR_VALUE:
1862                 params[0] = mState.colorClearValue.red;
1863                 params[1] = mState.colorClearValue.green;
1864                 params[2] = mState.colorClearValue.blue;
1865                 params[3] = mState.colorClearValue.alpha;
1866                 break;
1867         case GL_BLEND_COLOR:
1868                 params[0] = mState.blendColor.red;
1869                 params[1] = mState.blendColor.green;
1870                 params[2] = mState.blendColor.blue;
1871                 params[3] = mState.blendColor.alpha;
1872                 break;
1873         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1874                 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1875                 break;
1876         default:
1877                 return false;
1878         }
1879
1880         return true;
1881 }
1882
1883 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1884 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1885
1886 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1887 {
1888         // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1889         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1890         // GetIntegerv as its native query function. As it would require conversion in any
1891         // case, this should make no difference to the calling application. You may find it in
1892         // Context::getFloatv.
1893         switch(pname)
1894         {
1895         case GL_MAX_VERTEX_ATTRIBS:               *params = MAX_VERTEX_ATTRIBS;               return true;
1896         case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = MAX_VERTEX_UNIFORM_VECTORS;       return true;
1897         case GL_MAX_VARYING_VECTORS:              *params = MAX_VARYING_VECTORS;              return true;
1898         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true;
1899         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS;   return true;
1900         case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = MAX_TEXTURE_IMAGE_UNITS;          return true;
1901         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = MAX_FRAGMENT_UNIFORM_VECTORS;     return true;
1902         case GL_MAX_RENDERBUFFER_SIZE:            *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true;
1903         case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    return true;
1904         case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          return true;
1905         case GL_ARRAY_BUFFER_BINDING:             *params = getArrayBufferName();                 return true;
1906         case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = getElementArrayBufferName();          return true;
1907 //      case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1908         case GL_DRAW_FRAMEBUFFER_BINDING:         *params = mState.drawFramebuffer;               return true;
1909         case GL_READ_FRAMEBUFFER_BINDING:         *params = mState.readFramebuffer;               return true;
1910         case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.name();           return true;
1911         case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                return true;
1912         case GL_PACK_ALIGNMENT:                   *params = mState.packParameters.alignment;                 return true;
1913         case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackParameters.alignment;          return true;
1914         case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            return true;
1915         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true;
1916         case GL_TEXTURE_FILTERING_HINT_CHROMIUM:  *params = mState.textureFilteringHint;          return true;
1917         case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); return true;
1918         case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   return true;
1919         case GL_STENCIL_REF:                      *params = mState.stencilRef;                    return true;
1920         case GL_STENCIL_VALUE_MASK:               *params = sw::clampToSignedInt(mState.stencilMask); return true;
1921         case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               return true;
1922         case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                return true;
1923         case GL_STENCIL_BACK_VALUE_MASK:          *params = sw::clampToSignedInt(mState.stencilBackMask); return true;
1924         case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   return true;
1925         case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          return true;
1926         case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          return true;
1927         case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               return true;
1928         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      return true;
1929         case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      return true;
1930         case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     return true;
1931         case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                return true;
1932         case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              return true;
1933         case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  return true;
1934         case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                return true;
1935         case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              return true;
1936         case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            return true;
1937         case GL_STENCIL_WRITEMASK:                *params = sw::clampToSignedInt(mState.stencilWritemask); return true;
1938         case GL_STENCIL_BACK_WRITEMASK:           *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true;
1939         case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             return true;
1940         case GL_SUBPIXEL_BITS:                    *params = 4;                                    return true;
1941         case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB:
1942         case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;          return true;
1943         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true;
1944         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;           return true;
1945         case GL_MAX_SAMPLES:                      *params = IMPLEMENTATION_MAX_SAMPLES;               return true;
1946         case GL_SAMPLE_BUFFERS:
1947         case GL_SAMPLES:
1948                 {
1949                         Framebuffer *framebuffer = getDrawFramebuffer();
1950                         int width, height, samples;
1951
1952                         if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1953                         {
1954                                 switch(pname)
1955                                 {
1956                                 case GL_SAMPLE_BUFFERS:
1957                                         if(samples > 1)
1958                                         {
1959                                                 *params = 1;
1960                                         }
1961                                         else
1962                                         {
1963                                                 *params = 0;
1964                                         }
1965                                         break;
1966                                 case GL_SAMPLES:
1967                                         *params = samples;
1968                                         break;
1969                                 }
1970                         }
1971                         else
1972                         {
1973                                 *params = 0;
1974                         }
1975                 }
1976                 return true;
1977         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1978                 {
1979                         Framebuffer *framebuffer = getReadFramebuffer();
1980                         *params = framebuffer->getImplementationColorReadType();
1981                 }
1982                 return true;
1983         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1984                 {
1985                         Framebuffer *framebuffer = getReadFramebuffer();
1986                         *params = framebuffer->getImplementationColorReadFormat();
1987                 }
1988                 return true;
1989         case GL_MAX_VIEWPORT_DIMS:
1990                 {
1991                         int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1992                         params[0] = maxDimension;
1993                         params[1] = maxDimension;
1994                 }
1995                 return true;
1996         case GL_COMPRESSED_TEXTURE_FORMATS:
1997                 {
1998                         for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1999                         {
2000                                 params[i] = compressedTextureFormats[i];
2001                         }
2002                 }
2003                 return true;
2004         case GL_VIEWPORT:
2005                 params[0] = mState.viewportX;
2006                 params[1] = mState.viewportY;
2007                 params[2] = mState.viewportWidth;
2008                 params[3] = mState.viewportHeight;
2009                 return true;
2010         case GL_SCISSOR_BOX:
2011                 params[0] = mState.scissorX;
2012                 params[1] = mState.scissorY;
2013                 params[2] = mState.scissorWidth;
2014                 params[3] = mState.scissorHeight;
2015                 return true;
2016         case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 return true;
2017         case GL_FRONT_FACE:                       *params = mState.frontFace;                return true;
2018         case GL_RED_BITS:
2019         case GL_GREEN_BITS:
2020         case GL_BLUE_BITS:
2021         case GL_ALPHA_BITS:
2022                 {
2023                         Framebuffer *framebuffer = getDrawFramebuffer();
2024                         Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
2025
2026                         if(colorbuffer)
2027                         {
2028                                 switch(pname)
2029                                 {
2030                                 case GL_RED_BITS:   *params = colorbuffer->getRedSize();   return true;
2031                                 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true;
2032                                 case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  return true;
2033                                 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true;
2034                                 }
2035                         }
2036                         else
2037                         {
2038                                 *params = 0;
2039                         }
2040                 }
2041                 return true;
2042         case GL_DEPTH_BITS:
2043                 {
2044                         Framebuffer *framebuffer = getDrawFramebuffer();
2045                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2046
2047                         if(depthbuffer)
2048                         {
2049                                 *params = depthbuffer->getDepthSize();
2050                         }
2051                         else
2052                         {
2053                                 *params = 0;
2054                         }
2055                 }
2056                 return true;
2057         case GL_STENCIL_BITS:
2058                 {
2059                         Framebuffer *framebuffer = getDrawFramebuffer();
2060                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2061
2062                         if(stencilbuffer)
2063                         {
2064                                 *params = stencilbuffer->getStencilSize();
2065                         }
2066                         else
2067                         {
2068                                 *params = 0;
2069                         }
2070                 }
2071                 return true;
2072         case GL_TEXTURE_BINDING_2D:
2073                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2074                 {
2075                         error(GL_INVALID_OPERATION);
2076                         return false;
2077                 }
2078
2079                 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2080                 return true;
2081         case GL_TEXTURE_BINDING_CUBE_MAP:
2082                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2083                 {
2084                         error(GL_INVALID_OPERATION);
2085                         return false;
2086                 }
2087
2088                 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2089                 return true;
2090         case GL_TEXTURE_BINDING_RECTANGLE_ARB:
2091                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2092                 {
2093                         error(GL_INVALID_OPERATION);
2094                         return false;
2095                 }
2096
2097                 *params = mState.samplerTexture[TEXTURE_2D_RECT][mState.activeSampler].name();
2098                 return true;
2099         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2100                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2101                 {
2102                         error(GL_INVALID_OPERATION);
2103                         return false;
2104                 }
2105
2106                 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2107                 return true;
2108         case GL_TEXTURE_BINDING_3D_OES:
2109                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2110                 {
2111                         error(GL_INVALID_OPERATION);
2112                         return false;
2113                 }
2114
2115                 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2116                 return true;
2117         case GL_DRAW_BUFFER0:
2118         case GL_DRAW_BUFFER1:
2119         case GL_DRAW_BUFFER2:
2120         case GL_DRAW_BUFFER3:
2121         case GL_DRAW_BUFFER4:
2122         case GL_DRAW_BUFFER5:
2123         case GL_DRAW_BUFFER6:
2124         case GL_DRAW_BUFFER7:
2125         case GL_DRAW_BUFFER8:
2126         case GL_DRAW_BUFFER9:
2127         case GL_DRAW_BUFFER10:
2128         case GL_DRAW_BUFFER11:
2129         case GL_DRAW_BUFFER12:
2130         case GL_DRAW_BUFFER13:
2131         case GL_DRAW_BUFFER14:
2132         case GL_DRAW_BUFFER15:
2133                 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS)
2134                 {
2135                         *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2136                 }
2137                 else
2138                 {
2139                         return false;
2140                 }
2141                 return true;
2142         case GL_MAX_DRAW_BUFFERS:
2143                 *params = MAX_DRAW_BUFFERS;
2144                 return true;
2145         case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers
2146                 *params = MAX_COLOR_ATTACHMENTS;
2147                 return true;
2148         default:
2149                 break;
2150         }
2151
2152         if(clientVersion >= 3)
2153         {
2154                 switch(pname)
2155                 {
2156                 case GL_TEXTURE_BINDING_2D_ARRAY:
2157                         if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2158                         {
2159                                 error(GL_INVALID_OPERATION);
2160                                 return false;
2161                         }
2162
2163                         *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2164                         return true;
2165                 case GL_COPY_READ_BUFFER_BINDING:
2166                         *params = mState.copyReadBuffer.name();
2167                         return true;
2168                 case GL_COPY_WRITE_BUFFER_BINDING:
2169                         *params = mState.copyWriteBuffer.name();
2170                         return true;
2171                 case GL_MAJOR_VERSION:
2172                         *params = clientVersion;
2173                         return true;
2174                 case GL_MAX_3D_TEXTURE_SIZE:
2175                         *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2176                         return true;
2177                 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2178                         *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2179                         return true;
2180                 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2181                         *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2182                         return true;
2183                 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2184                         *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS;
2185                         return true;
2186                 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2187                         *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2188                         return true;
2189                 case GL_MAX_ELEMENT_INDEX:
2190                         *params = MAX_ELEMENT_INDEX;
2191                         return true;
2192                 case GL_MAX_ELEMENTS_INDICES:
2193                         *params = MAX_ELEMENTS_INDICES;
2194                         return true;
2195                 case GL_MAX_ELEMENTS_VERTICES:
2196                         *params = MAX_ELEMENTS_VERTICES;
2197                         return true;
2198                 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2199                         *params = MAX_FRAGMENT_INPUT_VECTORS * 4;
2200                         return true;
2201                 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2202                         *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2203                         return true;
2204                 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2205                         *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2206                         return true;
2207                 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2208                         // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2209                         // In any case, any behavior outside the specified range is valid since the spec mentions:
2210                         // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2211                         // "If any of the offset values are outside the range of the  implementation-defined values
2212                         //  MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2213                         //  undefined."
2214                         *params = MAX_PROGRAM_TEXEL_OFFSET;
2215                         return true;
2216                 case GL_MAX_SERVER_WAIT_TIMEOUT:
2217                         *params = 0;
2218                         return true;
2219                 case GL_MAX_TEXTURE_LOD_BIAS:
2220                         *params = MAX_TEXTURE_LOD_BIAS;
2221                         return true;
2222                 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2223                         *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2224                         return true;
2225                 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2226                         *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2227                         return true;
2228                 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2229                         *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2230                         return true;
2231                 case GL_MAX_UNIFORM_BLOCK_SIZE:
2232                         *params = MAX_UNIFORM_BLOCK_SIZE;
2233                         return true;
2234                 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2235                         *params = MAX_UNIFORM_BUFFER_BINDINGS;
2236                         return true;
2237                 case GL_MAX_VARYING_COMPONENTS:
2238                         *params = MAX_VARYING_VECTORS * 4;
2239                         return true;
2240                 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2241                         *params = MAX_VERTEX_OUTPUT_VECTORS * 4;
2242                         return true;
2243                 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2244                         *params = MAX_VERTEX_UNIFORM_BLOCKS;
2245                         return true;
2246                 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2247                         *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2248                         return true;
2249                 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2250                         // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2251                         // In any case, any behavior outside the specified range is valid since the spec mentions:
2252                         // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2253                         // "If any of the offset values are outside the range of the  implementation-defined values
2254                         //  MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2255                         //  undefined."
2256                         *params = MIN_PROGRAM_TEXEL_OFFSET;
2257                         return true;
2258                 case GL_MINOR_VERSION:
2259                         *params = 0;
2260                         return true;
2261                 case GL_NUM_EXTENSIONS:
2262                         GLuint numExtensions;
2263                         getExtensions(0, &numExtensions);
2264                         *params = numExtensions;
2265                         return true;
2266                 case GL_NUM_PROGRAM_BINARY_FORMATS:
2267                         *params = NUM_PROGRAM_BINARY_FORMATS;
2268                         return true;
2269                 case GL_PACK_ROW_LENGTH:
2270                         *params = mState.packParameters.rowLength;
2271                         return true;
2272                 case GL_PACK_SKIP_PIXELS:
2273                         *params = mState.packParameters.skipPixels;
2274                         return true;
2275                 case GL_PACK_SKIP_ROWS:
2276                         *params = mState.packParameters.skipRows;
2277                         return true;
2278                 case GL_PIXEL_PACK_BUFFER_BINDING:
2279                         *params = mState.pixelPackBuffer.name();
2280                         return true;
2281                 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2282                         *params = mState.pixelUnpackBuffer.name();
2283                         return true;
2284                 case GL_PROGRAM_BINARY_FORMATS:
2285                         // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input
2286                         // should be a 0 sized array, so don't write to params
2287                         return true;
2288                 case GL_READ_BUFFER:
2289                         *params = getReadFramebuffer()->getReadBuffer();
2290                         return true;
2291                 case GL_SAMPLER_BINDING:
2292                         *params = mState.sampler[mState.activeSampler].name();
2293                         return true;
2294                 case GL_UNIFORM_BUFFER_BINDING:
2295                         *params = mState.genericUniformBuffer.name();
2296                         return true;
2297                 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2298                         *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2299                         return true;
2300                 case GL_UNIFORM_BUFFER_SIZE:
2301                         *params = static_cast<T>(mState.genericUniformBuffer->size());
2302                         return true;
2303                 case GL_UNIFORM_BUFFER_START:
2304                         *params = static_cast<T>(mState.genericUniformBuffer->offset());
2305                         return true;
2306                 case GL_UNPACK_IMAGE_HEIGHT:
2307                         *params = mState.unpackParameters.imageHeight;
2308                         return true;
2309                 case GL_UNPACK_ROW_LENGTH:
2310                         *params = mState.unpackParameters.rowLength;
2311                         return true;
2312                 case GL_UNPACK_SKIP_IMAGES:
2313                         *params = mState.unpackParameters.skipImages;
2314                         return true;
2315                 case GL_UNPACK_SKIP_PIXELS:
2316                         *params = mState.unpackParameters.skipPixels;
2317                         return true;
2318                 case GL_UNPACK_SKIP_ROWS:
2319                         *params = mState.unpackParameters.skipRows;
2320                         return true;
2321                 case GL_VERTEX_ARRAY_BINDING:
2322                         *params = getCurrentVertexArray()->name;
2323                         return true;
2324                 case GL_TRANSFORM_FEEDBACK_BINDING:
2325                         {
2326                                 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2327                                 if(transformFeedback)
2328                                 {
2329                                         *params = transformFeedback->name;
2330                                 }
2331                                 else
2332                                 {
2333                                         return false;
2334                                 }
2335                         }
2336                         return true;
2337                 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2338                         {
2339                                 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2340                                 if(transformFeedback)
2341                                 {
2342                                         *params = transformFeedback->getGenericBufferName();
2343                                 }
2344                                 else
2345                                 {
2346                                         return false;
2347                                 }
2348                         }
2349                         return true;
2350                 default:
2351                         break;
2352                 }
2353         }
2354
2355         return false;
2356 }
2357
2358 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2359 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2360
2361 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2362 {
2363         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2364         if(!transformFeedback)
2365         {
2366                 return false;
2367         }
2368
2369         switch(pname)
2370         {
2371         case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2372                 *param = transformFeedback->name;
2373                 break;
2374         case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2375                 *param = transformFeedback->isActive();
2376                 break;
2377         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2378                 *param = transformFeedback->getBufferName(index);
2379                 break;
2380         case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2381                 *param = transformFeedback->isPaused();
2382                 break;
2383         case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2384                 if(transformFeedback->getBuffer(index))
2385                 {
2386                         *param = transformFeedback->getSize(index);
2387                         break;
2388                 }
2389                 else return false;
2390         case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2391                 if(transformFeedback->getBuffer(index))
2392                 {
2393                         *param = transformFeedback->getOffset(index);
2394                 break;
2395                 }
2396                 else return false;
2397         default:
2398                 return false;
2399         }
2400
2401         return true;
2402 }
2403
2404 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2405 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2406
2407 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2408 {
2409         switch(pname)
2410         {
2411         case GL_UNIFORM_BUFFER_BINDING:
2412         case GL_UNIFORM_BUFFER_SIZE:
2413         case GL_UNIFORM_BUFFER_START:
2414                 if(index >= MAX_UNIFORM_BUFFER_BINDINGS)
2415                 {
2416                         return error(GL_INVALID_VALUE, true);
2417                 }
2418                 break;
2419         default:
2420                 break;
2421         }
2422
2423         const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2424
2425         switch(pname)
2426         {
2427         case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2428                 *param = uniformBuffer.get().name();
2429                 break;
2430         case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2431                 *param = uniformBuffer.getSize();
2432                 break;
2433         case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2434                 *param = uniformBuffer.getOffset();
2435                 break;
2436         default:
2437                 return false;
2438         }
2439
2440         return true;
2441 }
2442
2443 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2444 {
2445         // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2446         // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2447         // to the fact that it is stored internally as a float, and so would require conversion
2448         // if returned from Context::getIntegerv. Since this conversion is already implemented
2449         // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2450         // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2451         // application.
2452         switch(pname)
2453         {
2454         case GL_COMPRESSED_TEXTURE_FORMATS:
2455                 {
2456                         *type = GL_INT;
2457                         *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2458                 }
2459                 break;
2460         case GL_SHADER_BINARY_FORMATS:
2461                 {
2462                         *type = GL_INT;
2463                         *numParams = 0;
2464                 }
2465                 break;
2466         case GL_MAX_VERTEX_ATTRIBS:
2467         case GL_MAX_VERTEX_UNIFORM_VECTORS:
2468         case GL_MAX_VARYING_VECTORS:
2469         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2470         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2471         case GL_MAX_TEXTURE_IMAGE_UNITS:
2472         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2473         case GL_MAX_RENDERBUFFER_SIZE:
2474         case GL_NUM_SHADER_BINARY_FORMATS:
2475         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2476         case GL_ARRAY_BUFFER_BINDING:
2477         case GL_FRAMEBUFFER_BINDING:        // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2478         case GL_READ_FRAMEBUFFER_BINDING:   // Same as GL_READ_FRAMEBUFFER_BINDING_ANGLE
2479         case GL_RENDERBUFFER_BINDING:
2480         case GL_CURRENT_PROGRAM:
2481         case GL_PACK_ALIGNMENT:
2482         case GL_UNPACK_ALIGNMENT:
2483         case GL_GENERATE_MIPMAP_HINT:
2484         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2485         case GL_TEXTURE_FILTERING_HINT_CHROMIUM:
2486         case GL_RED_BITS:
2487         case GL_GREEN_BITS:
2488         case GL_BLUE_BITS:
2489         case GL_ALPHA_BITS:
2490         case GL_DEPTH_BITS:
2491         case GL_STENCIL_BITS:
2492         case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2493         case GL_CULL_FACE_MODE:
2494         case GL_FRONT_FACE:
2495         case GL_ACTIVE_TEXTURE:
2496         case GL_STENCIL_FUNC:
2497         case GL_STENCIL_VALUE_MASK:
2498         case GL_STENCIL_REF:
2499         case GL_STENCIL_FAIL:
2500         case GL_STENCIL_PASS_DEPTH_FAIL:
2501         case GL_STENCIL_PASS_DEPTH_PASS:
2502         case GL_STENCIL_BACK_FUNC:
2503         case GL_STENCIL_BACK_VALUE_MASK:
2504         case GL_STENCIL_BACK_REF:
2505         case GL_STENCIL_BACK_FAIL:
2506         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2507         case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2508         case GL_DEPTH_FUNC:
2509         case GL_BLEND_SRC_RGB:
2510         case GL_BLEND_SRC_ALPHA:
2511         case GL_BLEND_DST_RGB:
2512         case GL_BLEND_DST_ALPHA:
2513         case GL_BLEND_EQUATION_RGB:
2514         case GL_BLEND_EQUATION_ALPHA:
2515         case GL_STENCIL_WRITEMASK:
2516         case GL_STENCIL_BACK_WRITEMASK:
2517         case GL_STENCIL_CLEAR_VALUE:
2518         case GL_SUBPIXEL_BITS:
2519         case GL_MAX_TEXTURE_SIZE:
2520         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2521         case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB:
2522         case GL_SAMPLE_BUFFERS:
2523         case GL_SAMPLES:
2524         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2525         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2526         case GL_TEXTURE_BINDING_2D:
2527         case GL_TEXTURE_BINDING_CUBE_MAP:
2528         case GL_TEXTURE_BINDING_RECTANGLE_ARB:
2529         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2530         case GL_TEXTURE_BINDING_3D_OES:
2531         case GL_COPY_READ_BUFFER_BINDING:
2532         case GL_COPY_WRITE_BUFFER_BINDING:
2533         case GL_DRAW_BUFFER0:
2534         case GL_DRAW_BUFFER1:
2535         case GL_DRAW_BUFFER2:
2536         case GL_DRAW_BUFFER3:
2537         case GL_DRAW_BUFFER4:
2538         case GL_DRAW_BUFFER5:
2539         case GL_DRAW_BUFFER6:
2540         case GL_DRAW_BUFFER7:
2541         case GL_DRAW_BUFFER8:
2542         case GL_DRAW_BUFFER9:
2543         case GL_DRAW_BUFFER10:
2544         case GL_DRAW_BUFFER11:
2545         case GL_DRAW_BUFFER12:
2546         case GL_DRAW_BUFFER13:
2547         case GL_DRAW_BUFFER14:
2548         case GL_DRAW_BUFFER15:
2549         case GL_MAJOR_VERSION:
2550         case GL_MAX_3D_TEXTURE_SIZE:
2551         case GL_MAX_ARRAY_TEXTURE_LAYERS:
2552         case GL_MAX_COLOR_ATTACHMENTS:
2553         case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2554         case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2555         case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2556         case GL_MAX_DRAW_BUFFERS:
2557         case GL_MAX_ELEMENT_INDEX:
2558         case GL_MAX_ELEMENTS_INDICES:
2559         case GL_MAX_ELEMENTS_VERTICES:
2560         case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2561         case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2562         case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2563         case GL_MAX_PROGRAM_TEXEL_OFFSET:
2564         case GL_MAX_SERVER_WAIT_TIMEOUT:
2565         case GL_MAX_TEXTURE_LOD_BIAS:
2566         case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2567         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2568         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2569         case GL_MAX_UNIFORM_BLOCK_SIZE:
2570         case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2571         case GL_MAX_VARYING_COMPONENTS:
2572         case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2573         case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2574         case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2575         case GL_MIN_PROGRAM_TEXEL_OFFSET:
2576         case GL_MINOR_VERSION:
2577         case GL_NUM_EXTENSIONS:
2578         case GL_NUM_PROGRAM_BINARY_FORMATS:
2579         case GL_PACK_ROW_LENGTH:
2580         case GL_PACK_SKIP_PIXELS:
2581         case GL_PACK_SKIP_ROWS:
2582         case GL_PIXEL_PACK_BUFFER_BINDING:
2583         case GL_PIXEL_UNPACK_BUFFER_BINDING:
2584         case GL_PROGRAM_BINARY_FORMATS:
2585         case GL_READ_BUFFER:
2586         case GL_SAMPLER_BINDING:
2587         case GL_TEXTURE_BINDING_2D_ARRAY:
2588         case GL_UNIFORM_BUFFER_BINDING:
2589         case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2590         case GL_UNIFORM_BUFFER_SIZE:
2591         case GL_UNIFORM_BUFFER_START:
2592         case GL_UNPACK_IMAGE_HEIGHT:
2593         case GL_UNPACK_ROW_LENGTH:
2594         case GL_UNPACK_SKIP_IMAGES:
2595         case GL_UNPACK_SKIP_PIXELS:
2596         case GL_UNPACK_SKIP_ROWS:
2597         case GL_VERTEX_ARRAY_BINDING:
2598         case GL_TRANSFORM_FEEDBACK_BINDING:
2599         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2600                 {
2601                         *type = GL_INT;
2602                         *numParams = 1;
2603                 }
2604                 break;
2605         case GL_MAX_SAMPLES:
2606                 {
2607                         *type = GL_INT;
2608                         *numParams = 1;
2609                 }
2610                 break;
2611         case GL_MAX_VIEWPORT_DIMS:
2612                 {
2613                         *type = GL_INT;
2614                         *numParams = 2;
2615                 }
2616                 break;
2617         case GL_VIEWPORT:
2618         case GL_SCISSOR_BOX:
2619                 {
2620                         *type = GL_INT;
2621                         *numParams = 4;
2622                 }
2623                 break;
2624         case GL_SHADER_COMPILER:
2625         case GL_SAMPLE_COVERAGE_INVERT:
2626         case GL_DEPTH_WRITEMASK:
2627         case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
2628         case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
2629         case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2630         case GL_SAMPLE_COVERAGE:
2631         case GL_SCISSOR_TEST:
2632         case GL_STENCIL_TEST:
2633         case GL_DEPTH_TEST:
2634         case GL_BLEND:
2635         case GL_DITHER:
2636         case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2637         case GL_RASTERIZER_DISCARD:
2638         case GL_TRANSFORM_FEEDBACK_ACTIVE:
2639         case GL_TRANSFORM_FEEDBACK_PAUSED:
2640                 {
2641                         *type = GL_BOOL;
2642                         *numParams = 1;
2643                 }
2644                 break;
2645         case GL_COLOR_WRITEMASK:
2646                 {
2647                         *type = GL_BOOL;
2648                         *numParams = 4;
2649                 }
2650                 break;
2651         case GL_POLYGON_OFFSET_FACTOR:
2652         case GL_POLYGON_OFFSET_UNITS:
2653         case GL_SAMPLE_COVERAGE_VALUE:
2654         case GL_DEPTH_CLEAR_VALUE:
2655         case GL_LINE_WIDTH:
2656                 {
2657                         *type = GL_FLOAT;
2658                         *numParams = 1;
2659                 }
2660                 break;
2661         case GL_ALIASED_LINE_WIDTH_RANGE:
2662         case GL_ALIASED_POINT_SIZE_RANGE:
2663         case GL_DEPTH_RANGE:
2664                 {
2665                         *type = GL_FLOAT;
2666                         *numParams = 2;
2667                 }
2668                 break;
2669         case GL_COLOR_CLEAR_VALUE:
2670         case GL_BLEND_COLOR:
2671                 {
2672                         *type = GL_FLOAT;
2673                         *numParams = 4;
2674                 }
2675                 break;
2676         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2677                 *type = GL_FLOAT;
2678                 *numParams = 1;
2679                 break;
2680         default:
2681                 return false;
2682         }
2683
2684         return true;
2685 }
2686
2687 void Context::applyScissor(int width, int height)
2688 {
2689         if(mState.scissorTestEnabled)
2690         {
2691                 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2692                 scissor.clip(0, 0, width, height);
2693
2694                 device->setScissorRect(scissor);
2695                 device->setScissorEnable(true);
2696         }
2697         else
2698         {
2699                 device->setScissorEnable(false);
2700         }
2701 }
2702
2703 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2704 bool Context::applyRenderTarget()
2705 {
2706         Framebuffer *framebuffer = getDrawFramebuffer();
2707         int width, height, samples;
2708
2709         if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2710         {
2711                 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2712         }
2713
2714         for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2715         {
2716                 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2717                 {
2718                         egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2719                         GLint layer = framebuffer->getColorbufferLayer(i);
2720                         device->setRenderTarget(i, renderTarget, layer);
2721                         if(renderTarget) renderTarget->release();
2722                 }
2723                 else
2724                 {
2725                         device->setRenderTarget(i, nullptr, 0);
2726                 }
2727         }
2728
2729         egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2730         GLint dLayer = framebuffer->getDepthbufferLayer();
2731         device->setDepthBuffer(depthBuffer, dLayer);
2732         if(depthBuffer) depthBuffer->release();
2733
2734         egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2735         GLint sLayer = framebuffer->getStencilbufferLayer();
2736         device->setStencilBuffer(stencilBuffer, sLayer);
2737         if(stencilBuffer) stencilBuffer->release();
2738
2739         Viewport viewport;
2740         float zNear = clamp01(mState.zNear);
2741         float zFar = clamp01(mState.zFar);
2742
2743         viewport.x0 = mState.viewportX;
2744         viewport.y0 = mState.viewportY;
2745         viewport.width = mState.viewportWidth;
2746         viewport.height = mState.viewportHeight;
2747         viewport.minZ = zNear;
2748         viewport.maxZ = zFar;
2749
2750         device->setViewport(viewport);
2751
2752         applyScissor(width, height);
2753
2754         Program *program = getCurrentProgram();
2755
2756         if(program)
2757         {
2758                 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2759                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2760                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2761                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2762         }
2763
2764         return true;
2765 }
2766
2767 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2768 void Context::applyState(GLenum drawMode)
2769 {
2770         Framebuffer *framebuffer = getDrawFramebuffer();
2771
2772         if(mState.cullFaceEnabled)
2773         {
2774                 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2775         }
2776         else
2777         {
2778                 device->setCullMode(sw::CULL_NONE);
2779         }
2780
2781         if(mDepthStateDirty)
2782         {
2783                 if(mState.depthTestEnabled)
2784                 {
2785                         device->setDepthBufferEnable(true);
2786                         device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2787                 }
2788                 else
2789                 {
2790                         device->setDepthBufferEnable(false);
2791                 }
2792
2793                 mDepthStateDirty = false;
2794         }
2795
2796         if(mBlendStateDirty)
2797         {
2798                 if(mState.blendEnabled)
2799                 {
2800                         device->setAlphaBlendEnable(true);
2801                         device->setSeparateAlphaBlendEnable(true);
2802
2803                         device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2804
2805                         device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2806                         device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2807                         device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2808
2809                         device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2810                         device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2811                         device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2812                 }
2813                 else
2814                 {
2815                         device->setAlphaBlendEnable(false);
2816                 }
2817
2818                 mBlendStateDirty = false;
2819         }
2820
2821         if(mStencilStateDirty || mFrontFaceDirty)
2822         {
2823                 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2824                 {
2825                         device->setStencilEnable(true);
2826                         device->setTwoSidedStencil(true);
2827
2828                         // get the maximum size of the stencil ref
2829                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2830                         GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2831
2832                         if(mState.frontFace == GL_CCW)
2833                         {
2834                                 device->setStencilWriteMask(mState.stencilWritemask);
2835                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2836
2837                                 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2838                                 device->setStencilMask(mState.stencilMask);
2839
2840                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2841                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2842                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2843
2844                                 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2845                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2846
2847                                 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2848                                 device->setStencilMaskCCW(mState.stencilBackMask);
2849
2850                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2851                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2852                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2853                         }
2854                         else
2855                         {
2856                                 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2857                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2858
2859                                 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2860                                 device->setStencilMaskCCW(mState.stencilMask);
2861
2862                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2863                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2864                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2865
2866                                 device->setStencilWriteMask(mState.stencilBackWritemask);
2867                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2868
2869                                 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2870                                 device->setStencilMask(mState.stencilBackMask);
2871
2872                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2873                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2874                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2875                         }
2876                 }
2877                 else
2878                 {
2879                         device->setStencilEnable(false);
2880                 }
2881
2882                 mStencilStateDirty = false;
2883                 mFrontFaceDirty = false;
2884         }
2885
2886         if(mMaskStateDirty)
2887         {
2888                 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2889                 {
2890                         device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2891                 }
2892
2893                 device->setDepthWriteEnable(mState.depthMask);
2894
2895                 mMaskStateDirty = false;
2896         }
2897
2898         if(mPolygonOffsetStateDirty)
2899         {
2900                 if(mState.polygonOffsetFillEnabled)
2901                 {
2902                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2903                         if(depthbuffer)
2904                         {
2905                                 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2906                                 float depthBias = ldexp(mState.polygonOffsetUnits, -23);   // We use 32-bit floating-point for all depth formats, with 23 mantissa bits.
2907                                 device->setDepthBias(depthBias);
2908                         }
2909                 }
2910                 else
2911                 {
2912                         device->setSlopeDepthBias(0);
2913                         device->setDepthBias(0);
2914                 }
2915
2916                 mPolygonOffsetStateDirty = false;
2917         }
2918
2919         if(mSampleStateDirty)
2920         {
2921                 if(mState.sampleAlphaToCoverageEnabled)
2922                 {
2923                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2924                 }
2925                 else
2926                 {
2927                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2928                 }
2929
2930                 if(mState.sampleCoverageEnabled)
2931                 {
2932                         unsigned int mask = 0;
2933                         if(mState.sampleCoverageValue != 0)
2934                         {
2935                                 int width, height, samples;
2936                                 framebuffer->completeness(width, height, samples);
2937
2938                                 float threshold = 0.5f;
2939
2940                                 for(int i = 0; i < samples; i++)
2941                                 {
2942                                         mask <<= 1;
2943
2944                                         if((i + 1) * mState.sampleCoverageValue >= threshold)
2945                                         {
2946                                                 threshold += 1.0f;
2947                                                 mask |= 1;
2948                                         }
2949                                 }
2950                         }
2951
2952                         if(mState.sampleCoverageInvert)
2953                         {
2954                                 mask = ~mask;
2955                         }
2956
2957                         device->setMultiSampleMask(mask);
2958                 }
2959                 else
2960                 {
2961                         device->setMultiSampleMask(0xFFFFFFFF);
2962                 }
2963
2964                 mSampleStateDirty = false;
2965         }
2966
2967         if(mDitherStateDirty)
2968         {
2969         //      UNIMPLEMENTED();   // FIXME
2970
2971                 mDitherStateDirty = false;
2972         }
2973
2974         device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2975 }
2976
2977 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2978 {
2979         TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2980
2981         GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2982         if(err != GL_NO_ERROR)
2983         {
2984                 return err;
2985         }
2986
2987         Program *program = getCurrentProgram();
2988
2989         device->resetInputStreams(false);
2990
2991         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2992         {
2993                 if(program->getAttributeStream(i) == -1)
2994                 {
2995                         continue;
2996                 }
2997
2998                 sw::Resource *resource = attributes[i].vertexBuffer;
2999                 const void *buffer = (char*)resource->data() + attributes[i].offset;
3000
3001                 int stride = attributes[i].stride;
3002
3003                 buffer = (char*)buffer + stride * base;
3004
3005                 sw::Stream attribute(resource, buffer, stride);
3006
3007                 attribute.type = attributes[i].type;
3008                 attribute.count = attributes[i].count;
3009                 attribute.normalized = attributes[i].normalized;
3010
3011                 int stream = program->getAttributeStream(i);
3012                 device->setInputStream(stream, attribute);
3013         }
3014
3015         return GL_NO_ERROR;
3016 }
3017
3018 // Applies the indices and element array bindings
3019 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
3020 {
3021         GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled());
3022
3023         if(err == GL_NO_ERROR)
3024         {
3025                 device->setIndexBuffer(indexInfo->indexBuffer);
3026         }
3027
3028         return err;
3029 }
3030
3031 // Applies the shaders and shader constants
3032 void Context::applyShaders()
3033 {
3034         Program *programObject = getCurrentProgram();
3035         sw::VertexShader *vertexShader = programObject->getVertexShader();
3036         sw::PixelShader *pixelShader = programObject->getPixelShader();
3037
3038         device->setVertexShader(vertexShader);
3039         device->setPixelShader(pixelShader);
3040
3041         if(programObject->getSerial() != mAppliedProgramSerial)
3042         {
3043                 programObject->dirtyAllUniforms();
3044                 mAppliedProgramSerial = programObject->getSerial();
3045         }
3046
3047         programObject->applyTransformFeedback(device, getTransformFeedback());
3048         programObject->applyUniformBuffers(device, mState.uniformBuffers);
3049         programObject->applyUniforms(device);
3050 }
3051
3052 void Context::applyTextures()
3053 {
3054         applyTextures(sw::SAMPLER_PIXEL);
3055         applyTextures(sw::SAMPLER_VERTEX);
3056 }
3057
3058 void Context::applyTextures(sw::SamplerType samplerType)
3059 {
3060         Program *programObject = getCurrentProgram();
3061
3062         int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS;   // Range of samplers of given sampler type
3063
3064         for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3065         {
3066                 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex);   // OpenGL texture image unit index
3067
3068                 if(textureUnit != -1)
3069                 {
3070                         TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3071
3072                         Texture *texture = getSamplerTexture(textureUnit, textureType);
3073
3074                         if(texture->isSamplerComplete())
3075                         {
3076                                 GLenum wrapS, wrapT, wrapR, minFilter, magFilter, compFunc, compMode;
3077                                 GLfloat minLOD, maxLOD;
3078
3079                                 Sampler *samplerObject = mState.sampler[textureUnit];
3080                                 if(samplerObject)
3081                                 {
3082                                         wrapS = samplerObject->getWrapS();
3083                                         wrapT = samplerObject->getWrapT();
3084                                         wrapR = samplerObject->getWrapR();
3085                                         minFilter = samplerObject->getMinFilter();
3086                                         magFilter = samplerObject->getMagFilter();
3087                                         minLOD = samplerObject->getMinLod();
3088                                         maxLOD = samplerObject->getMaxLod();
3089                                         compFunc = samplerObject->getCompareFunc();
3090                                         compMode = samplerObject->getCompareMode();
3091                                 }
3092                                 else
3093                                 {
3094                                         wrapS = texture->getWrapS();
3095                                         wrapT = texture->getWrapT();
3096                                         wrapR = texture->getWrapR();
3097                                         minFilter = texture->getMinFilter();
3098                                         magFilter = texture->getMagFilter();
3099                                         minLOD = texture->getMinLOD();
3100                                         maxLOD = texture->getMaxLOD();
3101                                         compFunc = texture->getCompareFunc();
3102                                         compMode = texture->getCompareMode();
3103                                 }
3104
3105                                 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3106                                 GLint baseLevel = texture->getBaseLevel();
3107                                 GLint maxLevel = texture->getMaxLevel();
3108                                 GLenum swizzleR = texture->getSwizzleR();
3109                                 GLenum swizzleG = texture->getSwizzleG();
3110                                 GLenum swizzleB = texture->getSwizzleB();
3111                                 GLenum swizzleA = texture->getSwizzleA();
3112
3113                                 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3114                                 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3115                                 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3116                                 device->setCompareFunc(samplerType, samplerIndex, es2sw::ConvertCompareFunc(compFunc, compMode));
3117                                 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3118                                 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3119                                 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3120                                 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3121                                 device->setMinLod(samplerType, samplerIndex, minLOD);
3122                                 device->setMaxLod(samplerType, samplerIndex, maxLOD);
3123                                 device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3124                                 device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3125                                 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3126                                 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3127                                 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3128                                 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST);
3129
3130                                 applyTexture(samplerType, samplerIndex, texture);
3131                         }
3132                         else
3133                         {
3134                                 applyTexture(samplerType, samplerIndex, nullptr);
3135                         }
3136                 }
3137                 else
3138                 {
3139                         applyTexture(samplerType, samplerIndex, nullptr);
3140                 }
3141         }
3142 }
3143
3144 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3145 {
3146         Program *program = getCurrentProgram();
3147         int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3148         bool textureUsed = false;
3149
3150         if(type == sw::SAMPLER_PIXEL)
3151         {
3152                 textureUsed = program->getPixelShader()->usesSampler(index);
3153         }
3154         else if(type == sw::SAMPLER_VERTEX)
3155         {
3156                 textureUsed = program->getVertexShader()->usesSampler(index);
3157         }
3158         else UNREACHABLE(type);
3159
3160         sw::Resource *resource = nullptr;
3161
3162         if(baseTexture && textureUsed)
3163         {
3164                 resource = baseTexture->getResource();
3165         }
3166
3167         device->setTextureResource(sampler, resource);
3168
3169         if(baseTexture && textureUsed)
3170         {
3171                 int baseLevel = baseTexture->getBaseLevel();
3172                 int maxLevel = std::min(baseTexture->getTopLevel(), baseTexture->getMaxLevel());
3173                 GLenum target = baseTexture->getTarget();
3174
3175                 switch(target)
3176                 {
3177                 case GL_TEXTURE_2D:
3178                 case GL_TEXTURE_EXTERNAL_OES:
3179                 case GL_TEXTURE_RECTANGLE_ARB:
3180                         {
3181                                 Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3182
3183                                 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3184                                 {
3185                                         int surfaceLevel = mipmapLevel + baseLevel;
3186
3187                                         if(surfaceLevel > maxLevel)
3188                                         {
3189                                                 surfaceLevel = maxLevel;
3190                                         }
3191
3192                                         egl::Image *surface = texture->getImage(surfaceLevel);
3193                                         device->setTextureLevel(sampler, 0, mipmapLevel, surface,
3194                                                                 (target == GL_TEXTURE_RECTANGLE_ARB) ? sw::TEXTURE_RECTANGLE : sw::TEXTURE_2D);
3195                                 }
3196                         }
3197                         break;
3198                 case GL_TEXTURE_3D:
3199                         {
3200                                 Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3201
3202                                 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3203                                 {
3204                                         int surfaceLevel = mipmapLevel + baseLevel;
3205
3206                                         if(surfaceLevel > maxLevel)
3207                                         {
3208                                                 surfaceLevel = maxLevel;
3209                                         }
3210
3211                                         egl::Image *surface = texture->getImage(surfaceLevel);
3212                                         device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3213                                 }
3214                         }
3215                         break;
3216                 case GL_TEXTURE_2D_ARRAY:
3217                         {
3218                                 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3219
3220                                 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3221                                 {
3222                                         int surfaceLevel = mipmapLevel + baseLevel;
3223
3224                                         if(surfaceLevel > maxLevel)
3225                                         {
3226                                                 surfaceLevel = maxLevel;
3227                                         }
3228
3229                                         egl::Image *surface = texture->getImage(surfaceLevel);
3230                                         device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3231                                 }
3232                         }
3233                         break;
3234                 case GL_TEXTURE_CUBE_MAP:
3235                         {
3236                                 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3237
3238                                 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3239                                 {
3240                                         cubeTexture->updateBorders(mipmapLevel);
3241
3242                                         for(int face = 0; face < 6; face++)
3243                                         {
3244                                                 int surfaceLevel = mipmapLevel + baseLevel;
3245
3246                                                 if(surfaceLevel > maxLevel)
3247                                                 {
3248                                                         surfaceLevel = maxLevel;
3249                                                 }
3250
3251                                                 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3252                                                 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3253                                         }
3254                                 }
3255                         }
3256                         break;
3257                 default:
3258                         UNIMPLEMENTED();
3259                         break;
3260                 }
3261         }
3262         else
3263         {
3264                 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3265         }
3266 }
3267
3268 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3269 {
3270         Framebuffer *framebuffer = getReadFramebuffer();
3271         int framebufferWidth, framebufferHeight, framebufferSamples;
3272
3273         if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3274         {
3275                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3276         }
3277
3278         if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3279         {
3280                 return error(GL_INVALID_OPERATION);
3281         }
3282
3283         if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion))
3284         {
3285                 return error(GL_INVALID_OPERATION);
3286         }
3287
3288         GLsizei outputWidth = (mState.packParameters.rowLength > 0) ? mState.packParameters.rowLength : width;
3289         GLsizei outputPitch = gl::ComputePitch(outputWidth, format, type, mState.packParameters.alignment);
3290         GLsizei outputHeight = (mState.packParameters.imageHeight == 0) ? height : mState.packParameters.imageHeight;
3291         pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3292         pixels = ((char*)pixels) + gl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packParameters);
3293
3294         // Sized query sanity check
3295         if(bufSize)
3296         {
3297                 int requiredSize = outputPitch * height;
3298                 if(requiredSize > *bufSize)
3299                 {
3300                         return error(GL_INVALID_OPERATION);
3301                 }
3302         }
3303
3304         egl::Image *renderTarget = nullptr;
3305         switch(format)
3306         {
3307         case GL_DEPTH_COMPONENT:   // GL_NV_read_depth
3308                 renderTarget = framebuffer->getDepthBuffer();
3309                 break;
3310         default:
3311                 renderTarget = framebuffer->getReadRenderTarget();
3312                 break;
3313         }
3314
3315         if(!renderTarget)
3316         {
3317                 return error(GL_INVALID_OPERATION);
3318         }
3319
3320         sw::RectF rect((float)x, (float)y, (float)(x + width), (float)(y + height));
3321         sw::Rect dstRect(0, 0, width, height);
3322         rect.clip(0.0f, 0.0f, (float)renderTarget->getWidth(), (float)renderTarget->getHeight());
3323
3324         sw::Surface *externalSurface = sw::Surface::create(width, height, 1, gl::ConvertReadFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3325         sw::SliceRectF sliceRect(rect);
3326         sw::SliceRect dstSliceRect(dstRect);
3327         device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false, false, false);
3328         delete externalSurface;
3329
3330         renderTarget->release();
3331 }
3332
3333 void Context::clear(GLbitfield mask)
3334 {
3335         if(mState.rasterizerDiscardEnabled)
3336         {
3337                 return;
3338         }
3339
3340         Framebuffer *framebuffer = getDrawFramebuffer();
3341
3342         if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3343         {
3344                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3345         }
3346
3347         if(!applyRenderTarget())
3348         {
3349                 return;
3350         }
3351
3352         if(mask & GL_COLOR_BUFFER_BIT)
3353         {
3354                 unsigned int rgbaMask = getColorMask();
3355
3356                 if(rgbaMask != 0)
3357                 {
3358                         device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3359                 }
3360         }
3361
3362         if(mask & GL_DEPTH_BUFFER_BIT)
3363         {
3364                 if(mState.depthMask != 0)
3365                 {
3366                         float depth = clamp01(mState.depthClearValue);
3367                         device->clearDepth(depth);
3368                 }
3369         }
3370
3371         if(mask & GL_STENCIL_BUFFER_BIT)
3372         {
3373                 if(mState.stencilWritemask != 0)
3374                 {
3375                         int stencil = mState.stencilClearValue & 0x000000FF;
3376                         device->clearStencil(stencil, mState.stencilWritemask);
3377                 }
3378         }
3379 }
3380
3381 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3382 {
3383         unsigned int rgbaMask = getColorMask();
3384         if(rgbaMask && !mState.rasterizerDiscardEnabled)
3385         {
3386                 Framebuffer *framebuffer = getDrawFramebuffer();
3387                 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3388
3389                 if(colorbuffer)
3390                 {
3391                         sw::Rect clearRect = colorbuffer->getRect();
3392
3393                         if(mState.scissorTestEnabled)
3394                         {
3395                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3396                         }
3397
3398                         device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3399
3400                         colorbuffer->release();
3401                 }
3402         }
3403 }
3404
3405 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3406 {
3407         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3408 }
3409
3410 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3411 {
3412         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3413 }
3414
3415 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3416 {
3417         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3418 }
3419
3420 void Context::clearDepthBuffer(const GLfloat value)
3421 {
3422         if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3423         {
3424                 Framebuffer *framebuffer = getDrawFramebuffer();
3425                 egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3426
3427                 if(depthbuffer)
3428                 {
3429                         float depth = clamp01(value);
3430                         sw::Rect clearRect = depthbuffer->getRect();
3431
3432                         if(mState.scissorTestEnabled)
3433                         {
3434                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3435                         }
3436
3437                         depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3438
3439                         depthbuffer->release();
3440                 }
3441         }
3442 }
3443
3444 void Context::clearStencilBuffer(const GLint value)
3445 {
3446         if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3447         {
3448                 Framebuffer *framebuffer = getDrawFramebuffer();
3449                 egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3450
3451                 if(stencilbuffer)
3452                 {
3453                         unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3454                         sw::Rect clearRect = stencilbuffer->getRect();
3455
3456                         if(mState.scissorTestEnabled)
3457                         {
3458                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3459                         }
3460
3461                         stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3462
3463                         stencilbuffer->release();
3464                 }
3465         }
3466 }
3467
3468 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3469 {
3470         if(!applyRenderTarget())
3471         {
3472                 return;
3473         }
3474
3475         if(mState.currentProgram == 0)
3476         {
3477                 return;   // Nothing to process.
3478         }
3479
3480         sw::DrawType primitiveType;
3481         int primitiveCount;
3482         int verticesPerPrimitive;
3483
3484         if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3485         {
3486                 return error(GL_INVALID_ENUM);
3487         }
3488
3489         applyState(mode);
3490
3491         for(int i = 0; i < instanceCount; ++i)
3492         {
3493                 device->setInstanceID(i);
3494
3495                 GLenum err = applyVertexBuffer(0, first, count, i);
3496                 if(err != GL_NO_ERROR)
3497                 {
3498                         return error(err);
3499                 }
3500
3501                 applyShaders();
3502                 applyTextures();
3503
3504                 if(!getCurrentProgram()->validateSamplers(false))
3505                 {
3506                         return error(GL_INVALID_OPERATION);
3507                 }
3508
3509                 if(primitiveCount <= 0)
3510                 {
3511                         return;
3512                 }
3513
3514                 TransformFeedback* transformFeedback = getTransformFeedback();
3515                 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3516                 {
3517                         device->drawPrimitive(primitiveType, primitiveCount);
3518                 }
3519                 if(transformFeedback)
3520                 {
3521                         transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3522                 }
3523         }
3524 }
3525
3526 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3527 {
3528         if(!applyRenderTarget())
3529         {
3530                 return;
3531         }
3532
3533         if(mState.currentProgram == 0)
3534         {
3535                 return;   // Nothing to process.
3536         }
3537
3538         if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3539         {
3540                 return error(GL_INVALID_OPERATION);
3541         }
3542
3543         GLenum internalMode = mode;
3544         if(isPrimitiveRestartFixedIndexEnabled())
3545         {
3546                 switch(mode)
3547                 {
3548                 case GL_TRIANGLE_FAN:
3549                 case GL_TRIANGLE_STRIP:
3550                         internalMode = GL_TRIANGLES;
3551                         break;
3552                 case GL_LINE_LOOP:
3553                 case GL_LINE_STRIP:
3554                         internalMode = GL_LINES;
3555                         break;
3556                 default:
3557                         break;
3558                 }
3559         }
3560
3561         sw::DrawType primitiveType;
3562         int primitiveCount;
3563         int verticesPerPrimitive;
3564
3565         if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3566         {
3567                 return error(GL_INVALID_ENUM);
3568         }
3569
3570         TranslatedIndexData indexInfo(primitiveCount);
3571         GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3572         if(err != GL_NO_ERROR)
3573         {
3574                 return error(err);
3575         }
3576
3577         applyState(internalMode);
3578
3579         for(int i = 0; i < instanceCount; ++i)
3580         {
3581                 device->setInstanceID(i);
3582
3583                 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3584                 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3585                 if(err != GL_NO_ERROR)
3586                 {
3587                         return error(err);
3588                 }
3589
3590                 applyShaders();
3591                 applyTextures();
3592
3593                 if(!getCurrentProgram()->validateSamplers(false))
3594                 {
3595                         return error(GL_INVALID_OPERATION);
3596                 }
3597
3598                 if(primitiveCount <= 0)
3599                 {
3600                         return;
3601                 }
3602
3603                 TransformFeedback* transformFeedback = getTransformFeedback();
3604                 if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3605                 {
3606                         device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount);
3607                 }
3608                 if(transformFeedback)
3609                 {
3610                         transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive);
3611                 }
3612         }
3613 }
3614
3615 void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect)
3616 {
3617         sw::SliceRectF sRectF((float)sRect.x0, (float)sRect.y0, (float)sRect.x1, (float)sRect.y1, sRect.slice);
3618         device->blit(source, sRectF, dest, dRect, false);
3619 }
3620
3621 void Context::finish()
3622 {
3623         device->finish();
3624 }
3625
3626 void Context::flush()
3627 {
3628         // We don't queue anything without processing it as fast as possible
3629 }
3630
3631 void Context::recordInvalidEnum()
3632 {
3633         mInvalidEnum = true;
3634 }
3635
3636 void Context::recordInvalidValue()
3637 {
3638         mInvalidValue = true;
3639 }
3640
3641 void Context::recordInvalidOperation()
3642 {
3643         mInvalidOperation = true;
3644 }
3645
3646 void Context::recordOutOfMemory()
3647 {
3648         mOutOfMemory = true;
3649 }
3650
3651 void Context::recordInvalidFramebufferOperation()
3652 {
3653         mInvalidFramebufferOperation = true;
3654 }
3655
3656 // Get one of the recorded errors and clear its flag, if any.
3657 // [OpenGL ES 2.0.24] section 2.5 page 13.
3658 GLenum Context::getError()
3659 {
3660         if(mInvalidEnum)
3661         {
3662                 mInvalidEnum = false;
3663
3664                 return GL_INVALID_ENUM;
3665         }
3666
3667         if(mInvalidValue)
3668         {
3669                 mInvalidValue = false;
3670
3671                 return GL_INVALID_VALUE;
3672         }
3673
3674         if(mInvalidOperation)
3675         {
3676                 mInvalidOperation = false;
3677
3678                 return GL_INVALID_OPERATION;
3679         }
3680
3681         if(mOutOfMemory)
3682         {
3683                 mOutOfMemory = false;
3684
3685                 return GL_OUT_OF_MEMORY;
3686         }
3687
3688         if(mInvalidFramebufferOperation)
3689         {
3690                 mInvalidFramebufferOperation = false;
3691
3692                 return GL_INVALID_FRAMEBUFFER_OPERATION;
3693         }
3694
3695         return GL_NO_ERROR;
3696 }
3697
3698 int Context::getSupportedMultisampleCount(int requested)
3699 {
3700         int supported = 0;
3701
3702         for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3703         {
3704                 if(supported >= requested)
3705                 {
3706                         return supported;
3707                 }
3708
3709                 supported = multisampleCount[i];
3710         }
3711
3712         return supported;
3713 }
3714
3715 void Context::detachBuffer(GLuint buffer)
3716 {
3717         // [OpenGL ES 2.0.24] section 2.9 page 22:
3718         // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3719         // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3720
3721         if(mState.copyReadBuffer.name() == buffer)
3722         {
3723                 mState.copyReadBuffer = nullptr;
3724         }
3725
3726         if(mState.copyWriteBuffer.name() == buffer)
3727         {
3728                 mState.copyWriteBuffer = nullptr;
3729         }
3730
3731         if(mState.pixelPackBuffer.name() == buffer)
3732         {
3733                 mState.pixelPackBuffer = nullptr;
3734         }
3735
3736         if(mState.pixelUnpackBuffer.name() == buffer)
3737         {
3738                 mState.pixelUnpackBuffer = nullptr;
3739         }
3740
3741         if(mState.genericUniformBuffer.name() == buffer)
3742         {
3743                 mState.genericUniformBuffer = nullptr;
3744         }
3745
3746         if(getArrayBufferName() == buffer)
3747         {
3748                 mState.arrayBuffer = nullptr;
3749         }
3750
3751         // Only detach from the current transform feedback
3752         TransformFeedback* currentTransformFeedback = getTransformFeedback();
3753         if(currentTransformFeedback)
3754         {
3755                 currentTransformFeedback->detachBuffer(buffer);
3756         }
3757
3758         // Only detach from the current vertex array
3759         VertexArray* currentVertexArray = getCurrentVertexArray();
3760         if(currentVertexArray)
3761         {
3762                 currentVertexArray->detachBuffer(buffer);
3763         }
3764
3765         for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3766         {
3767                 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3768                 {
3769                         mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3770                 }
3771         }
3772 }
3773
3774 void Context::detachTexture(GLuint texture)
3775 {
3776         // [OpenGL ES 2.0.24] section 3.8 page 84:
3777         // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3778         // rebound to texture object zero
3779
3780         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3781         {
3782                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3783                 {
3784                         if(mState.samplerTexture[type][sampler].name() == texture)
3785                         {
3786                                 mState.samplerTexture[type][sampler] = nullptr;
3787                         }
3788                 }
3789         }
3790
3791         // [OpenGL ES 2.0.24] section 4.4 page 112:
3792         // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3793         // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3794         // image was attached in the currently bound framebuffer.
3795
3796         Framebuffer *readFramebuffer = getReadFramebuffer();
3797         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3798
3799         if(readFramebuffer)
3800         {
3801                 readFramebuffer->detachTexture(texture);
3802         }
3803
3804         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3805         {
3806                 drawFramebuffer->detachTexture(texture);
3807         }
3808 }
3809
3810 void Context::detachFramebuffer(GLuint framebuffer)
3811 {
3812         // [OpenGL ES 2.0.24] section 4.4 page 107:
3813         // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3814         // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3815
3816         if(mState.readFramebuffer == framebuffer)
3817         {
3818                 bindReadFramebuffer(0);
3819         }
3820
3821         if(mState.drawFramebuffer == framebuffer)
3822         {
3823                 bindDrawFramebuffer(0);
3824         }
3825 }
3826
3827 void Context::detachRenderbuffer(GLuint renderbuffer)
3828 {
3829         // [OpenGL ES 2.0.24] section 4.4 page 109:
3830         // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3831         // had been executed with the target RENDERBUFFER and name of zero.
3832
3833         if(mState.renderbuffer.name() == renderbuffer)
3834         {
3835                 bindRenderbuffer(0);
3836         }
3837
3838         // [OpenGL ES 2.0.24] section 4.4 page 111:
3839         // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3840         // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3841         // point to which this image was attached in the currently bound framebuffer.
3842
3843         Framebuffer *readFramebuffer = getReadFramebuffer();
3844         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3845
3846         if(readFramebuffer)
3847         {
3848                 readFramebuffer->detachRenderbuffer(renderbuffer);
3849         }
3850
3851         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3852         {
3853                 drawFramebuffer->detachRenderbuffer(renderbuffer);
3854         }
3855 }
3856
3857 void Context::detachSampler(GLuint sampler)
3858 {
3859         // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3860         // If a sampler object that is currently bound to one or more texture units is
3861         // deleted, it is as though BindSampler is called once for each texture unit to
3862         // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3863         for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3864         {
3865                 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3866                 if(samplerBinding.name() == sampler)
3867                 {
3868                         samplerBinding = nullptr;
3869                 }
3870         }
3871 }
3872
3873 bool Context::cullSkipsDraw(GLenum drawMode)
3874 {
3875         return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3876 }
3877
3878 bool Context::isTriangleMode(GLenum drawMode)
3879 {
3880         switch(drawMode)
3881         {
3882         case GL_TRIANGLES:
3883         case GL_TRIANGLE_FAN:
3884         case GL_TRIANGLE_STRIP:
3885                 return true;
3886         case GL_POINTS:
3887         case GL_LINES:
3888         case GL_LINE_LOOP:
3889         case GL_LINE_STRIP:
3890                 return false;
3891         default: UNREACHABLE(drawMode);
3892         }
3893
3894         return false;
3895 }
3896
3897 void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3898 {
3899         ASSERT(index < MAX_VERTEX_ATTRIBS);
3900
3901         mState.vertexAttribute[index].setCurrentValue(values);
3902
3903         mVertexDataManager->dirtyCurrentValue(index);
3904 }
3905
3906 void Context::setVertexAttrib(GLuint index, const GLint *values)
3907 {
3908         ASSERT(index < MAX_VERTEX_ATTRIBS);
3909
3910         mState.vertexAttribute[index].setCurrentValue(values);
3911
3912         mVertexDataManager->dirtyCurrentValue(index);
3913 }
3914
3915 void Context::setVertexAttrib(GLuint index, const GLuint *values)
3916 {
3917         ASSERT(index < MAX_VERTEX_ATTRIBS);
3918
3919         mState.vertexAttribute[index].setCurrentValue(values);
3920
3921         mVertexDataManager->dirtyCurrentValue(index);
3922 }
3923
3924 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3925                               GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3926                               GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit)
3927 {
3928         Framebuffer *readFramebuffer = getReadFramebuffer();
3929         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3930
3931         int readBufferWidth, readBufferHeight, readBufferSamples;
3932         int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3933
3934         if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3935            !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3936         {
3937                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3938         }
3939
3940         if(drawBufferSamples > 1)
3941         {
3942                 return error(GL_INVALID_OPERATION);
3943         }
3944
3945         sw::SliceRect sourceRect;
3946         sw::SliceRect destRect;
3947         bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3948         bool flipY = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3949
3950         if(srcX0 < srcX1)
3951         {
3952                 sourceRect.x0 = srcX0;
3953                 sourceRect.x1 = srcX1;
3954         }
3955         else
3956         {
3957                 sourceRect.x0 = srcX1;
3958                 sourceRect.x1 = srcX0;
3959         }
3960
3961         if(dstX0 < dstX1)
3962         {
3963                 destRect.x0 = dstX0;
3964                 destRect.x1 = dstX1;
3965         }
3966         else
3967         {
3968                 destRect.x0 = dstX1;
3969                 destRect.x1 = dstX0;
3970         }
3971
3972         if(srcY0 < srcY1)
3973         {
3974                 sourceRect.y0 = srcY0;
3975                 sourceRect.y1 = srcY1;
3976         }
3977         else
3978         {
3979                 sourceRect.y0 = srcY1;
3980                 sourceRect.y1 = srcY0;
3981         }
3982
3983         if(dstY0 < dstY1)
3984         {
3985                 destRect.y0 = dstY0;
3986                 destRect.y1 = dstY1;
3987         }
3988         else
3989         {
3990                 destRect.y0 = dstY1;
3991                 destRect.y1 = dstY0;
3992         }
3993
3994         sw::RectF sourceScissoredRect(static_cast<float>(sourceRect.x0), static_cast<float>(sourceRect.y0),
3995                                       static_cast<float>(sourceRect.x1), static_cast<float>(sourceRect.y1));
3996         sw::Rect destScissoredRect = destRect;
3997
3998         if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test
3999         {
4000                 sw::Rect scissorRect(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
4001                 Device::ClipDstRect(sourceScissoredRect, destScissoredRect, scissorRect, flipX, flipY);
4002         }
4003
4004         sw::SliceRectF sourceTrimmedRect = sourceScissoredRect;
4005         sw::SliceRect destTrimmedRect = destScissoredRect;
4006
4007         // The source & destination rectangles also may need to be trimmed if
4008         // they fall out of the bounds of the actual draw and read surfaces.
4009         sw::Rect sourceTrimRect(0, 0, readBufferWidth, readBufferHeight);
4010         Device::ClipSrcRect(sourceTrimmedRect, destTrimmedRect, sourceTrimRect, flipX, flipY);
4011
4012         sw::Rect destTrimRect(0, 0, drawBufferWidth, drawBufferHeight);
4013         Device::ClipDstRect(sourceTrimmedRect, destTrimmedRect, destTrimRect, flipX, flipY);
4014
4015         bool partialBufferCopy = false;
4016
4017         if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4018            sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4019            destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4020            destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4021            sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4022         {
4023                 partialBufferCopy = true;
4024         }
4025
4026         bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1);
4027         bool blitRenderTarget = false;
4028         bool blitDepth = false;
4029         bool blitStencil = false;
4030
4031         if(mask & GL_COLOR_BUFFER_BIT)
4032         {
4033                 GLenum readColorbufferType = readFramebuffer->getReadBufferType();
4034                 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4035                 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4036                 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4037                 if(!validReadType || !validDrawType)
4038                 {
4039                         return error(GL_INVALID_OPERATION);
4040                 }
4041
4042                 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds)
4043                 {
4044                         return error(GL_INVALID_OPERATION);
4045                 }
4046
4047                 // The GL ES 3.0.2 spec (pg 193) states that:
4048                 // 1) If the read buffer is fixed point format, the draw buffer must be as well
4049                 // 2) If the read buffer is an unsigned integer format, the draw buffer must be
4050                 // as well
4051                 // 3) If the read buffer is a signed integer format, the draw buffer must be as
4052                 // well
4053                 es2::Renderbuffer *readRenderbuffer = readFramebuffer->getReadColorbuffer();
4054                 es2::Renderbuffer *drawRenderbuffer = drawFramebuffer->getColorbuffer(0);
4055                 GLint readFormat = readRenderbuffer->getFormat();
4056                 GLint drawFormat = drawRenderbuffer->getFormat();
4057                 GLenum readComponentType = GetComponentType(readFormat, GL_COLOR_ATTACHMENT0);
4058                 GLenum drawComponentType = GetComponentType(drawFormat, GL_COLOR_ATTACHMENT0);
4059                 bool readFixedPoint = ((readComponentType == GL_UNSIGNED_NORMALIZED) ||
4060                                        (readComponentType == GL_SIGNED_NORMALIZED));
4061                 bool drawFixedPoint = ((drawComponentType == GL_UNSIGNED_NORMALIZED) ||
4062                                        (drawComponentType == GL_SIGNED_NORMALIZED));
4063                 bool readFixedOrFloat = (readFixedPoint || (readComponentType == GL_FLOAT));
4064                 bool drawFixedOrFloat = (drawFixedPoint || (drawComponentType == GL_FLOAT));
4065
4066                 if(readFixedOrFloat != drawFixedOrFloat)
4067                 {
4068                         return error(GL_INVALID_OPERATION);
4069                 }
4070
4071                 if((readComponentType == GL_UNSIGNED_INT) && (drawComponentType != GL_UNSIGNED_INT))
4072                 {
4073                         return error(GL_INVALID_OPERATION);
4074                 }
4075
4076                 if((readComponentType == GL_INT) && (drawComponentType != GL_INT))
4077                 {
4078                         return error(GL_INVALID_OPERATION);
4079                 }
4080
4081                 // Cannot filter integer data
4082                 if(((readComponentType == GL_UNSIGNED_INT) || (readComponentType == GL_INT)) && filter)
4083                 {
4084                         return error(GL_INVALID_OPERATION);
4085                 }
4086
4087                 if((readRenderbuffer->getSamples() > 0) &&
4088                    (readRenderbuffer->getFormat() != drawRenderbuffer->getFormat()))
4089                 {
4090                         return error(GL_INVALID_OPERATION);
4091                 }
4092
4093                 blitRenderTarget = true;
4094         }
4095
4096         if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4097         {
4098                 Renderbuffer *readDSBuffer = nullptr;
4099                 Renderbuffer *drawDSBuffer = nullptr;
4100
4101                 if(mask & GL_DEPTH_BUFFER_BIT)
4102                 {
4103                         if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4104                         {
4105                                 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType();
4106                                 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType();
4107                                 if((readDepthBufferType != drawDepthBufferType) &&
4108                                    !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType)))
4109                                 {
4110                                         return error(GL_INVALID_OPERATION);
4111                                 }
4112
4113                                 blitDepth = true;
4114                                 readDSBuffer = readFramebuffer->getDepthbuffer();
4115                                 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4116
4117                                 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat())
4118                                 {
4119                                         return error(GL_INVALID_OPERATION);
4120                                 }
4121                         }
4122                 }
4123
4124                 if(mask & GL_STENCIL_BUFFER_BIT)
4125                 {
4126                         if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4127                         {
4128                                 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType();
4129                                 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType();
4130                                 if((readStencilBufferType != drawStencilBufferType) &&
4131                                    !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType)))
4132                                 {
4133                                         return error(GL_INVALID_OPERATION);
4134                                 }
4135
4136                                 blitStencil = true;
4137                                 readDSBuffer = readFramebuffer->getStencilbuffer();
4138                                 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4139
4140                                 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat())
4141                                 {
4142                                         return error(GL_INVALID_OPERATION);
4143                                 }
4144                         }
4145                 }
4146
4147                 if(partialBufferCopy && !allowPartialDepthStencilBlit)
4148                 {
4149                         ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit.");
4150                         return error(GL_INVALID_OPERATION);   // Only whole-buffer copies are permitted
4151                 }
4152
4153                 // OpenGL ES 3.0.4 spec, p.199:
4154                 // ...an INVALID_OPERATION error is generated if the formats of the read
4155                 // and draw framebuffers are not identical or if the source and destination
4156                 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds.
4157                 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an
4158                 // INVALID_OPERATION error is generated.
4159                 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4160                    ((readDSBuffer && readDSBuffer->getSamples() > 1) &&
4161                     (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat()))))
4162                 {
4163                         return error(GL_INVALID_OPERATION);
4164                 }
4165         }
4166
4167         if(blitRenderTarget || blitDepth || blitStencil)
4168         {
4169                 if(flipX)
4170                 {
4171                         swap(destTrimmedRect.x0, destTrimmedRect.x1);
4172                 }
4173                 if(flipY)
4174                 {
4175                         swap(destTrimmedRect.y0, destTrimmedRect.y1);
4176                 }
4177
4178                 if(blitRenderTarget)
4179                 {
4180                         egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4181                         egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4182
4183                         bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER);
4184
4185                         readRenderTarget->release();
4186                         drawRenderTarget->release();
4187
4188                         if(!success)
4189                         {
4190                                 ERR("BlitFramebuffer failed.");
4191                                 return;
4192                         }
4193                 }
4194
4195                 if(blitDepth)
4196                 {
4197                         egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer();
4198                         egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer();
4199
4200                         bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER);
4201
4202                         readRenderTarget->release();
4203                         drawRenderTarget->release();
4204
4205                         if(!success)
4206                         {
4207                                 ERR("BlitFramebuffer failed.");
4208                                 return;
4209                         }
4210                 }
4211
4212                 if(blitStencil)
4213                 {
4214                         egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer();
4215                         egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer();
4216
4217                         bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER);
4218
4219                         readRenderTarget->release();
4220                         drawRenderTarget->release();
4221
4222                         if(!success)
4223                         {
4224                                 ERR("BlitFramebuffer failed.");
4225                                 return;
4226                         }
4227                 }
4228         }
4229 }
4230
4231 void Context::bindTexImage(gl::Surface *surface)
4232 {
4233         es2::Texture2D *textureObject = getTexture2D();
4234
4235         if(textureObject)
4236         {
4237                 textureObject->bindTexImage(surface);
4238         }
4239 }
4240
4241 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4242 {
4243         GLenum textureTarget = GL_NONE;
4244
4245         switch(target)
4246         {
4247         case EGL_GL_TEXTURE_2D_KHR:
4248                 textureTarget = GL_TEXTURE_2D;
4249                 break;
4250         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4251         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4252         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4253         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4254         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4255         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4256                 textureTarget = GL_TEXTURE_CUBE_MAP;
4257                 break;
4258         case EGL_GL_RENDERBUFFER_KHR:
4259                 break;
4260         default:
4261                 return EGL_BAD_PARAMETER;
4262         }
4263
4264         if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4265         {
4266                 return EGL_BAD_MATCH;
4267         }
4268
4269         if(textureTarget != GL_NONE)
4270         {
4271                 es2::Texture *texture = getTexture(name);
4272
4273                 if(!texture || texture->getTarget() != textureTarget)
4274                 {
4275                         return EGL_BAD_PARAMETER;
4276                 }
4277
4278                 if(texture->isShared(textureTarget, textureLevel))   // Bound to an EGLSurface or already an EGLImage sibling
4279                 {
4280                         return EGL_BAD_ACCESS;
4281                 }
4282
4283                 if(textureLevel != 0 && !texture->isSamplerComplete())
4284                 {
4285                         return EGL_BAD_PARAMETER;
4286                 }
4287
4288                 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getTopLevel() == 0))
4289                 {
4290                         return EGL_BAD_PARAMETER;
4291                 }
4292         }
4293         else if(target == EGL_GL_RENDERBUFFER_KHR)
4294         {
4295                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4296
4297                 if(!renderbuffer)
4298                 {
4299                         return EGL_BAD_PARAMETER;
4300                 }
4301
4302                 if(renderbuffer->isShared())   // Already an EGLImage sibling
4303                 {
4304                         return EGL_BAD_ACCESS;
4305                 }
4306         }
4307         else UNREACHABLE(target);
4308
4309         return EGL_SUCCESS;
4310 }
4311
4312 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4313 {
4314         GLenum textureTarget = GL_NONE;
4315
4316         switch(target)
4317         {
4318         case EGL_GL_TEXTURE_2D_KHR:                  textureTarget = GL_TEXTURE_2D;                  break;
4319         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4320         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4321         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4322         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4323         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4324         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4325         }
4326
4327         if(textureTarget != GL_NONE)
4328         {
4329                 es2::Texture *texture = getTexture(name);
4330
4331                 return texture->createSharedImage(textureTarget, textureLevel);
4332         }
4333         else if(target == EGL_GL_RENDERBUFFER_KHR)
4334         {
4335                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4336
4337                 return renderbuffer->createSharedImage();
4338         }
4339         else UNREACHABLE(target);
4340
4341         return nullptr;
4342 }
4343
4344 egl::Image *Context::getSharedImage(GLeglImageOES image)
4345 {
4346         return display->getSharedImage(image);
4347 }
4348
4349 Device *Context::getDevice()
4350 {
4351         return device;
4352 }
4353
4354 const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const
4355 {
4356         // Keep list sorted in following order:
4357         // OES extensions
4358         // EXT extensions
4359         // Vendor extensions
4360         static const char *es2extensions[] =
4361         {
4362                 "GL_OES_compressed_ETC1_RGB8_texture",
4363                 "GL_OES_depth24",
4364                 "GL_OES_depth32",
4365                 "GL_OES_depth_texture",
4366                 "GL_OES_depth_texture_cube_map",
4367                 "GL_OES_EGL_image",
4368                 "GL_OES_EGL_image_external",
4369                 "GL_OES_EGL_sync",
4370                 "GL_OES_element_index_uint",
4371                 "GL_OES_framebuffer_object",
4372                 "GL_OES_packed_depth_stencil",
4373                 "GL_OES_rgb8_rgba8",
4374                 "GL_OES_standard_derivatives",
4375                 "GL_OES_texture_float",
4376                 "GL_OES_texture_float_linear",
4377                 "GL_OES_texture_half_float",
4378                 "GL_OES_texture_half_float_linear",
4379                 "GL_OES_texture_npot",
4380                 "GL_OES_texture_3D",
4381                 "GL_OES_vertex_half_float",
4382                 "GL_EXT_blend_minmax",
4383                 "GL_EXT_color_buffer_half_float",
4384                 "GL_EXT_draw_buffers",
4385                 "GL_EXT_instanced_arrays",
4386                 "GL_EXT_occlusion_query_boolean",
4387                 "GL_EXT_read_format_bgra",
4388                 "GL_EXT_texture_compression_dxt1",
4389                 "GL_EXT_texture_filter_anisotropic",
4390                 "GL_EXT_texture_format_BGRA8888",
4391                 "GL_EXT_texture_rg",
4392 #if (ASTC_SUPPORT)
4393                 "GL_KHR_texture_compression_astc_hdr",
4394                 "GL_KHR_texture_compression_astc_ldr",
4395 #endif
4396                 "GL_ARB_texture_rectangle",
4397                 "GL_ANGLE_framebuffer_blit",
4398                 "GL_ANGLE_framebuffer_multisample",
4399                 "GL_ANGLE_instanced_arrays",
4400                 "GL_ANGLE_texture_compression_dxt3",
4401                 "GL_ANGLE_texture_compression_dxt5",
4402                 "GL_APPLE_texture_format_BGRA8888",
4403                 "GL_CHROMIUM_color_buffer_float_rgba", // A subset of EXT_color_buffer_float on top of OpenGL ES 2.0
4404                 "GL_CHROMIUM_texture_filtering_hint",
4405                 "GL_NV_fence",
4406                 "GL_NV_framebuffer_blit",
4407                 "GL_NV_read_depth",
4408         };
4409
4410         // Extensions exclusive to OpenGL ES 3.0 and above.
4411         static const char *es3extensions[] =
4412         {
4413                 "GL_EXT_color_buffer_float",
4414         };
4415
4416         GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]);
4417         GLuint numExtensions = numES2extensions;
4418
4419         if(clientVersion >= 3)
4420         {
4421                 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]);
4422         }
4423
4424         if(numExt)
4425         {
4426                 *numExt = numExtensions;
4427
4428                 return nullptr;
4429         }
4430
4431         if(index == GL_INVALID_INDEX)
4432         {
4433                 static std::string extensionsCat;
4434
4435                 if(extensionsCat.empty() && (numExtensions > 0))
4436                 {
4437                         for(const char *extension : es2extensions)
4438                         {
4439                                 extensionsCat += std::string(extension) + " ";
4440                         }
4441
4442                         if(clientVersion >= 3)
4443                         {
4444                                 for(const char *extension : es3extensions)
4445                                 {
4446                                         extensionsCat += std::string(extension) + " ";
4447                                 }
4448                         }
4449                 }
4450
4451                 return (const GLubyte*)extensionsCat.c_str();
4452         }
4453
4454         if(index >= numExtensions)
4455         {
4456                 return nullptr;
4457         }
4458
4459         if(index < numES2extensions)
4460         {
4461                 return (const GLubyte*)es2extensions[index];
4462         }
4463         else
4464         {
4465                 return (const GLubyte*)es3extensions[index - numES2extensions];
4466         }
4467 }
4468
4469 }
4470
4471 NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config)
4472 {
4473         ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion);   // Should be checked by eglCreateContext
4474         return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config);
4475 }