OSDN Git Service

Program related validation
[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         mTextureExternalZero = new TextureExternal(0);
146
147         mState.activeSampler = 0;
148         bindVertexArray(0);
149         bindArrayBuffer(0);
150         bindElementArrayBuffer(0);
151         bindTextureCubeMap(0);
152         bindTexture2D(0);
153         bindReadFramebuffer(0);
154         bindDrawFramebuffer(0);
155         bindRenderbuffer(0);
156         bindGenericUniformBuffer(0);
157         bindTransformFeedback(0);
158
159         mState.currentProgram = 0;
160
161         mState.packAlignment = 4;
162         mState.unpackInfo.alignment = 4;
163         mState.packRowLength = 0;
164         mState.packImageHeight = 0;
165         mState.packSkipPixels = 0;
166         mState.packSkipRows = 0;
167         mState.packSkipImages = 0;
168         mState.unpackInfo.rowLength = 0;
169         mState.unpackInfo.imageHeight = 0;
170         mState.unpackInfo.skipPixels = 0;
171         mState.unpackInfo.skipRows = 0;
172         mState.unpackInfo.skipImages = 0;
173
174         mVertexDataManager = nullptr;
175         mIndexDataManager = nullptr;
176
177         mInvalidEnum = false;
178         mInvalidValue = false;
179         mInvalidOperation = false;
180         mOutOfMemory = false;
181         mInvalidFramebufferOperation = false;
182
183         mHasBeenCurrent = false;
184
185         markAllStateDirty();
186 }
187
188 Context::~Context()
189 {
190         if(mState.currentProgram != 0)
191         {
192                 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
193                 if(programObject)
194                 {
195                         programObject->release();
196                 }
197                 mState.currentProgram = 0;
198         }
199
200         while(!mFramebufferNameSpace.empty())
201         {
202                 deleteFramebuffer(mFramebufferNameSpace.firstName());
203         }
204
205         while(!mFenceNameSpace.empty())
206         {
207                 deleteFence(mFenceNameSpace.firstName());
208         }
209
210         while(!mQueryNameSpace.empty())
211         {
212                 deleteQuery(mQueryNameSpace.firstName());
213         }
214
215         while(!mVertexArrayNameSpace.empty())
216         {
217                 deleteVertexArray(mVertexArrayNameSpace.lastName());
218         }
219
220         while(!mTransformFeedbackNameSpace.empty())
221         {
222                 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
223         }
224
225         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
226         {
227                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
228                 {
229                         mState.samplerTexture[type][sampler] = nullptr;
230                 }
231         }
232
233         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
234         {
235                 mState.vertexAttribute[i].mBoundBuffer = nullptr;
236         }
237
238         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
239         {
240                 mState.activeQuery[i] = nullptr;
241         }
242
243         mState.arrayBuffer = nullptr;
244         mState.copyReadBuffer = nullptr;
245         mState.copyWriteBuffer = nullptr;
246         mState.pixelPackBuffer = nullptr;
247         mState.pixelUnpackBuffer = nullptr;
248         mState.genericUniformBuffer = nullptr;
249
250         for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) {
251                 mState.uniformBuffers[i].set(nullptr, 0, 0);
252         }
253
254         mState.renderbuffer = nullptr;
255
256         for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
257         {
258                 mState.sampler[i] = nullptr;
259         }
260
261         mTexture2DZero = nullptr;
262         mTexture3DZero = nullptr;
263         mTexture2DArrayZero = nullptr;
264         mTextureCubeMapZero = nullptr;
265         mTextureExternalZero = nullptr;
266
267         delete mVertexDataManager;
268         delete mIndexDataManager;
269
270         mResourceManager->release();
271         delete device;
272 }
273
274 void Context::makeCurrent(gl::Surface *surface)
275 {
276         if(!mHasBeenCurrent)
277         {
278                 mVertexDataManager = new VertexDataManager(this);
279                 mIndexDataManager = new IndexDataManager();
280
281                 mState.viewportX = 0;
282                 mState.viewportY = 0;
283                 mState.viewportWidth = surface ? surface->getWidth() : 0;
284                 mState.viewportHeight = surface ? surface->getHeight() : 0;
285
286                 mState.scissorX = 0;
287                 mState.scissorY = 0;
288                 mState.scissorWidth = surface ? surface->getWidth() : 0;
289                 mState.scissorHeight = surface ? surface->getHeight() : 0;
290
291                 mHasBeenCurrent = true;
292         }
293
294         if(surface)
295         {
296                 // Wrap the existing resources into GL objects and assign them to the '0' names
297                 egl::Image *defaultRenderTarget = surface->getRenderTarget();
298                 egl::Image *depthStencil = surface->getDepthStencil();
299
300                 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
301                 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
302                 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
303
304                 setFramebufferZero(framebufferZero);
305
306                 if(defaultRenderTarget)
307                 {
308                         defaultRenderTarget->release();
309                 }
310
311                 if(depthStencil)
312                 {
313                         depthStencil->release();
314                 }
315         }
316         else
317         {
318                 setFramebufferZero(nullptr);
319         }
320
321         markAllStateDirty();
322 }
323
324 EGLint Context::getClientVersion() const
325 {
326         return clientVersion;
327 }
328
329 EGLint Context::getConfigID() const
330 {
331         return config->mConfigID;
332 }
333
334 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
335 void Context::markAllStateDirty()
336 {
337         mAppliedProgramSerial = 0;
338
339         mDepthStateDirty = true;
340         mMaskStateDirty = true;
341         mBlendStateDirty = true;
342         mStencilStateDirty = true;
343         mPolygonOffsetStateDirty = true;
344         mSampleStateDirty = true;
345         mDitherStateDirty = true;
346         mFrontFaceDirty = true;
347 }
348
349 void Context::setClearColor(float red, float green, float blue, float alpha)
350 {
351         mState.colorClearValue.red = red;
352         mState.colorClearValue.green = green;
353         mState.colorClearValue.blue = blue;
354         mState.colorClearValue.alpha = alpha;
355 }
356
357 void Context::setClearDepth(float depth)
358 {
359         mState.depthClearValue = depth;
360 }
361
362 void Context::setClearStencil(int stencil)
363 {
364         mState.stencilClearValue = stencil;
365 }
366
367 void Context::setCullFaceEnabled(bool enabled)
368 {
369         mState.cullFaceEnabled = enabled;
370 }
371
372 bool Context::isCullFaceEnabled() const
373 {
374         return mState.cullFaceEnabled;
375 }
376
377 void Context::setCullMode(GLenum mode)
378 {
379    mState.cullMode = mode;
380 }
381
382 void Context::setFrontFace(GLenum front)
383 {
384         if(mState.frontFace != front)
385         {
386                 mState.frontFace = front;
387                 mFrontFaceDirty = true;
388         }
389 }
390
391 void Context::setDepthTestEnabled(bool enabled)
392 {
393         if(mState.depthTestEnabled != enabled)
394         {
395                 mState.depthTestEnabled = enabled;
396                 mDepthStateDirty = true;
397         }
398 }
399
400 bool Context::isDepthTestEnabled() const
401 {
402         return mState.depthTestEnabled;
403 }
404
405 void Context::setDepthFunc(GLenum depthFunc)
406 {
407         if(mState.depthFunc != depthFunc)
408         {
409                 mState.depthFunc = depthFunc;
410                 mDepthStateDirty = true;
411         }
412 }
413
414 void Context::setDepthRange(float zNear, float zFar)
415 {
416         mState.zNear = zNear;
417         mState.zFar = zFar;
418 }
419
420 void Context::setBlendEnabled(bool enabled)
421 {
422         if(mState.blendEnabled != enabled)
423         {
424                 mState.blendEnabled = enabled;
425                 mBlendStateDirty = true;
426         }
427 }
428
429 bool Context::isBlendEnabled() const
430 {
431         return mState.blendEnabled;
432 }
433
434 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
435 {
436         if(mState.sourceBlendRGB != sourceRGB ||
437            mState.sourceBlendAlpha != sourceAlpha ||
438            mState.destBlendRGB != destRGB ||
439            mState.destBlendAlpha != destAlpha)
440         {
441                 mState.sourceBlendRGB = sourceRGB;
442                 mState.destBlendRGB = destRGB;
443                 mState.sourceBlendAlpha = sourceAlpha;
444                 mState.destBlendAlpha = destAlpha;
445                 mBlendStateDirty = true;
446         }
447 }
448
449 void Context::setBlendColor(float red, float green, float blue, float alpha)
450 {
451         if(mState.blendColor.red != red ||
452            mState.blendColor.green != green ||
453            mState.blendColor.blue != blue ||
454            mState.blendColor.alpha != alpha)
455         {
456                 mState.blendColor.red = red;
457                 mState.blendColor.green = green;
458                 mState.blendColor.blue = blue;
459                 mState.blendColor.alpha = alpha;
460                 mBlendStateDirty = true;
461         }
462 }
463
464 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
465 {
466         if(mState.blendEquationRGB != rgbEquation ||
467            mState.blendEquationAlpha != alphaEquation)
468         {
469                 mState.blendEquationRGB = rgbEquation;
470                 mState.blendEquationAlpha = alphaEquation;
471                 mBlendStateDirty = true;
472         }
473 }
474
475 void Context::setStencilTestEnabled(bool enabled)
476 {
477         if(mState.stencilTestEnabled != enabled)
478         {
479                 mState.stencilTestEnabled = enabled;
480                 mStencilStateDirty = true;
481         }
482 }
483
484 bool Context::isStencilTestEnabled() const
485 {
486         return mState.stencilTestEnabled;
487 }
488
489 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
490 {
491         if(mState.stencilFunc != stencilFunc ||
492            mState.stencilRef != stencilRef ||
493            mState.stencilMask != stencilMask)
494         {
495                 mState.stencilFunc = stencilFunc;
496                 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
497                 mState.stencilMask = stencilMask;
498                 mStencilStateDirty = true;
499         }
500 }
501
502 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
503 {
504         if(mState.stencilBackFunc != stencilBackFunc ||
505            mState.stencilBackRef != stencilBackRef ||
506            mState.stencilBackMask != stencilBackMask)
507         {
508                 mState.stencilBackFunc = stencilBackFunc;
509                 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
510                 mState.stencilBackMask = stencilBackMask;
511                 mStencilStateDirty = true;
512         }
513 }
514
515 void Context::setStencilWritemask(GLuint stencilWritemask)
516 {
517         if(mState.stencilWritemask != stencilWritemask)
518         {
519                 mState.stencilWritemask = stencilWritemask;
520                 mStencilStateDirty = true;
521         }
522 }
523
524 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
525 {
526         if(mState.stencilBackWritemask != stencilBackWritemask)
527         {
528                 mState.stencilBackWritemask = stencilBackWritemask;
529                 mStencilStateDirty = true;
530         }
531 }
532
533 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
534 {
535         if(mState.stencilFail != stencilFail ||
536            mState.stencilPassDepthFail != stencilPassDepthFail ||
537            mState.stencilPassDepthPass != stencilPassDepthPass)
538         {
539                 mState.stencilFail = stencilFail;
540                 mState.stencilPassDepthFail = stencilPassDepthFail;
541                 mState.stencilPassDepthPass = stencilPassDepthPass;
542                 mStencilStateDirty = true;
543         }
544 }
545
546 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
547 {
548         if(mState.stencilBackFail != stencilBackFail ||
549            mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
550            mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
551         {
552                 mState.stencilBackFail = stencilBackFail;
553                 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
554                 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
555                 mStencilStateDirty = true;
556         }
557 }
558
559 void Context::setPolygonOffsetFillEnabled(bool enabled)
560 {
561         if(mState.polygonOffsetFillEnabled != enabled)
562         {
563                 mState.polygonOffsetFillEnabled = enabled;
564                 mPolygonOffsetStateDirty = true;
565         }
566 }
567
568 bool Context::isPolygonOffsetFillEnabled() const
569 {
570         return mState.polygonOffsetFillEnabled;
571 }
572
573 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
574 {
575         if(mState.polygonOffsetFactor != factor ||
576            mState.polygonOffsetUnits != units)
577         {
578                 mState.polygonOffsetFactor = factor;
579                 mState.polygonOffsetUnits = units;
580                 mPolygonOffsetStateDirty = true;
581         }
582 }
583
584 void Context::setSampleAlphaToCoverageEnabled(bool enabled)
585 {
586         if(mState.sampleAlphaToCoverageEnabled != enabled)
587         {
588                 mState.sampleAlphaToCoverageEnabled = enabled;
589                 mSampleStateDirty = true;
590         }
591 }
592
593 bool Context::isSampleAlphaToCoverageEnabled() const
594 {
595         return mState.sampleAlphaToCoverageEnabled;
596 }
597
598 void Context::setSampleCoverageEnabled(bool enabled)
599 {
600         if(mState.sampleCoverageEnabled != enabled)
601         {
602                 mState.sampleCoverageEnabled = enabled;
603                 mSampleStateDirty = true;
604         }
605 }
606
607 bool Context::isSampleCoverageEnabled() const
608 {
609         return mState.sampleCoverageEnabled;
610 }
611
612 void Context::setSampleCoverageParams(GLclampf value, bool invert)
613 {
614         if(mState.sampleCoverageValue != value ||
615            mState.sampleCoverageInvert != invert)
616         {
617                 mState.sampleCoverageValue = value;
618                 mState.sampleCoverageInvert = invert;
619                 mSampleStateDirty = true;
620         }
621 }
622
623 void Context::setScissorTestEnabled(bool enabled)
624 {
625         mState.scissorTestEnabled = enabled;
626 }
627
628 bool Context::isScissorTestEnabled() const
629 {
630         return mState.scissorTestEnabled;
631 }
632
633 void Context::setDitherEnabled(bool enabled)
634 {
635         if(mState.ditherEnabled != enabled)
636         {
637                 mState.ditherEnabled = enabled;
638                 mDitherStateDirty = true;
639         }
640 }
641
642 bool Context::isDitherEnabled() const
643 {
644         return mState.ditherEnabled;
645 }
646
647 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
648 {
649         mState.primitiveRestartFixedIndexEnabled = enabled;
650 }
651
652 bool Context::isPrimitiveRestartFixedIndexEnabled() const
653 {
654         return mState.primitiveRestartFixedIndexEnabled;
655 }
656
657 void Context::setRasterizerDiscardEnabled(bool enabled)
658 {
659         mState.rasterizerDiscardEnabled = enabled;
660 }
661
662 bool Context::isRasterizerDiscardEnabled() const
663 {
664         return mState.rasterizerDiscardEnabled;
665 }
666
667 void Context::setLineWidth(GLfloat width)
668 {
669         mState.lineWidth = width;
670         device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
671 }
672
673 void Context::setGenerateMipmapHint(GLenum hint)
674 {
675         mState.generateMipmapHint = hint;
676 }
677
678 void Context::setFragmentShaderDerivativeHint(GLenum hint)
679 {
680         mState.fragmentShaderDerivativeHint = hint;
681         // TODO: Propagate the hint to shader translator so we can write
682         // ddx, ddx_coarse, or ddx_fine depending on the hint.
683         // Ignore for now. It is valid for implementations to ignore hint.
684 }
685
686 void Context::setTextureFilteringHint(GLenum hint)
687 {
688         mState.textureFilteringHint = hint;
689 }
690
691 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
692 {
693         mState.viewportX = x;
694         mState.viewportY = y;
695         mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);     // GL_MAX_VIEWPORT_DIMS[0]
696         mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);   // GL_MAX_VIEWPORT_DIMS[1]
697 }
698
699 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
700 {
701         mState.scissorX = x;
702         mState.scissorY = y;
703         mState.scissorWidth = width;
704         mState.scissorHeight = height;
705 }
706
707 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
708 {
709         if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
710            mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
711         {
712                 mState.colorMaskRed = red;
713                 mState.colorMaskGreen = green;
714                 mState.colorMaskBlue = blue;
715                 mState.colorMaskAlpha = alpha;
716                 mMaskStateDirty = true;
717         }
718 }
719
720 unsigned int Context::getColorMask() const
721 {
722         return (mState.colorMaskRed ? 0x1 : 0) |
723                (mState.colorMaskGreen ? 0x2 : 0) |
724                (mState.colorMaskBlue ? 0x4 : 0) |
725                (mState.colorMaskAlpha ? 0x8 : 0);
726 }
727
728 void Context::setDepthMask(bool mask)
729 {
730         if(mState.depthMask != mask)
731         {
732                 mState.depthMask = mask;
733                 mMaskStateDirty = true;
734         }
735 }
736
737 void Context::setActiveSampler(unsigned int active)
738 {
739         mState.activeSampler = active;
740 }
741
742 GLuint Context::getReadFramebufferName() const
743 {
744         return mState.readFramebuffer;
745 }
746
747 GLuint Context::getDrawFramebufferName() const
748 {
749         return mState.drawFramebuffer;
750 }
751
752 GLuint Context::getRenderbufferName() const
753 {
754         return mState.renderbuffer.name();
755 }
756
757 void Context::setFramebufferReadBuffer(GLuint buf)
758 {
759         getReadFramebuffer()->setReadBuffer(buf);
760 }
761
762 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
763 {
764         Framebuffer *drawFramebuffer = getDrawFramebuffer();
765
766         for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
767         {
768                 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
769         }
770 }
771
772 GLuint Context::getReadFramebufferColorIndex() const
773 {
774         GLenum buf = getReadFramebuffer()->getReadBuffer();
775         switch(buf)
776         {
777         case GL_BACK:
778                 return 0;
779         case GL_NONE:
780                 return GL_INVALID_INDEX;
781         default:
782                 return buf - GL_COLOR_ATTACHMENT0;
783 }
784 }
785
786 GLuint Context::getArrayBufferName() const
787 {
788         return mState.arrayBuffer.name();
789 }
790
791 GLuint Context::getElementArrayBufferName() const
792 {
793         Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
794         return elementArrayBuffer ? elementArrayBuffer->name : 0;
795 }
796
797 GLuint Context::getActiveQuery(GLenum target) const
798 {
799         Query *queryObject = nullptr;
800
801         switch(target)
802         {
803         case GL_ANY_SAMPLES_PASSED_EXT:
804                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
805                 break;
806         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
807                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
808                 break;
809         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
810                 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
811                 break;
812         default:
813                 ASSERT(false);
814         }
815
816         if(queryObject)
817         {
818                 return queryObject->name;
819         }
820
821         return 0;
822 }
823
824 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
825 {
826         getCurrentVertexArray()->enableAttribute(attribNum, enabled);
827 }
828
829 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
830 {
831         getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
832 }
833
834 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
835 {
836         return getCurrentVertexArray()->getVertexAttribute(attribNum);
837 }
838
839 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
840                                    GLsizei stride, const void *pointer)
841 {
842         getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer);
843 }
844
845 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
846 {
847         return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
848 }
849
850 const VertexAttributeArray &Context::getVertexArrayAttributes()
851 {
852         return getCurrentVertexArray()->getVertexAttributes();
853 }
854
855 const VertexAttributeArray &Context::getCurrentVertexAttributes()
856 {
857         return mState.vertexAttribute;
858 }
859
860 void Context::setPackAlignment(GLint alignment)
861 {
862         mState.packAlignment = alignment;
863 }
864
865 void Context::setUnpackAlignment(GLint alignment)
866 {
867         mState.unpackInfo.alignment = alignment;
868 }
869
870 const egl::Image::UnpackInfo& Context::getUnpackInfo() const
871 {
872         return mState.unpackInfo;
873 }
874
875 void Context::setPackRowLength(GLint rowLength)
876 {
877         mState.packRowLength = rowLength;
878 }
879
880 void Context::setPackImageHeight(GLint imageHeight)
881 {
882         mState.packImageHeight = imageHeight;
883 }
884
885 void Context::setPackSkipPixels(GLint skipPixels)
886 {
887         mState.packSkipPixels = skipPixels;
888 }
889
890 void Context::setPackSkipRows(GLint skipRows)
891 {
892         mState.packSkipRows = skipRows;
893 }
894
895 void Context::setPackSkipImages(GLint skipImages)
896 {
897         mState.packSkipImages = skipImages;
898 }
899
900 void Context::setUnpackRowLength(GLint rowLength)
901 {
902         mState.unpackInfo.rowLength = rowLength;
903 }
904
905 void Context::setUnpackImageHeight(GLint imageHeight)
906 {
907         mState.unpackInfo.imageHeight = imageHeight;
908 }
909
910 void Context::setUnpackSkipPixels(GLint skipPixels)
911 {
912         mState.unpackInfo.skipPixels = skipPixels;
913 }
914
915 void Context::setUnpackSkipRows(GLint skipRows)
916 {
917         mState.unpackInfo.skipRows = skipRows;
918 }
919
920 void Context::setUnpackSkipImages(GLint skipImages)
921 {
922         mState.unpackInfo.skipImages = skipImages;
923 }
924
925 GLuint Context::createBuffer()
926 {
927         return mResourceManager->createBuffer();
928 }
929
930 GLuint Context::createProgram()
931 {
932         return mResourceManager->createProgram();
933 }
934
935 GLuint Context::createShader(GLenum type)
936 {
937         return mResourceManager->createShader(type);
938 }
939
940 GLuint Context::createTexture()
941 {
942         return mResourceManager->createTexture();
943 }
944
945 GLuint Context::createRenderbuffer()
946 {
947         return mResourceManager->createRenderbuffer();
948 }
949
950 // Returns an unused framebuffer name
951 GLuint Context::createFramebuffer()
952 {
953         return mFramebufferNameSpace.allocate();
954 }
955
956 GLuint Context::createFence()
957 {
958         return mFenceNameSpace.allocate(new Fence());
959 }
960
961 // Returns an unused query name
962 GLuint Context::createQuery()
963 {
964         return mQueryNameSpace.allocate();
965 }
966
967 // Returns an unused vertex array name
968 GLuint Context::createVertexArray()
969 {
970         return mVertexArrayNameSpace.allocate();
971 }
972
973 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
974 {
975         GLuint handle = mResourceManager->createFenceSync(condition, flags);
976
977         return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
978 }
979
980 // Returns an unused transform feedback name
981 GLuint Context::createTransformFeedback()
982 {
983         return mTransformFeedbackNameSpace.allocate();
984 }
985
986 // Returns an unused sampler name
987 GLuint Context::createSampler()
988 {
989         return mResourceManager->createSampler();
990 }
991
992 void Context::deleteBuffer(GLuint buffer)
993 {
994         detachBuffer(buffer);
995
996         mResourceManager->deleteBuffer(buffer);
997 }
998
999 void Context::deleteShader(GLuint shader)
1000 {
1001         mResourceManager->deleteShader(shader);
1002 }
1003
1004 void Context::deleteProgram(GLuint program)
1005 {
1006         mResourceManager->deleteProgram(program);
1007 }
1008
1009 void Context::deleteTexture(GLuint texture)
1010 {
1011         detachTexture(texture);
1012
1013         mResourceManager->deleteTexture(texture);
1014 }
1015
1016 void Context::deleteRenderbuffer(GLuint renderbuffer)
1017 {
1018         if(mResourceManager->getRenderbuffer(renderbuffer))
1019         {
1020                 detachRenderbuffer(renderbuffer);
1021         }
1022
1023         mResourceManager->deleteRenderbuffer(renderbuffer);
1024 }
1025
1026 void Context::deleteFramebuffer(GLuint framebuffer)
1027 {
1028         detachFramebuffer(framebuffer);
1029
1030         Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1031
1032         if(framebufferObject)
1033         {
1034                 delete framebufferObject;
1035         }
1036 }
1037
1038 void Context::deleteFence(GLuint fence)
1039 {
1040         Fence *fenceObject = mFenceNameSpace.remove(fence);
1041
1042         if(fenceObject)
1043         {
1044                 delete fenceObject;
1045         }
1046 }
1047
1048 void Context::deleteQuery(GLuint query)
1049 {
1050         Query *queryObject = mQueryNameSpace.remove(query);
1051
1052         if(queryObject)
1053         {
1054                 queryObject->release();
1055         }
1056 }
1057
1058 void Context::deleteVertexArray(GLuint vertexArray)
1059 {
1060         // [OpenGL ES 3.0.2] section 2.10 page 43:
1061         // If a vertex array object that is currently bound is deleted, the binding
1062         // for that object reverts to zero and the default vertex array becomes current.
1063         if(getCurrentVertexArray()->name == vertexArray)
1064         {
1065                 bindVertexArray(0);
1066         }
1067
1068         VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1069
1070         if(vertexArrayObject)
1071         {
1072                 delete vertexArrayObject;
1073         }
1074 }
1075
1076 void Context::deleteFenceSync(GLsync fenceSync)
1077 {
1078         // The spec specifies the underlying Fence object is not deleted until all current
1079         // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1080         // and since our API is currently designed for being called from a single thread, we can delete
1081         // the fence immediately.
1082         mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1083 }
1084
1085 void Context::deleteTransformFeedback(GLuint transformFeedback)
1086 {
1087         TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1088
1089         if(transformFeedbackObject)
1090         {
1091                 delete transformFeedbackObject;
1092         }
1093 }
1094
1095 void Context::deleteSampler(GLuint sampler)
1096 {
1097         detachSampler(sampler);
1098
1099         mResourceManager->deleteSampler(sampler);
1100 }
1101
1102 Buffer *Context::getBuffer(GLuint handle) const
1103 {
1104         return mResourceManager->getBuffer(handle);
1105 }
1106
1107 Shader *Context::getShader(GLuint handle) const
1108 {
1109         return mResourceManager->getShader(handle);
1110 }
1111
1112 Program *Context::getProgram(GLuint handle) const
1113 {
1114         return mResourceManager->getProgram(handle);
1115 }
1116
1117 Texture *Context::getTexture(GLuint handle) const
1118 {
1119         return mResourceManager->getTexture(handle);
1120 }
1121
1122 Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1123 {
1124         return mResourceManager->getRenderbuffer(handle);
1125 }
1126
1127 Framebuffer *Context::getReadFramebuffer() const
1128 {
1129         return getFramebuffer(mState.readFramebuffer);
1130 }
1131
1132 Framebuffer *Context::getDrawFramebuffer() const
1133 {
1134         return getFramebuffer(mState.drawFramebuffer);
1135 }
1136
1137 void Context::bindArrayBuffer(unsigned int buffer)
1138 {
1139         mResourceManager->checkBufferAllocation(buffer);
1140
1141         mState.arrayBuffer = getBuffer(buffer);
1142 }
1143
1144 void Context::bindElementArrayBuffer(unsigned int buffer)
1145 {
1146         mResourceManager->checkBufferAllocation(buffer);
1147
1148         getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1149 }
1150
1151 void Context::bindCopyReadBuffer(GLuint buffer)
1152 {
1153         mResourceManager->checkBufferAllocation(buffer);
1154
1155         mState.copyReadBuffer = getBuffer(buffer);
1156 }
1157
1158 void Context::bindCopyWriteBuffer(GLuint buffer)
1159 {
1160         mResourceManager->checkBufferAllocation(buffer);
1161
1162         mState.copyWriteBuffer = getBuffer(buffer);
1163 }
1164
1165 void Context::bindPixelPackBuffer(GLuint buffer)
1166 {
1167         mResourceManager->checkBufferAllocation(buffer);
1168
1169         mState.pixelPackBuffer = getBuffer(buffer);
1170 }
1171
1172 void Context::bindPixelUnpackBuffer(GLuint buffer)
1173 {
1174         mResourceManager->checkBufferAllocation(buffer);
1175
1176         mState.pixelUnpackBuffer = getBuffer(buffer);
1177 }
1178
1179 void Context::bindTransformFeedbackBuffer(GLuint buffer)
1180 {
1181         mResourceManager->checkBufferAllocation(buffer);
1182
1183         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1184
1185         if(transformFeedback)
1186         {
1187                 transformFeedback->setGenericBuffer(getBuffer(buffer));
1188         }
1189 }
1190
1191 void Context::bindTexture2D(GLuint texture)
1192 {
1193         mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1194
1195         mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture);
1196 }
1197
1198 void Context::bindTextureCubeMap(GLuint texture)
1199 {
1200         mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1201
1202         mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture);
1203 }
1204
1205 void Context::bindTextureExternal(GLuint texture)
1206 {
1207         mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL);
1208
1209         mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture);
1210 }
1211
1212 void Context::bindTexture3D(GLuint texture)
1213 {
1214         mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1215
1216         mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture);
1217 }
1218
1219 void Context::bindTexture2DArray(GLuint texture)
1220 {
1221         mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1222
1223         mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture);
1224 }
1225
1226 void Context::bindReadFramebuffer(GLuint framebuffer)
1227 {
1228         if(!getFramebuffer(framebuffer))
1229         {
1230                 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1231         }
1232
1233         mState.readFramebuffer = framebuffer;
1234 }
1235
1236 void Context::bindDrawFramebuffer(GLuint framebuffer)
1237 {
1238         if(!getFramebuffer(framebuffer))
1239         {
1240                 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1241         }
1242
1243         mState.drawFramebuffer = framebuffer;
1244 }
1245
1246 void Context::bindRenderbuffer(GLuint renderbuffer)
1247 {
1248         mResourceManager->checkRenderbufferAllocation(renderbuffer);
1249
1250         mState.renderbuffer = getRenderbuffer(renderbuffer);
1251 }
1252
1253 void Context::bindVertexArray(GLuint array)
1254 {
1255         VertexArray *vertexArray = getVertexArray(array);
1256
1257         if(!vertexArray)
1258         {
1259                 vertexArray = new VertexArray(array);
1260                 mVertexArrayNameSpace.insert(array, vertexArray);
1261         }
1262
1263         mState.vertexArray = array;
1264 }
1265
1266 void Context::bindGenericUniformBuffer(GLuint buffer)
1267 {
1268         mResourceManager->checkBufferAllocation(buffer);
1269
1270         mState.genericUniformBuffer = getBuffer(buffer);
1271 }
1272
1273 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1274 {
1275         mResourceManager->checkBufferAllocation(buffer);
1276
1277         Buffer* bufferObject = getBuffer(buffer);
1278         mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size));
1279 }
1280
1281 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1282 {
1283         mResourceManager->checkBufferAllocation(buffer);
1284
1285         getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1286 }
1287
1288 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1289 {
1290         mResourceManager->checkBufferAllocation(buffer);
1291
1292         Buffer* bufferObject = getBuffer(buffer);
1293         getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1294 }
1295
1296 void Context::bindTransformFeedback(GLuint id)
1297 {
1298         if(!getTransformFeedback(id))
1299         {
1300                 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1301         }
1302
1303         mState.transformFeedback = id;
1304 }
1305
1306 bool Context::bindSampler(GLuint unit, GLuint sampler)
1307 {
1308         mResourceManager->checkSamplerAllocation(sampler);
1309
1310         Sampler* samplerObject = getSampler(sampler);
1311
1312         mState.sampler[unit] = samplerObject;
1313
1314         return !!samplerObject;
1315 }
1316
1317 void Context::useProgram(GLuint program)
1318 {
1319         GLuint priorProgram = mState.currentProgram;
1320         mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
1321
1322         if(priorProgram != program)
1323         {
1324                 Program *newProgram = mResourceManager->getProgram(program);
1325                 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1326
1327                 if(newProgram)
1328                 {
1329                         newProgram->addRef();
1330                 }
1331
1332                 if(oldProgram)
1333                 {
1334                         oldProgram->release();
1335                 }
1336         }
1337 }
1338
1339 void Context::beginQuery(GLenum target, GLuint query)
1340 {
1341         // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1342         // of zero, if the active query object name for <target> is non-zero (for the
1343         // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1344         // the active query for either target is non-zero), if <id> is the name of an
1345         // existing query object whose type does not match <target>, or if <id> is the
1346         // active query object name for any query type, the error INVALID_OPERATION is
1347         // generated.
1348
1349         // Ensure no other queries are active
1350         // NOTE: If other queries than occlusion are supported, we will need to check
1351         // separately that:
1352         //    a) The query ID passed is not the current active query for any target/type
1353         //    b) There are no active queries for the requested target (and in the case
1354         //       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1355         //       no query may be active for either if glBeginQuery targets either.
1356         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1357         {
1358                 if(mState.activeQuery[i])
1359                 {
1360                         switch(mState.activeQuery[i]->getType())
1361                         {
1362                         case GL_ANY_SAMPLES_PASSED_EXT:
1363                         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1364                                 if((target == GL_ANY_SAMPLES_PASSED_EXT) ||
1365                                    (target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT))
1366                                 {
1367                                         return error(GL_INVALID_OPERATION);
1368                                 }
1369                                 break;
1370                         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1371                                 if(target == GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN)
1372                                 {
1373                                         return error(GL_INVALID_OPERATION);
1374                                 }
1375                                 break;
1376                         default:
1377                                 break;
1378                         }
1379                 }
1380         }
1381
1382         QueryType qType;
1383         switch(target)
1384         {
1385         case GL_ANY_SAMPLES_PASSED_EXT:
1386                 qType = QUERY_ANY_SAMPLES_PASSED;
1387                 break;
1388         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1389                 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1390                 break;
1391         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1392                 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1393                 break;
1394         default:
1395                 UNREACHABLE(target);
1396                 return error(GL_INVALID_ENUM);
1397         }
1398
1399         Query *queryObject = createQuery(query, target);
1400
1401         // Check that name was obtained with glGenQueries
1402         if(!queryObject)
1403         {
1404                 return error(GL_INVALID_OPERATION);
1405         }
1406
1407         // Check for type mismatch
1408         if(queryObject->getType() != target)
1409         {
1410                 return error(GL_INVALID_OPERATION);
1411         }
1412
1413         // Set query as active for specified target
1414         mState.activeQuery[qType] = queryObject;
1415
1416         // Begin query
1417         queryObject->begin();
1418 }
1419
1420 void Context::endQuery(GLenum target)
1421 {
1422         QueryType qType;
1423
1424         switch(target)
1425         {
1426         case GL_ANY_SAMPLES_PASSED_EXT:                qType = QUERY_ANY_SAMPLES_PASSED;                    break;
1427         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:   qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;       break;
1428         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1429         default: UNREACHABLE(target); return;
1430         }
1431
1432         Query *queryObject = mState.activeQuery[qType];
1433
1434         if(!queryObject)
1435         {
1436                 return error(GL_INVALID_OPERATION);
1437         }
1438
1439         queryObject->end();
1440
1441         mState.activeQuery[qType] = nullptr;
1442 }
1443
1444 void Context::setFramebufferZero(Framebuffer *buffer)
1445 {
1446         delete mFramebufferNameSpace.remove(0);
1447         mFramebufferNameSpace.insert(0, buffer);
1448 }
1449
1450 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1451 {
1452         Renderbuffer *renderbufferObject = mState.renderbuffer;
1453         renderbufferObject->setStorage(renderbuffer);
1454 }
1455
1456 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1457 {
1458         return mFramebufferNameSpace.find(handle);
1459 }
1460
1461 Fence *Context::getFence(unsigned int handle) const
1462 {
1463         return mFenceNameSpace.find(handle);
1464 }
1465
1466 FenceSync *Context::getFenceSync(GLsync handle) const
1467 {
1468         return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1469 }
1470
1471 Query *Context::getQuery(unsigned int handle) const
1472 {
1473         return mQueryNameSpace.find(handle);
1474 }
1475
1476 Query *Context::createQuery(unsigned int handle, GLenum type)
1477 {
1478         if(!mQueryNameSpace.isReserved(handle))
1479         {
1480                 return nullptr;
1481         }
1482         else
1483         {
1484                 Query *query = mQueryNameSpace.find(handle);
1485                 if(!query)
1486                 {
1487                         query = new Query(handle, type);
1488                         query->addRef();
1489                         mQueryNameSpace.insert(handle, query);
1490                 }
1491
1492                 return query;
1493         }
1494 }
1495
1496 VertexArray *Context::getVertexArray(GLuint array) const
1497 {
1498         return mVertexArrayNameSpace.find(array);
1499 }
1500
1501 VertexArray *Context::getCurrentVertexArray() const
1502 {
1503         return getVertexArray(mState.vertexArray);
1504 }
1505
1506 bool Context::isVertexArray(GLuint array) const
1507 {
1508         return mVertexArrayNameSpace.isReserved(array);
1509 }
1510
1511 bool Context::hasZeroDivisor() const
1512 {
1513         // Verify there is at least one active attribute with a divisor of zero
1514         es2::Program *programObject = getCurrentProgram();
1515         for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1516         {
1517                 bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1518                 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1519                 {
1520                         return true;
1521                 }
1522         }
1523
1524         return false;
1525 }
1526
1527 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1528 {
1529         return mTransformFeedbackNameSpace.find(transformFeedback);
1530 }
1531
1532 bool Context::isTransformFeedback(GLuint array) const
1533 {
1534         return mTransformFeedbackNameSpace.isReserved(array);
1535 }
1536
1537 Sampler *Context::getSampler(GLuint sampler) const
1538 {
1539         return mResourceManager->getSampler(sampler);
1540 }
1541
1542 bool Context::isSampler(GLuint sampler) const
1543 {
1544         return mResourceManager->isSampler(sampler);
1545 }
1546
1547 Buffer *Context::getArrayBuffer() const
1548 {
1549         return mState.arrayBuffer;
1550 }
1551
1552 Buffer *Context::getElementArrayBuffer() const
1553 {
1554         return getCurrentVertexArray()->getElementArrayBuffer();
1555 }
1556
1557 Buffer *Context::getCopyReadBuffer() const
1558 {
1559         return mState.copyReadBuffer;
1560 }
1561
1562 Buffer *Context::getCopyWriteBuffer() const
1563 {
1564         return mState.copyWriteBuffer;
1565 }
1566
1567 Buffer *Context::getPixelPackBuffer() const
1568 {
1569         return mState.pixelPackBuffer;
1570 }
1571
1572 Buffer *Context::getPixelUnpackBuffer() const
1573 {
1574         return mState.pixelUnpackBuffer;
1575 }
1576
1577 Buffer *Context::getGenericUniformBuffer() const
1578 {
1579         return mState.genericUniformBuffer;
1580 }
1581
1582 GLsizei Context::getRequiredBufferSize(GLsizei width, GLsizei height, GLsizei depth, GLint internalformat, GLenum type) const
1583 {
1584         GLenum format = GetSizedInternalFormat(internalformat, type);
1585         GLsizei inputWidth = (mState.unpackInfo.rowLength == 0) ? width : mState.unpackInfo.rowLength;
1586         GLsizei inputPitch = egl::ComputePitch(inputWidth, format, type, mState.unpackInfo.alignment);
1587         GLsizei inputHeight = (mState.unpackInfo.imageHeight == 0) ? height : mState.unpackInfo.imageHeight;
1588         return inputPitch * inputHeight * depth;
1589 }
1590
1591 GLenum Context::getPixels(const GLvoid **data, GLenum type, GLsizei imageSize) const
1592 {
1593         if(mState.pixelUnpackBuffer)
1594         {
1595                 if(mState.pixelUnpackBuffer->name)
1596                 {
1597                         if(mState.pixelUnpackBuffer->isMapped() ||
1598                            (mState.pixelUnpackBuffer->size() < static_cast<size_t>(imageSize)) ||
1599                            (static_cast<GLsizei>((ptrdiff_t)(*data)) % GetTypeSize(type)))
1600                         {
1601                                 return GL_INVALID_OPERATION;
1602                         }
1603                 }
1604
1605                 *data = static_cast<const unsigned char*>(mState.pixelUnpackBuffer->data()) + (ptrdiff_t)(*data);
1606         }
1607         return GL_NONE;
1608 }
1609
1610 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1611 {
1612         switch(target)
1613         {
1614         case GL_ARRAY_BUFFER:
1615                 *buffer = getArrayBuffer();
1616                 break;
1617         case GL_ELEMENT_ARRAY_BUFFER:
1618                 *buffer = getElementArrayBuffer();
1619                 break;
1620         case GL_COPY_READ_BUFFER:
1621                 if(clientVersion >= 3)
1622                 {
1623                         *buffer = getCopyReadBuffer();
1624                         break;
1625                 }
1626                 else return false;
1627         case GL_COPY_WRITE_BUFFER:
1628                 if(clientVersion >= 3)
1629                 {
1630                         *buffer = getCopyWriteBuffer();
1631                         break;
1632                 }
1633                 else return false;
1634         case GL_PIXEL_PACK_BUFFER:
1635                 if(clientVersion >= 3)
1636                 {
1637                         *buffer = getPixelPackBuffer();
1638                         break;
1639                 }
1640                 else return false;
1641         case GL_PIXEL_UNPACK_BUFFER:
1642                 if(clientVersion >= 3)
1643                 {
1644                         *buffer = getPixelUnpackBuffer();
1645                         break;
1646                 }
1647                 else return false;
1648         case GL_TRANSFORM_FEEDBACK_BUFFER:
1649                 if(clientVersion >= 3)
1650                 {
1651                         TransformFeedback* transformFeedback = getTransformFeedback();
1652                         *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1653                         break;
1654                 }
1655                 else return false;
1656         case GL_UNIFORM_BUFFER:
1657                 if(clientVersion >= 3)
1658                 {
1659                         *buffer = getGenericUniformBuffer();
1660                         break;
1661                 }
1662                 else return false;
1663         default:
1664                 return false;
1665         }
1666         return true;
1667 }
1668
1669 TransformFeedback *Context::getTransformFeedback() const
1670 {
1671         return getTransformFeedback(mState.transformFeedback);
1672 }
1673
1674 Program *Context::getCurrentProgram() const
1675 {
1676         return mResourceManager->getProgram(mState.currentProgram);
1677 }
1678
1679 Texture2D *Context::getTexture2D() const
1680 {
1681         return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1682 }
1683
1684 Texture3D *Context::getTexture3D() const
1685 {
1686         return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1687 }
1688
1689 Texture2DArray *Context::getTexture2DArray() const
1690 {
1691         return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1692 }
1693
1694 TextureCubeMap *Context::getTextureCubeMap() const
1695 {
1696         return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1697 }
1698
1699 TextureExternal *Context::getTextureExternal() const
1700 {
1701         return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1702 }
1703
1704 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1705 {
1706         GLuint texid = mState.samplerTexture[type][sampler].name();
1707
1708         if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
1709         {
1710                 switch(type)
1711                 {
1712                 case TEXTURE_2D: return mTexture2DZero;
1713                 case TEXTURE_3D: return mTexture3DZero;
1714                 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1715                 case TEXTURE_CUBE: return mTextureCubeMapZero;
1716                 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1717                 default: UNREACHABLE(type);
1718                 }
1719         }
1720
1721         return mState.samplerTexture[type][sampler];
1722 }
1723
1724 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1725 {
1726         mResourceManager->checkSamplerAllocation(sampler);
1727
1728         Sampler *samplerObject = getSampler(sampler);
1729         ASSERT(samplerObject);
1730
1731         switch(pname)
1732         {
1733         case GL_TEXTURE_MIN_FILTER:   samplerObject->setMinFilter(static_cast<GLenum>(param));   break;
1734         case GL_TEXTURE_MAG_FILTER:   samplerObject->setMagFilter(static_cast<GLenum>(param));   break;
1735         case GL_TEXTURE_WRAP_S:       samplerObject->setWrapS(static_cast<GLenum>(param));       break;
1736         case GL_TEXTURE_WRAP_T:       samplerObject->setWrapT(static_cast<GLenum>(param));       break;
1737         case GL_TEXTURE_WRAP_R:       samplerObject->setWrapR(static_cast<GLenum>(param));       break;
1738         case GL_TEXTURE_MIN_LOD:      samplerObject->setMinLod(static_cast<GLfloat>(param));     break;
1739         case GL_TEXTURE_MAX_LOD:      samplerObject->setMaxLod(static_cast<GLfloat>(param));     break;
1740         case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(param)); break;
1741         case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break;
1742         default:                      UNREACHABLE(pname); break;
1743         }
1744 }
1745
1746 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1747 {
1748         mResourceManager->checkSamplerAllocation(sampler);
1749
1750         Sampler *samplerObject = getSampler(sampler);
1751         ASSERT(samplerObject);
1752
1753         switch(pname)
1754         {
1755         case GL_TEXTURE_MIN_FILTER:   samplerObject->setMinFilter(static_cast<GLenum>(roundf(param)));   break;
1756         case GL_TEXTURE_MAG_FILTER:   samplerObject->setMagFilter(static_cast<GLenum>(roundf(param)));   break;
1757         case GL_TEXTURE_WRAP_S:       samplerObject->setWrapS(static_cast<GLenum>(roundf(param)));       break;
1758         case GL_TEXTURE_WRAP_T:       samplerObject->setWrapT(static_cast<GLenum>(roundf(param)));       break;
1759         case GL_TEXTURE_WRAP_R:       samplerObject->setWrapR(static_cast<GLenum>(roundf(param)));       break;
1760         case GL_TEXTURE_MIN_LOD:      samplerObject->setMinLod(param);                                   break;
1761         case GL_TEXTURE_MAX_LOD:      samplerObject->setMaxLod(param);                                   break;
1762         case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(roundf(param))); break;
1763         case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(roundf(param))); break;
1764         default:                      UNREACHABLE(pname); break;
1765         }
1766 }
1767
1768 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1769 {
1770         mResourceManager->checkSamplerAllocation(sampler);
1771
1772         Sampler *samplerObject = getSampler(sampler);
1773         ASSERT(samplerObject);
1774
1775         switch(pname)
1776         {
1777         case GL_TEXTURE_MIN_FILTER:   return static_cast<GLint>(samplerObject->getMinFilter());
1778         case GL_TEXTURE_MAG_FILTER:   return static_cast<GLint>(samplerObject->getMagFilter());
1779         case GL_TEXTURE_WRAP_S:       return static_cast<GLint>(samplerObject->getWrapS());
1780         case GL_TEXTURE_WRAP_T:       return static_cast<GLint>(samplerObject->getWrapT());
1781         case GL_TEXTURE_WRAP_R:       return static_cast<GLint>(samplerObject->getWrapR());
1782         case GL_TEXTURE_MIN_LOD:      return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1783         case GL_TEXTURE_MAX_LOD:      return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1784         case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getCompareMode());
1785         case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc());
1786         default:                      UNREACHABLE(pname); return 0;
1787         }
1788 }
1789
1790 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1791 {
1792         mResourceManager->checkSamplerAllocation(sampler);
1793
1794         Sampler *samplerObject = getSampler(sampler);
1795         ASSERT(samplerObject);
1796
1797         switch(pname)
1798         {
1799         case GL_TEXTURE_MIN_FILTER:   return static_cast<GLfloat>(samplerObject->getMinFilter());
1800         case GL_TEXTURE_MAG_FILTER:   return static_cast<GLfloat>(samplerObject->getMagFilter());
1801         case GL_TEXTURE_WRAP_S:       return static_cast<GLfloat>(samplerObject->getWrapS());
1802         case GL_TEXTURE_WRAP_T:       return static_cast<GLfloat>(samplerObject->getWrapT());
1803         case GL_TEXTURE_WRAP_R:       return static_cast<GLfloat>(samplerObject->getWrapR());
1804         case GL_TEXTURE_MIN_LOD:      return samplerObject->getMinLod();
1805         case GL_TEXTURE_MAX_LOD:      return samplerObject->getMaxLod();
1806         case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getCompareMode());
1807         case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc());
1808         default:                      UNREACHABLE(pname); return 0;
1809         }
1810 }
1811
1812 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1813 {
1814         switch(pname)
1815         {
1816         case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
1817         case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
1818         case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
1819         case GL_COLOR_WRITEMASK:
1820                 params[0] = mState.colorMaskRed;
1821                 params[1] = mState.colorMaskGreen;
1822                 params[2] = mState.colorMaskBlue;
1823                 params[3] = mState.colorMaskAlpha;
1824                 break;
1825         case GL_CULL_FACE:                *params = mState.cullFaceEnabled;                  break;
1826         case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;         break;
1827         case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled;     break;
1828         case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;            break;
1829         case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;               break;
1830         case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;               break;
1831         case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;                 break;
1832         case GL_BLEND:                    *params = mState.blendEnabled;                     break;
1833         case GL_DITHER:                   *params = mState.ditherEnabled;                    break;
1834         case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1835         case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscardEnabled;         break;
1836         case GL_TRANSFORM_FEEDBACK_ACTIVE:
1837                 {
1838                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1839                         if(transformFeedback)
1840                         {
1841                                 *params = transformFeedback->isActive();
1842                                 break;
1843                         }
1844                         else return false;
1845                 }
1846          case GL_TRANSFORM_FEEDBACK_PAUSED:
1847                 {
1848                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1849                         if(transformFeedback)
1850                         {
1851                                 *params = transformFeedback->isPaused();
1852                                 break;
1853                         }
1854                         else return false;
1855                 }
1856         default:
1857                 return false;
1858         }
1859
1860         return true;
1861 }
1862
1863 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1864 {
1865         // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1866         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1867         // GetIntegerv as its native query function. As it would require conversion in any
1868         // case, this should make no difference to the calling application.
1869         switch(pname)
1870         {
1871         case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
1872         case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
1873         case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
1874         case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
1875         case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
1876         case GL_ALIASED_LINE_WIDTH_RANGE:
1877                 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1878                 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1879                 break;
1880         case GL_ALIASED_POINT_SIZE_RANGE:
1881                 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1882                 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1883                 break;
1884         case GL_DEPTH_RANGE:
1885                 params[0] = mState.zNear;
1886                 params[1] = mState.zFar;
1887                 break;
1888         case GL_COLOR_CLEAR_VALUE:
1889                 params[0] = mState.colorClearValue.red;
1890                 params[1] = mState.colorClearValue.green;
1891                 params[2] = mState.colorClearValue.blue;
1892                 params[3] = mState.colorClearValue.alpha;
1893                 break;
1894         case GL_BLEND_COLOR:
1895                 params[0] = mState.blendColor.red;
1896                 params[1] = mState.blendColor.green;
1897                 params[2] = mState.blendColor.blue;
1898                 params[3] = mState.blendColor.alpha;
1899                 break;
1900         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1901                 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1902                 break;
1903         default:
1904                 return false;
1905         }
1906
1907         return true;
1908 }
1909
1910 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1911 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1912
1913 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1914 {
1915         // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1916         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1917         // GetIntegerv as its native query function. As it would require conversion in any
1918         // case, this should make no difference to the calling application. You may find it in
1919         // Context::getFloatv.
1920         switch(pname)
1921         {
1922         case GL_MAX_VERTEX_ATTRIBS:               *params = MAX_VERTEX_ATTRIBS;               return true;
1923         case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = MAX_VERTEX_UNIFORM_VECTORS;       return true;
1924         case GL_MAX_VARYING_VECTORS:              *params = MAX_VARYING_VECTORS;              return true;
1925         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true;
1926         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS;   return true;
1927         case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = MAX_TEXTURE_IMAGE_UNITS;          return true;
1928         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = MAX_FRAGMENT_UNIFORM_VECTORS;     return true;
1929         case GL_MAX_RENDERBUFFER_SIZE:            *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true;
1930         case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    return true;
1931         case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          return true;
1932         case GL_ARRAY_BUFFER_BINDING:             *params = getArrayBufferName();                 return true;
1933         case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = getElementArrayBufferName();          return true;
1934 //      case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1935         case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               return true;
1936         case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               return true;
1937         case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.name();           return true;
1938         case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                return true;
1939         case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 return true;
1940         case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackInfo.alignment;          return true;
1941         case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            return true;
1942         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true;
1943         case GL_TEXTURE_FILTERING_HINT_CHROMIUM:  *params = mState.textureFilteringHint;          return true;
1944         case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); return true;
1945         case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   return true;
1946         case GL_STENCIL_REF:                      *params = mState.stencilRef;                    return true;
1947         case GL_STENCIL_VALUE_MASK:               *params = sw::clampToSignedInt(mState.stencilMask); return true;
1948         case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               return true;
1949         case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                return true;
1950         case GL_STENCIL_BACK_VALUE_MASK:          *params = sw::clampToSignedInt(mState.stencilBackMask); return true;
1951         case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   return true;
1952         case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          return true;
1953         case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          return true;
1954         case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               return true;
1955         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      return true;
1956         case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      return true;
1957         case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     return true;
1958         case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                return true;
1959         case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              return true;
1960         case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  return true;
1961         case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                return true;
1962         case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              return true;
1963         case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            return true;
1964         case GL_STENCIL_WRITEMASK:                *params = sw::clampToSignedInt(mState.stencilWritemask); return true;
1965         case GL_STENCIL_BACK_WRITEMASK:           *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true;
1966         case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             return true;
1967         case GL_SUBPIXEL_BITS:                    *params = 4;                                    return true;
1968         case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;          return true;
1969         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true;
1970         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;           return true;
1971         case GL_MAX_SAMPLES_ANGLE:                *params = IMPLEMENTATION_MAX_SAMPLES;               return true;
1972         case GL_SAMPLE_BUFFERS:
1973         case GL_SAMPLES:
1974                 {
1975                         Framebuffer *framebuffer = getDrawFramebuffer();
1976                         int width, height, samples;
1977
1978                         if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1979                         {
1980                                 switch(pname)
1981                                 {
1982                                 case GL_SAMPLE_BUFFERS:
1983                                         if(samples > 1)
1984                                         {
1985                                                 *params = 1;
1986                                         }
1987                                         else
1988                                         {
1989                                                 *params = 0;
1990                                         }
1991                                         break;
1992                                 case GL_SAMPLES:
1993                                         *params = samples;
1994                                         break;
1995                                 }
1996                         }
1997                         else
1998                         {
1999                                 *params = 0;
2000                         }
2001                 }
2002                 return true;
2003         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2004                 {
2005                         Framebuffer *framebuffer = getReadFramebuffer();
2006                         *params = framebuffer->getImplementationColorReadType();
2007                 }
2008                 return true;
2009         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2010                 {
2011                         Framebuffer *framebuffer = getReadFramebuffer();
2012                         *params = framebuffer->getImplementationColorReadFormat();
2013                 }
2014                 return true;
2015         case GL_MAX_VIEWPORT_DIMS:
2016                 {
2017                         int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
2018                         params[0] = maxDimension;
2019                         params[1] = maxDimension;
2020                 }
2021                 return true;
2022         case GL_COMPRESSED_TEXTURE_FORMATS:
2023                 {
2024                         for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
2025                         {
2026                                 params[i] = compressedTextureFormats[i];
2027                         }
2028                 }
2029                 return true;
2030         case GL_VIEWPORT:
2031                 params[0] = mState.viewportX;
2032                 params[1] = mState.viewportY;
2033                 params[2] = mState.viewportWidth;
2034                 params[3] = mState.viewportHeight;
2035                 return true;
2036         case GL_SCISSOR_BOX:
2037                 params[0] = mState.scissorX;
2038                 params[1] = mState.scissorY;
2039                 params[2] = mState.scissorWidth;
2040                 params[3] = mState.scissorHeight;
2041                 return true;
2042         case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 return true;
2043         case GL_FRONT_FACE:                       *params = mState.frontFace;                return true;
2044         case GL_RED_BITS:
2045         case GL_GREEN_BITS:
2046         case GL_BLUE_BITS:
2047         case GL_ALPHA_BITS:
2048                 {
2049                         Framebuffer *framebuffer = getDrawFramebuffer();
2050                         Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
2051
2052                         if(colorbuffer)
2053                         {
2054                                 switch(pname)
2055                                 {
2056                                 case GL_RED_BITS:   *params = colorbuffer->getRedSize();   return true;
2057                                 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true;
2058                                 case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  return true;
2059                                 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true;
2060                                 }
2061                         }
2062                         else
2063                         {
2064                                 *params = 0;
2065                         }
2066                 }
2067                 return true;
2068         case GL_DEPTH_BITS:
2069                 {
2070                         Framebuffer *framebuffer = getDrawFramebuffer();
2071                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2072
2073                         if(depthbuffer)
2074                         {
2075                                 *params = depthbuffer->getDepthSize();
2076                         }
2077                         else
2078                         {
2079                                 *params = 0;
2080                         }
2081                 }
2082                 return true;
2083         case GL_STENCIL_BITS:
2084                 {
2085                         Framebuffer *framebuffer = getDrawFramebuffer();
2086                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2087
2088                         if(stencilbuffer)
2089                         {
2090                                 *params = stencilbuffer->getStencilSize();
2091                         }
2092                         else
2093                         {
2094                                 *params = 0;
2095                         }
2096                 }
2097                 return true;
2098         case GL_TEXTURE_BINDING_2D:
2099                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2100                 {
2101                         error(GL_INVALID_OPERATION);
2102                         return false;
2103                 }
2104
2105                 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2106                 return true;
2107         case GL_TEXTURE_BINDING_CUBE_MAP:
2108                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2109                 {
2110                         error(GL_INVALID_OPERATION);
2111                         return false;
2112                 }
2113
2114                 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2115                 return true;
2116         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2117                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2118                 {
2119                         error(GL_INVALID_OPERATION);
2120                         return false;
2121                 }
2122
2123                 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2124                 return true;
2125         case GL_TEXTURE_BINDING_3D_OES:
2126                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2127                 {
2128                         error(GL_INVALID_OPERATION);
2129                         return false;
2130                 }
2131
2132                 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2133                 return true;
2134         case GL_DRAW_BUFFER0:
2135         case GL_DRAW_BUFFER1:
2136         case GL_DRAW_BUFFER2:
2137         case GL_DRAW_BUFFER3:
2138         case GL_DRAW_BUFFER4:
2139         case GL_DRAW_BUFFER5:
2140         case GL_DRAW_BUFFER6:
2141         case GL_DRAW_BUFFER7:
2142         case GL_DRAW_BUFFER8:
2143         case GL_DRAW_BUFFER9:
2144         case GL_DRAW_BUFFER10:
2145         case GL_DRAW_BUFFER11:
2146         case GL_DRAW_BUFFER12:
2147         case GL_DRAW_BUFFER13:
2148         case GL_DRAW_BUFFER14:
2149         case GL_DRAW_BUFFER15:
2150                 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS)
2151                 {
2152                         *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2153                 }
2154                 else
2155                 {
2156                         return false;
2157                 }
2158                 return true;
2159         case GL_MAX_DRAW_BUFFERS:
2160                 *params = MAX_DRAW_BUFFERS;
2161                 return true;
2162         case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers
2163                 *params = MAX_COLOR_ATTACHMENTS;
2164                 return true;
2165         default:
2166                 break;
2167         }
2168
2169         if(clientVersion >= 3)
2170         {
2171                 switch(pname)
2172                 {
2173                 case GL_TEXTURE_BINDING_2D_ARRAY:
2174                         if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2175                         {
2176                                 error(GL_INVALID_OPERATION);
2177                                 return false;
2178                         }
2179
2180                         *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2181                         return true;
2182                 case GL_COPY_READ_BUFFER_BINDING:
2183                         *params = mState.copyReadBuffer.name();
2184                         return true;
2185                 case GL_COPY_WRITE_BUFFER_BINDING:
2186                         *params = mState.copyWriteBuffer.name();
2187                         return true;
2188                 case GL_MAJOR_VERSION:
2189                         *params = clientVersion;
2190                         return true;
2191                 case GL_MAX_3D_TEXTURE_SIZE:
2192                         *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2193                         return true;
2194                 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2195                         *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2196                         return true;
2197                 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2198                         *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2199                         return true;
2200                 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2201                         *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS;
2202                         return true;
2203                 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2204                         *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2205                         return true;
2206                 case GL_MAX_ELEMENT_INDEX:
2207                         *params = MAX_ELEMENT_INDEX;
2208                         return true;
2209                 case GL_MAX_ELEMENTS_INDICES:
2210                         *params = MAX_ELEMENTS_INDICES;
2211                         return true;
2212                 case GL_MAX_ELEMENTS_VERTICES:
2213                         *params = MAX_ELEMENTS_VERTICES;
2214                         return true;
2215                 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2216                         *params = MAX_FRAGMENT_INPUT_VECTORS * 4;
2217                         return true;
2218                 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2219                         *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2220                         return true;
2221                 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2222                         *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2223                         return true;
2224                 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2225                         // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2226                         // In any case, any behavior outside the specified range is valid since the spec mentions:
2227                         // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2228                         // "If any of the offset values are outside the range of the  implementation-defined values
2229                         //  MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2230                         //  undefined."
2231                         *params = MAX_PROGRAM_TEXEL_OFFSET;
2232                         return true;
2233                 case GL_MAX_SERVER_WAIT_TIMEOUT:
2234                         *params = 0;
2235                         return true;
2236                 case GL_MAX_TEXTURE_LOD_BIAS:
2237                         *params = MAX_TEXTURE_LOD_BIAS;
2238                         return true;
2239                 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2240                         *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2241                         return true;
2242                 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2243                         *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2244                         return true;
2245                 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2246                         *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2247                         return true;
2248                 case GL_MAX_UNIFORM_BLOCK_SIZE:
2249                         *params = MAX_UNIFORM_BLOCK_SIZE;
2250                         return true;
2251                 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2252                         *params = MAX_UNIFORM_BUFFER_BINDINGS;
2253                         return true;
2254                 case GL_MAX_VARYING_COMPONENTS:
2255                         *params = MAX_VARYING_VECTORS * 4;
2256                         return true;
2257                 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2258                         *params = MAX_VERTEX_OUTPUT_VECTORS * 4;
2259                         return true;
2260                 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2261                         *params = MAX_VERTEX_UNIFORM_BLOCKS;
2262                         return true;
2263                 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2264                         *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2265                         return true;
2266                 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2267                         // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2268                         // In any case, any behavior outside the specified range is valid since the spec mentions:
2269                         // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2270                         // "If any of the offset values are outside the range of the  implementation-defined values
2271                         //  MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2272                         //  undefined."
2273                         *params = MIN_PROGRAM_TEXEL_OFFSET;
2274                         return true;
2275                 case GL_MINOR_VERSION:
2276                         *params = 0;
2277                         return true;
2278                 case GL_NUM_EXTENSIONS:
2279                         GLuint numExtensions;
2280                         getExtensions(0, &numExtensions);
2281                         *params = numExtensions;
2282                         return true;
2283                 case GL_NUM_PROGRAM_BINARY_FORMATS:
2284                         *params = NUM_PROGRAM_BINARY_FORMATS;
2285                         return true;
2286                 case GL_PACK_ROW_LENGTH:
2287                         *params = mState.packRowLength;
2288                         return true;
2289                 case GL_PACK_SKIP_PIXELS:
2290                         *params = mState.packSkipPixels;
2291                         return true;
2292                 case GL_PACK_SKIP_ROWS:
2293                         *params = mState.packSkipRows;
2294                         return true;
2295                 case GL_PIXEL_PACK_BUFFER_BINDING:
2296                         *params = mState.pixelPackBuffer.name();
2297                         return true;
2298                 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2299                         *params = mState.pixelUnpackBuffer.name();
2300                         return true;
2301                 case GL_PROGRAM_BINARY_FORMATS:
2302                         // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input
2303                         // should be a 0 sized array, so don't write to params
2304                         return true;
2305                 case GL_READ_BUFFER:
2306                         *params = getReadFramebuffer()->getReadBuffer();
2307                         return true;
2308                 case GL_SAMPLER_BINDING:
2309                         *params = mState.sampler[mState.activeSampler].name();
2310                         return true;
2311                 case GL_UNIFORM_BUFFER_BINDING:
2312                         *params = mState.genericUniformBuffer.name();
2313                         return true;
2314                 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2315                         *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2316                         return true;
2317                 case GL_UNIFORM_BUFFER_SIZE:
2318                         *params = static_cast<T>(mState.genericUniformBuffer->size());
2319                         return true;
2320                 case GL_UNIFORM_BUFFER_START:
2321                         *params = static_cast<T>(mState.genericUniformBuffer->offset());
2322                         return true;
2323                 case GL_UNPACK_IMAGE_HEIGHT:
2324                         *params = mState.unpackInfo.imageHeight;
2325                         return true;
2326                 case GL_UNPACK_ROW_LENGTH:
2327                         *params = mState.unpackInfo.rowLength;
2328                         return true;
2329                 case GL_UNPACK_SKIP_IMAGES:
2330                         *params = mState.unpackInfo.skipImages;
2331                         return true;
2332                 case GL_UNPACK_SKIP_PIXELS:
2333                         *params = mState.unpackInfo.skipPixels;
2334                         return true;
2335                 case GL_UNPACK_SKIP_ROWS:
2336                         *params = mState.unpackInfo.skipRows;
2337                         return true;
2338                 case GL_VERTEX_ARRAY_BINDING:
2339                         *params = getCurrentVertexArray()->name;
2340                         return true;
2341                 case GL_TRANSFORM_FEEDBACK_BINDING:
2342                         {
2343                                 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2344                                 if(transformFeedback)
2345                                 {
2346                                         *params = transformFeedback->name;
2347                                 }
2348                                 else
2349                                 {
2350                                         return false;
2351                                 }
2352                         }
2353                         return true;
2354                 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2355                         {
2356                                 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2357                                 if(transformFeedback)
2358                                 {
2359                                         *params = transformFeedback->getGenericBufferName();
2360                                 }
2361                                 else
2362                                 {
2363                                         return false;
2364                                 }
2365                         }
2366                         return true;
2367                 default:
2368                         break;
2369                 }
2370         }
2371
2372         return false;
2373 }
2374
2375 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2376 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2377
2378 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2379 {
2380         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2381         if(!transformFeedback)
2382         {
2383                 return false;
2384         }
2385
2386         switch(pname)
2387         {
2388         case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2389                 *param = transformFeedback->name;
2390                 break;
2391         case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2392                 *param = transformFeedback->isActive();
2393                 break;
2394         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2395                 *param = transformFeedback->getBufferName(index);
2396                 break;
2397         case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2398                 *param = transformFeedback->isPaused();
2399                 break;
2400         case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2401                 if(transformFeedback->getBuffer(index))
2402                 {
2403                         *param = transformFeedback->getSize(index);
2404                         break;
2405                 }
2406                 else return false;
2407         case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2408                 if(transformFeedback->getBuffer(index))
2409                 {
2410                         *param = transformFeedback->getOffset(index);
2411                 break;
2412                 }
2413                 else return false;
2414         default:
2415                 return false;
2416         }
2417
2418         return true;
2419 }
2420
2421 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2422 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2423
2424 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2425 {
2426         switch(pname)
2427         {
2428         case GL_UNIFORM_BUFFER_BINDING:
2429         case GL_UNIFORM_BUFFER_SIZE:
2430         case GL_UNIFORM_BUFFER_START:
2431                 if(index >= MAX_UNIFORM_BUFFER_BINDINGS)
2432                 {
2433                         return error(GL_INVALID_VALUE, true);
2434                 }
2435                 break;
2436         default:
2437                 break;
2438         }
2439
2440         const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2441
2442         switch(pname)
2443         {
2444         case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2445                 *param = uniformBuffer.get().name();
2446                 break;
2447         case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2448                 *param = uniformBuffer.getSize();
2449                 break;
2450         case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2451                 *param = uniformBuffer.getOffset();
2452                 break;
2453         default:
2454                 return false;
2455         }
2456
2457         return true;
2458 }
2459
2460 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2461 {
2462         // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2463         // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2464         // to the fact that it is stored internally as a float, and so would require conversion
2465         // if returned from Context::getIntegerv. Since this conversion is already implemented
2466         // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2467         // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2468         // application.
2469         switch(pname)
2470         {
2471         case GL_COMPRESSED_TEXTURE_FORMATS:
2472                 {
2473                         *type = GL_INT;
2474                         *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2475                 }
2476                 break;
2477         case GL_SHADER_BINARY_FORMATS:
2478                 {
2479                         *type = GL_INT;
2480                         *numParams = 0;
2481                 }
2482                 break;
2483         case GL_MAX_VERTEX_ATTRIBS:
2484         case GL_MAX_VERTEX_UNIFORM_VECTORS:
2485         case GL_MAX_VARYING_VECTORS:
2486         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2487         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2488         case GL_MAX_TEXTURE_IMAGE_UNITS:
2489         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2490         case GL_MAX_RENDERBUFFER_SIZE:
2491         case GL_NUM_SHADER_BINARY_FORMATS:
2492         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2493         case GL_ARRAY_BUFFER_BINDING:
2494         case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2495         case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2496         case GL_RENDERBUFFER_BINDING:
2497         case GL_CURRENT_PROGRAM:
2498         case GL_PACK_ALIGNMENT:
2499         case GL_UNPACK_ALIGNMENT:
2500         case GL_GENERATE_MIPMAP_HINT:
2501         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2502         case GL_TEXTURE_FILTERING_HINT_CHROMIUM:
2503         case GL_RED_BITS:
2504         case GL_GREEN_BITS:
2505         case GL_BLUE_BITS:
2506         case GL_ALPHA_BITS:
2507         case GL_DEPTH_BITS:
2508         case GL_STENCIL_BITS:
2509         case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2510         case GL_CULL_FACE_MODE:
2511         case GL_FRONT_FACE:
2512         case GL_ACTIVE_TEXTURE:
2513         case GL_STENCIL_FUNC:
2514         case GL_STENCIL_VALUE_MASK:
2515         case GL_STENCIL_REF:
2516         case GL_STENCIL_FAIL:
2517         case GL_STENCIL_PASS_DEPTH_FAIL:
2518         case GL_STENCIL_PASS_DEPTH_PASS:
2519         case GL_STENCIL_BACK_FUNC:
2520         case GL_STENCIL_BACK_VALUE_MASK:
2521         case GL_STENCIL_BACK_REF:
2522         case GL_STENCIL_BACK_FAIL:
2523         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2524         case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2525         case GL_DEPTH_FUNC:
2526         case GL_BLEND_SRC_RGB:
2527         case GL_BLEND_SRC_ALPHA:
2528         case GL_BLEND_DST_RGB:
2529         case GL_BLEND_DST_ALPHA:
2530         case GL_BLEND_EQUATION_RGB:
2531         case GL_BLEND_EQUATION_ALPHA:
2532         case GL_STENCIL_WRITEMASK:
2533         case GL_STENCIL_BACK_WRITEMASK:
2534         case GL_STENCIL_CLEAR_VALUE:
2535         case GL_SUBPIXEL_BITS:
2536         case GL_MAX_TEXTURE_SIZE:
2537         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2538         case GL_SAMPLE_BUFFERS:
2539         case GL_SAMPLES:
2540         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2541         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2542         case GL_TEXTURE_BINDING_2D:
2543         case GL_TEXTURE_BINDING_CUBE_MAP:
2544         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2545         case GL_TEXTURE_BINDING_3D_OES:
2546         case GL_COPY_READ_BUFFER_BINDING:
2547         case GL_COPY_WRITE_BUFFER_BINDING:
2548         case GL_DRAW_BUFFER0:
2549         case GL_DRAW_BUFFER1:
2550         case GL_DRAW_BUFFER2:
2551         case GL_DRAW_BUFFER3:
2552         case GL_DRAW_BUFFER4:
2553         case GL_DRAW_BUFFER5:
2554         case GL_DRAW_BUFFER6:
2555         case GL_DRAW_BUFFER7:
2556         case GL_DRAW_BUFFER8:
2557         case GL_DRAW_BUFFER9:
2558         case GL_DRAW_BUFFER10:
2559         case GL_DRAW_BUFFER11:
2560         case GL_DRAW_BUFFER12:
2561         case GL_DRAW_BUFFER13:
2562         case GL_DRAW_BUFFER14:
2563         case GL_DRAW_BUFFER15:
2564         case GL_MAJOR_VERSION:
2565         case GL_MAX_3D_TEXTURE_SIZE:
2566         case GL_MAX_ARRAY_TEXTURE_LAYERS:
2567         case GL_MAX_COLOR_ATTACHMENTS:
2568         case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2569         case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2570         case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2571         case GL_MAX_DRAW_BUFFERS:
2572         case GL_MAX_ELEMENT_INDEX:
2573         case GL_MAX_ELEMENTS_INDICES:
2574         case GL_MAX_ELEMENTS_VERTICES:
2575         case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2576         case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2577         case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2578         case GL_MAX_PROGRAM_TEXEL_OFFSET:
2579         case GL_MAX_SERVER_WAIT_TIMEOUT:
2580         case GL_MAX_TEXTURE_LOD_BIAS:
2581         case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2582         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2583         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2584         case GL_MAX_UNIFORM_BLOCK_SIZE:
2585         case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2586         case GL_MAX_VARYING_COMPONENTS:
2587         case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2588         case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2589         case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2590         case GL_MIN_PROGRAM_TEXEL_OFFSET:
2591         case GL_MINOR_VERSION:
2592         case GL_NUM_EXTENSIONS:
2593         case GL_NUM_PROGRAM_BINARY_FORMATS:
2594         case GL_PACK_ROW_LENGTH:
2595         case GL_PACK_SKIP_PIXELS:
2596         case GL_PACK_SKIP_ROWS:
2597         case GL_PIXEL_PACK_BUFFER_BINDING:
2598         case GL_PIXEL_UNPACK_BUFFER_BINDING:
2599         case GL_PROGRAM_BINARY_FORMATS:
2600         case GL_READ_BUFFER:
2601         case GL_SAMPLER_BINDING:
2602         case GL_TEXTURE_BINDING_2D_ARRAY:
2603         case GL_UNIFORM_BUFFER_BINDING:
2604         case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2605         case GL_UNIFORM_BUFFER_SIZE:
2606         case GL_UNIFORM_BUFFER_START:
2607         case GL_UNPACK_IMAGE_HEIGHT:
2608         case GL_UNPACK_ROW_LENGTH:
2609         case GL_UNPACK_SKIP_IMAGES:
2610         case GL_UNPACK_SKIP_PIXELS:
2611         case GL_UNPACK_SKIP_ROWS:
2612         case GL_VERTEX_ARRAY_BINDING:
2613         case GL_TRANSFORM_FEEDBACK_BINDING:
2614         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2615                 {
2616                         *type = GL_INT;
2617                         *numParams = 1;
2618                 }
2619                 break;
2620         case GL_MAX_SAMPLES_ANGLE:
2621                 {
2622                         *type = GL_INT;
2623                         *numParams = 1;
2624                 }
2625                 break;
2626         case GL_MAX_VIEWPORT_DIMS:
2627                 {
2628                         *type = GL_INT;
2629                         *numParams = 2;
2630                 }
2631                 break;
2632         case GL_VIEWPORT:
2633         case GL_SCISSOR_BOX:
2634                 {
2635                         *type = GL_INT;
2636                         *numParams = 4;
2637                 }
2638                 break;
2639         case GL_SHADER_COMPILER:
2640         case GL_SAMPLE_COVERAGE_INVERT:
2641         case GL_DEPTH_WRITEMASK:
2642         case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
2643         case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
2644         case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2645         case GL_SAMPLE_COVERAGE:
2646         case GL_SCISSOR_TEST:
2647         case GL_STENCIL_TEST:
2648         case GL_DEPTH_TEST:
2649         case GL_BLEND:
2650         case GL_DITHER:
2651         case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2652         case GL_RASTERIZER_DISCARD:
2653         case GL_TRANSFORM_FEEDBACK_ACTIVE:
2654         case GL_TRANSFORM_FEEDBACK_PAUSED:
2655                 {
2656                         *type = GL_BOOL;
2657                         *numParams = 1;
2658                 }
2659                 break;
2660         case GL_COLOR_WRITEMASK:
2661                 {
2662                         *type = GL_BOOL;
2663                         *numParams = 4;
2664                 }
2665                 break;
2666         case GL_POLYGON_OFFSET_FACTOR:
2667         case GL_POLYGON_OFFSET_UNITS:
2668         case GL_SAMPLE_COVERAGE_VALUE:
2669         case GL_DEPTH_CLEAR_VALUE:
2670         case GL_LINE_WIDTH:
2671                 {
2672                         *type = GL_FLOAT;
2673                         *numParams = 1;
2674                 }
2675                 break;
2676         case GL_ALIASED_LINE_WIDTH_RANGE:
2677         case GL_ALIASED_POINT_SIZE_RANGE:
2678         case GL_DEPTH_RANGE:
2679                 {
2680                         *type = GL_FLOAT;
2681                         *numParams = 2;
2682                 }
2683                 break;
2684         case GL_COLOR_CLEAR_VALUE:
2685         case GL_BLEND_COLOR:
2686                 {
2687                         *type = GL_FLOAT;
2688                         *numParams = 4;
2689                 }
2690                 break;
2691         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2692                 *type = GL_FLOAT;
2693                 *numParams = 1;
2694                 break;
2695         default:
2696                 return false;
2697         }
2698
2699         return true;
2700 }
2701
2702 void Context::applyScissor(int width, int height)
2703 {
2704         if(mState.scissorTestEnabled)
2705         {
2706                 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2707                 scissor.clip(0, 0, width, height);
2708
2709                 device->setScissorRect(scissor);
2710                 device->setScissorEnable(true);
2711         }
2712         else
2713         {
2714                 device->setScissorEnable(false);
2715         }
2716 }
2717
2718 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2719 bool Context::applyRenderTarget()
2720 {
2721         Framebuffer *framebuffer = getDrawFramebuffer();
2722         int width, height, samples;
2723
2724         if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2725         {
2726                 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2727         }
2728
2729         for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2730         {
2731                 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2732                 {
2733                         egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2734                         device->setRenderTarget(i, renderTarget);
2735                         if(renderTarget) renderTarget->release();
2736                 }
2737                 else
2738                 {
2739                         device->setRenderTarget(i, nullptr);
2740                 }
2741         }
2742
2743         egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2744         device->setDepthBuffer(depthBuffer);
2745         if(depthBuffer) depthBuffer->release();
2746
2747         egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2748         device->setStencilBuffer(stencilBuffer);
2749         if(stencilBuffer) stencilBuffer->release();
2750
2751         Viewport viewport;
2752         float zNear = clamp01(mState.zNear);
2753         float zFar = clamp01(mState.zFar);
2754
2755         viewport.x0 = mState.viewportX;
2756         viewport.y0 = mState.viewportY;
2757         viewport.width = mState.viewportWidth;
2758         viewport.height = mState.viewportHeight;
2759         viewport.minZ = zNear;
2760         viewport.maxZ = zFar;
2761
2762         device->setViewport(viewport);
2763
2764         applyScissor(width, height);
2765
2766         Program *program = getCurrentProgram();
2767
2768         if(program)
2769         {
2770                 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2771                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2772                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2773                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2774         }
2775
2776         return true;
2777 }
2778
2779 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2780 void Context::applyState(GLenum drawMode)
2781 {
2782         Framebuffer *framebuffer = getDrawFramebuffer();
2783
2784         if(mState.cullFaceEnabled)
2785         {
2786                 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2787         }
2788         else
2789         {
2790                 device->setCullMode(sw::CULL_NONE);
2791         }
2792
2793         if(mDepthStateDirty)
2794         {
2795                 if(mState.depthTestEnabled)
2796                 {
2797                         device->setDepthBufferEnable(true);
2798                         device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2799                 }
2800                 else
2801                 {
2802                         device->setDepthBufferEnable(false);
2803                 }
2804
2805                 mDepthStateDirty = false;
2806         }
2807
2808         if(mBlendStateDirty)
2809         {
2810                 if(mState.blendEnabled)
2811                 {
2812                         device->setAlphaBlendEnable(true);
2813                         device->setSeparateAlphaBlendEnable(true);
2814
2815                         device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2816
2817                         device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2818                         device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2819                         device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2820
2821                         device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2822                         device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2823                         device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2824                 }
2825                 else
2826                 {
2827                         device->setAlphaBlendEnable(false);
2828                 }
2829
2830                 mBlendStateDirty = false;
2831         }
2832
2833         if(mStencilStateDirty || mFrontFaceDirty)
2834         {
2835                 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2836                 {
2837                         device->setStencilEnable(true);
2838                         device->setTwoSidedStencil(true);
2839
2840                         // get the maximum size of the stencil ref
2841                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2842                         GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2843
2844                         if(mState.frontFace == GL_CCW)
2845                         {
2846                                 device->setStencilWriteMask(mState.stencilWritemask);
2847                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2848
2849                                 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2850                                 device->setStencilMask(mState.stencilMask);
2851
2852                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2853                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2854                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2855
2856                                 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2857                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2858
2859                                 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2860                                 device->setStencilMaskCCW(mState.stencilBackMask);
2861
2862                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2863                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2864                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2865                         }
2866                         else
2867                         {
2868                                 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2869                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2870
2871                                 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2872                                 device->setStencilMaskCCW(mState.stencilMask);
2873
2874                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2875                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2876                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2877
2878                                 device->setStencilWriteMask(mState.stencilBackWritemask);
2879                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2880
2881                                 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2882                                 device->setStencilMask(mState.stencilBackMask);
2883
2884                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2885                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2886                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2887                         }
2888                 }
2889                 else
2890                 {
2891                         device->setStencilEnable(false);
2892                 }
2893
2894                 mStencilStateDirty = false;
2895                 mFrontFaceDirty = false;
2896         }
2897
2898         if(mMaskStateDirty)
2899         {
2900                 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2901                 {
2902                         device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2903                 }
2904
2905                 device->setDepthWriteEnable(mState.depthMask);
2906
2907                 mMaskStateDirty = false;
2908         }
2909
2910         if(mPolygonOffsetStateDirty)
2911         {
2912                 if(mState.polygonOffsetFillEnabled)
2913                 {
2914                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2915                         if(depthbuffer)
2916                         {
2917                                 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2918                                 float depthBias = ldexp(mState.polygonOffsetUnits, -23);   // We use 32-bit floating-point for all depth formats, with 23 mantissa bits.
2919                                 device->setDepthBias(depthBias);
2920                         }
2921                 }
2922                 else
2923                 {
2924                         device->setSlopeDepthBias(0);
2925                         device->setDepthBias(0);
2926                 }
2927
2928                 mPolygonOffsetStateDirty = false;
2929         }
2930
2931         if(mSampleStateDirty)
2932         {
2933                 if(mState.sampleAlphaToCoverageEnabled)
2934                 {
2935                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2936                 }
2937                 else
2938                 {
2939                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2940                 }
2941
2942                 if(mState.sampleCoverageEnabled)
2943                 {
2944                         unsigned int mask = 0;
2945                         if(mState.sampleCoverageValue != 0)
2946                         {
2947                                 int width, height, samples;
2948                                 framebuffer->completeness(width, height, samples);
2949
2950                                 float threshold = 0.5f;
2951
2952                                 for(int i = 0; i < samples; i++)
2953                                 {
2954                                         mask <<= 1;
2955
2956                                         if((i + 1) * mState.sampleCoverageValue >= threshold)
2957                                         {
2958                                                 threshold += 1.0f;
2959                                                 mask |= 1;
2960                                         }
2961                                 }
2962                         }
2963
2964                         if(mState.sampleCoverageInvert)
2965                         {
2966                                 mask = ~mask;
2967                         }
2968
2969                         device->setMultiSampleMask(mask);
2970                 }
2971                 else
2972                 {
2973                         device->setMultiSampleMask(0xFFFFFFFF);
2974                 }
2975
2976                 mSampleStateDirty = false;
2977         }
2978
2979         if(mDitherStateDirty)
2980         {
2981         //      UNIMPLEMENTED();   // FIXME
2982
2983                 mDitherStateDirty = false;
2984         }
2985
2986         device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2987 }
2988
2989 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2990 {
2991         TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2992
2993         GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2994         if(err != GL_NO_ERROR)
2995         {
2996                 return err;
2997         }
2998
2999         Program *program = getCurrentProgram();
3000
3001         device->resetInputStreams(false);
3002
3003         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3004         {
3005                 if(program->getAttributeStream(i) == -1)
3006                 {
3007                         continue;
3008                 }
3009
3010                 sw::Resource *resource = attributes[i].vertexBuffer;
3011                 const void *buffer = (char*)resource->data() + attributes[i].offset;
3012
3013                 int stride = attributes[i].stride;
3014
3015                 buffer = (char*)buffer + stride * base;
3016
3017                 sw::Stream attribute(resource, buffer, stride);
3018
3019                 attribute.type = attributes[i].type;
3020                 attribute.count = attributes[i].count;
3021                 attribute.normalized = attributes[i].normalized;
3022
3023                 int stream = program->getAttributeStream(i);
3024                 device->setInputStream(stream, attribute);
3025         }
3026
3027         return GL_NO_ERROR;
3028 }
3029
3030 // Applies the indices and element array bindings
3031 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
3032 {
3033         GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled());
3034
3035         if(err == GL_NO_ERROR)
3036         {
3037                 device->setIndexBuffer(indexInfo->indexBuffer);
3038         }
3039
3040         return err;
3041 }
3042
3043 // Applies the shaders and shader constants
3044 void Context::applyShaders()
3045 {
3046         Program *programObject = getCurrentProgram();
3047         sw::VertexShader *vertexShader = programObject->getVertexShader();
3048         sw::PixelShader *pixelShader = programObject->getPixelShader();
3049
3050         device->setVertexShader(vertexShader);
3051         device->setPixelShader(pixelShader);
3052
3053         if(programObject->getSerial() != mAppliedProgramSerial)
3054         {
3055                 programObject->dirtyAllUniforms();
3056                 mAppliedProgramSerial = programObject->getSerial();
3057         }
3058
3059         programObject->applyTransformFeedback(device, getTransformFeedback());
3060         programObject->applyUniformBuffers(device, mState.uniformBuffers);
3061         programObject->applyUniforms(device);
3062 }
3063
3064 void Context::applyTextures()
3065 {
3066         applyTextures(sw::SAMPLER_PIXEL);
3067         applyTextures(sw::SAMPLER_VERTEX);
3068 }
3069
3070 void Context::applyTextures(sw::SamplerType samplerType)
3071 {
3072         Program *programObject = getCurrentProgram();
3073
3074         int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS;   // Range of samplers of given sampler type
3075
3076         for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3077         {
3078                 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex);   // OpenGL texture image unit index
3079
3080                 if(textureUnit != -1)
3081                 {
3082                         TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3083
3084                         Texture *texture = getSamplerTexture(textureUnit, textureType);
3085
3086                         if(texture->isSamplerComplete())
3087                         {
3088                                 GLenum wrapS, wrapT, wrapR, minFilter, magFilter, compFunc, compMode;
3089                                 GLfloat minLOD, maxLOD;
3090
3091                                 Sampler *samplerObject = mState.sampler[textureUnit];
3092                                 if(samplerObject)
3093                                 {
3094                                         wrapS = samplerObject->getWrapS();
3095                                         wrapT = samplerObject->getWrapT();
3096                                         wrapR = samplerObject->getWrapR();
3097                                         minFilter = samplerObject->getMinFilter();
3098                                         magFilter = samplerObject->getMagFilter();
3099                                         minLOD = samplerObject->getMinLod();
3100                                         maxLOD = samplerObject->getMaxLod();
3101                                         compFunc = samplerObject->getCompareFunc();
3102                                         compMode = samplerObject->getCompareMode();
3103                                 }
3104                                 else
3105                                 {
3106                                         wrapS = texture->getWrapS();
3107                                         wrapT = texture->getWrapT();
3108                                         wrapR = texture->getWrapR();
3109                                         minFilter = texture->getMinFilter();
3110                                         magFilter = texture->getMagFilter();
3111                                         minLOD = texture->getMinLOD();
3112                                         maxLOD = texture->getMaxLOD();
3113                                         compFunc = texture->getCompareFunc();
3114                                         compMode = texture->getCompareMode();
3115                                 }
3116
3117                                 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3118                                 GLint baseLevel = texture->getBaseLevel();
3119                                 GLint maxLevel = texture->getMaxLevel();
3120                                 GLenum swizzleR = texture->getSwizzleR();
3121                                 GLenum swizzleG = texture->getSwizzleG();
3122                                 GLenum swizzleB = texture->getSwizzleB();
3123                                 GLenum swizzleA = texture->getSwizzleA();
3124
3125                                 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3126                                 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3127                                 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3128                                 device->setCompareFunc(samplerType, samplerIndex, es2sw::ConvertCompareFunc(compFunc, compMode));
3129                                 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3130                                 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3131                                 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3132                                 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3133                                 device->setMinLod(samplerType, samplerIndex, minLOD);
3134                                 device->setMaxLod(samplerType, samplerIndex, maxLOD);
3135                                 device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3136                                 device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3137                                 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3138                                 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3139                                 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3140                                 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST);
3141
3142                                 applyTexture(samplerType, samplerIndex, texture);
3143                         }
3144                         else
3145                         {
3146                                 applyTexture(samplerType, samplerIndex, nullptr);
3147                         }
3148                 }
3149                 else
3150                 {
3151                         applyTexture(samplerType, samplerIndex, nullptr);
3152                 }
3153         }
3154 }
3155
3156 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3157 {
3158         Program *program = getCurrentProgram();
3159         int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3160         bool textureUsed = false;
3161
3162         if(type == sw::SAMPLER_PIXEL)
3163         {
3164                 textureUsed = program->getPixelShader()->usesSampler(index);
3165         }
3166         else if(type == sw::SAMPLER_VERTEX)
3167         {
3168                 textureUsed = program->getVertexShader()->usesSampler(index);
3169         }
3170         else UNREACHABLE(type);
3171
3172         sw::Resource *resource = 0;
3173
3174         if(baseTexture && textureUsed)
3175         {
3176                 resource = baseTexture->getResource();
3177         }
3178
3179         device->setTextureResource(sampler, resource);
3180
3181         if(baseTexture && textureUsed)
3182         {
3183                 int levelCount = baseTexture->getLevelCount();
3184
3185                 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
3186                 {
3187                         Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3188
3189                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3190                         {
3191                                 int surfaceLevel = mipmapLevel;
3192
3193                                 if(surfaceLevel < 0)
3194                                 {
3195                                         surfaceLevel = 0;
3196                                 }
3197                                 else if(surfaceLevel >= levelCount)
3198                                 {
3199                                         surfaceLevel = levelCount - 1;
3200                                 }
3201
3202                                 egl::Image *surface = texture->getImage(surfaceLevel);
3203                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3204                         }
3205                 }
3206                 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES)
3207                 {
3208                         Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3209
3210                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3211                         {
3212                                 int surfaceLevel = mipmapLevel;
3213
3214                                 if(surfaceLevel < 0)
3215                                 {
3216                                         surfaceLevel = 0;
3217                                 }
3218                                 else if(surfaceLevel >= levelCount)
3219                                 {
3220                                         surfaceLevel = levelCount - 1;
3221                                 }
3222
3223                                 egl::Image *surface = texture->getImage(surfaceLevel);
3224                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3225                         }
3226                 }
3227                 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY)
3228                 {
3229                         Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3230
3231                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3232                         {
3233                                 int surfaceLevel = mipmapLevel;
3234
3235                                 if(surfaceLevel < 0)
3236                                 {
3237                                         surfaceLevel = 0;
3238                                 }
3239                                 else if(surfaceLevel >= levelCount)
3240                                 {
3241                                         surfaceLevel = levelCount - 1;
3242                                 }
3243
3244                                 egl::Image *surface = texture->getImage(surfaceLevel);
3245                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3246                         }
3247                 }
3248                 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP)
3249                 {
3250                         TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3251
3252                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3253                         {
3254                                 cubeTexture->updateBorders(mipmapLevel);
3255
3256                                 for(int face = 0; face < 6; face++)
3257                                 {
3258                                         int surfaceLevel = mipmapLevel;
3259
3260                                         if(surfaceLevel < 0)
3261                                         {
3262                                                 surfaceLevel = 0;
3263                                         }
3264                                         else if(surfaceLevel >= levelCount)
3265                                         {
3266                                                 surfaceLevel = levelCount - 1;
3267                                         }
3268
3269                                         egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3270                                         device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3271                                 }
3272                         }
3273                 }
3274                 else UNIMPLEMENTED();
3275         }
3276         else
3277         {
3278                 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3279         }
3280 }
3281
3282 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3283 {
3284         Framebuffer *framebuffer = getReadFramebuffer();
3285         int framebufferWidth, framebufferHeight, framebufferSamples;
3286
3287         if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3288         {
3289                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3290         }
3291
3292         if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3293         {
3294                 return error(GL_INVALID_OPERATION);
3295         }
3296
3297         if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion))
3298         {
3299                 return error(GL_INVALID_OPERATION);
3300         }
3301
3302         GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width;
3303         GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment);
3304         GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight;
3305         pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3306         pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels);
3307
3308         // Sized query sanity check
3309         if(bufSize)
3310         {
3311                 int requiredSize = outputPitch * height;
3312                 if(requiredSize > *bufSize)
3313                 {
3314                         return error(GL_INVALID_OPERATION);
3315                 }
3316         }
3317
3318         egl::Image *renderTarget = nullptr;
3319         switch(format)
3320         {
3321         case GL_DEPTH_COMPONENT:
3322                 renderTarget = framebuffer->getDepthBuffer();
3323                 break;
3324         default:
3325                 renderTarget = framebuffer->getReadRenderTarget();
3326                 break;
3327         }
3328
3329         if(!renderTarget)
3330         {
3331                 return error(GL_INVALID_OPERATION);
3332         }
3333
3334         sw::Rect rect = {x, y, x + width, y + height};
3335         sw::Rect dstRect = { 0, 0, width, height };
3336         rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
3337
3338         sw::Surface *externalSurface = sw::Surface::create(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3339         sw::SliceRect sliceRect(rect);
3340         sw::SliceRect dstSliceRect(dstRect);
3341         device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false);
3342         delete externalSurface;
3343
3344         renderTarget->release();
3345 }
3346
3347 void Context::clear(GLbitfield mask)
3348 {
3349         if(mState.rasterizerDiscardEnabled)
3350         {
3351                 return;
3352         }
3353
3354         Framebuffer *framebuffer = getDrawFramebuffer();
3355
3356         if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3357         {
3358                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3359         }
3360
3361         if(!applyRenderTarget())
3362         {
3363                 return;
3364         }
3365
3366         if(mask & GL_COLOR_BUFFER_BIT)
3367         {
3368                 unsigned int rgbaMask = getColorMask();
3369
3370                 if(rgbaMask != 0)
3371                 {
3372                         device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3373                 }
3374         }
3375
3376         if(mask & GL_DEPTH_BUFFER_BIT)
3377         {
3378                 if(mState.depthMask != 0)
3379                 {
3380                         float depth = clamp01(mState.depthClearValue);
3381                         device->clearDepth(depth);
3382                 }
3383         }
3384
3385         if(mask & GL_STENCIL_BUFFER_BIT)
3386         {
3387                 if(mState.stencilWritemask != 0)
3388                 {
3389                         int stencil = mState.stencilClearValue & 0x000000FF;
3390                         device->clearStencil(stencil, mState.stencilWritemask);
3391                 }
3392         }
3393 }
3394
3395 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3396 {
3397         unsigned int rgbaMask = getColorMask();
3398         if(rgbaMask && !mState.rasterizerDiscardEnabled)
3399         {
3400                 Framebuffer *framebuffer = getDrawFramebuffer();
3401                 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3402
3403                 if(colorbuffer)
3404                 {
3405                         sw::Rect clearRect = colorbuffer->getRect();
3406
3407                         if(mState.scissorTestEnabled)
3408                         {
3409                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3410                         }
3411
3412                         device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3413
3414                         colorbuffer->release();
3415                 }
3416         }
3417 }
3418
3419 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3420 {
3421         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3422 }
3423
3424 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3425 {
3426         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3427 }
3428
3429 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3430 {
3431         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3432 }
3433
3434 void Context::clearDepthBuffer(const GLfloat value)
3435 {
3436         if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3437         {
3438                 Framebuffer *framebuffer = getDrawFramebuffer();
3439                 egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3440
3441                 if(depthbuffer)
3442                 {
3443                         float depth = clamp01(value);
3444                         sw::Rect clearRect = depthbuffer->getRect();
3445
3446                         if(mState.scissorTestEnabled)
3447                         {
3448                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3449                         }
3450
3451                         depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3452
3453                         depthbuffer->release();
3454                 }
3455         }
3456 }
3457
3458 void Context::clearStencilBuffer(const GLint value)
3459 {
3460         if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3461         {
3462                 Framebuffer *framebuffer = getDrawFramebuffer();
3463                 egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3464
3465                 if(stencilbuffer)
3466                 {
3467                         unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3468                         sw::Rect clearRect = stencilbuffer->getRect();
3469
3470                         if(mState.scissorTestEnabled)
3471                         {
3472                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3473                         }
3474
3475                         stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3476
3477                         stencilbuffer->release();
3478                 }
3479         }
3480 }
3481
3482 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3483 {
3484         if(!mState.currentProgram)
3485         {
3486                 return;
3487         }
3488
3489         sw::DrawType primitiveType;
3490         int primitiveCount;
3491         int verticesPerPrimitive;
3492
3493         if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3494                 return error(GL_INVALID_ENUM);
3495
3496         if(primitiveCount <= 0)
3497         {
3498                 return;
3499         }
3500
3501         if(!applyRenderTarget())
3502         {
3503                 return;
3504         }
3505
3506         applyState(mode);
3507
3508         for(int i = 0; i < instanceCount; ++i)
3509         {
3510                 device->setInstanceID(i);
3511
3512                 GLenum err = applyVertexBuffer(0, first, count, i);
3513                 if(err != GL_NO_ERROR)
3514                 {
3515                         return error(err);
3516                 }
3517
3518                 applyShaders();
3519                 applyTextures();
3520
3521                 if(!getCurrentProgram()->validateSamplers(false))
3522                 {
3523                         return error(GL_INVALID_OPERATION);
3524                 }
3525
3526                 TransformFeedback* transformFeedback = getTransformFeedback();
3527                 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3528                 {
3529                         device->drawPrimitive(primitiveType, primitiveCount);
3530                 }
3531                 if(transformFeedback)
3532                 {
3533                         transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3534                 }
3535         }
3536 }
3537
3538 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3539 {
3540         if(!mState.currentProgram)
3541         {
3542                 return;
3543         }
3544
3545         if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3546         {
3547                 return error(GL_INVALID_OPERATION);
3548         }
3549
3550         GLenum internalMode = mode;
3551         if(isPrimitiveRestartFixedIndexEnabled())
3552         {
3553                 switch(mode)
3554                 {
3555                 case GL_TRIANGLE_FAN:
3556                 case GL_TRIANGLE_STRIP:
3557                         internalMode = GL_TRIANGLES;
3558                         break;
3559                 case GL_LINE_LOOP:
3560                 case GL_LINE_STRIP:
3561                         internalMode = GL_LINES;
3562                         break;
3563                 default:
3564                         break;
3565                 }
3566         }
3567
3568         sw::DrawType primitiveType;
3569         int primitiveCount;
3570         int verticesPerPrimitive;
3571
3572         if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3573                 return error(GL_INVALID_ENUM);
3574
3575         if(primitiveCount <= 0)
3576         {
3577                 return;
3578         }
3579
3580         if(!applyRenderTarget())
3581         {
3582                 return;
3583         }
3584
3585         TranslatedIndexData indexInfo(primitiveCount);
3586         GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3587         if(err != GL_NO_ERROR)
3588         {
3589                 return error(err);
3590         }
3591
3592         applyState(internalMode);
3593
3594         for(int i = 0; i < instanceCount; ++i)
3595         {
3596                 device->setInstanceID(i);
3597
3598                 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3599                 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3600                 if(err != GL_NO_ERROR)
3601                 {
3602                         return error(err);
3603                 }
3604
3605                 applyShaders();
3606                 applyTextures();
3607
3608                 if(!getCurrentProgram()->validateSamplers(false))
3609                 {
3610                         return error(GL_INVALID_OPERATION);
3611                 }
3612
3613                 TransformFeedback* transformFeedback = getTransformFeedback();
3614                 if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3615                 {
3616                         device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount);
3617                 }
3618                 if(transformFeedback)
3619                 {
3620                         transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive);
3621                 }
3622         }
3623 }
3624
3625 void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect)
3626 {
3627         device->blit(source, sRect, dest, dRect, false);
3628 }
3629
3630 void Context::finish()
3631 {
3632         device->finish();
3633 }
3634
3635 void Context::flush()
3636 {
3637         // We don't queue anything without processing it as fast as possible
3638 }
3639
3640 void Context::recordInvalidEnum()
3641 {
3642         mInvalidEnum = true;
3643 }
3644
3645 void Context::recordInvalidValue()
3646 {
3647         mInvalidValue = true;
3648 }
3649
3650 void Context::recordInvalidOperation()
3651 {
3652         mInvalidOperation = true;
3653 }
3654
3655 void Context::recordOutOfMemory()
3656 {
3657         mOutOfMemory = true;
3658 }
3659
3660 void Context::recordInvalidFramebufferOperation()
3661 {
3662         mInvalidFramebufferOperation = true;
3663 }
3664
3665 // Get one of the recorded errors and clear its flag, if any.
3666 // [OpenGL ES 2.0.24] section 2.5 page 13.
3667 GLenum Context::getError()
3668 {
3669         if(mInvalidEnum)
3670         {
3671                 mInvalidEnum = false;
3672
3673                 return GL_INVALID_ENUM;
3674         }
3675
3676         if(mInvalidValue)
3677         {
3678                 mInvalidValue = false;
3679
3680                 return GL_INVALID_VALUE;
3681         }
3682
3683         if(mInvalidOperation)
3684         {
3685                 mInvalidOperation = false;
3686
3687                 return GL_INVALID_OPERATION;
3688         }
3689
3690         if(mOutOfMemory)
3691         {
3692                 mOutOfMemory = false;
3693
3694                 return GL_OUT_OF_MEMORY;
3695         }
3696
3697         if(mInvalidFramebufferOperation)
3698         {
3699                 mInvalidFramebufferOperation = false;
3700
3701                 return GL_INVALID_FRAMEBUFFER_OPERATION;
3702         }
3703
3704         return GL_NO_ERROR;
3705 }
3706
3707 int Context::getSupportedMultisampleCount(int requested)
3708 {
3709         int supported = 0;
3710
3711         for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3712         {
3713                 if(supported >= requested)
3714                 {
3715                         return supported;
3716                 }
3717
3718                 supported = multisampleCount[i];
3719         }
3720
3721         return supported;
3722 }
3723
3724 void Context::detachBuffer(GLuint buffer)
3725 {
3726         // [OpenGL ES 2.0.24] section 2.9 page 22:
3727         // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3728         // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3729
3730         if(mState.copyReadBuffer.name() == buffer)
3731         {
3732                 mState.copyReadBuffer = nullptr;
3733         }
3734
3735         if(mState.copyWriteBuffer.name() == buffer)
3736         {
3737                 mState.copyWriteBuffer = nullptr;
3738         }
3739
3740         if(mState.pixelPackBuffer.name() == buffer)
3741         {
3742                 mState.pixelPackBuffer = nullptr;
3743         }
3744
3745         if(mState.pixelUnpackBuffer.name() == buffer)
3746         {
3747                 mState.pixelUnpackBuffer = nullptr;
3748         }
3749
3750         if(mState.genericUniformBuffer.name() == buffer)
3751         {
3752                 mState.genericUniformBuffer = nullptr;
3753         }
3754
3755         if(getArrayBufferName() == buffer)
3756         {
3757                 mState.arrayBuffer = nullptr;
3758         }
3759
3760         // Only detach from the current transform feedback
3761         TransformFeedback* currentTransformFeedback = getTransformFeedback();
3762         if(currentTransformFeedback)
3763         {
3764                 currentTransformFeedback->detachBuffer(buffer);
3765         }
3766
3767         // Only detach from the current vertex array
3768         VertexArray* currentVertexArray = getCurrentVertexArray();
3769         if(currentVertexArray)
3770         {
3771                 currentVertexArray->detachBuffer(buffer);
3772         }
3773
3774         for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3775         {
3776                 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3777                 {
3778                         mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3779                 }
3780         }
3781 }
3782
3783 void Context::detachTexture(GLuint texture)
3784 {
3785         // [OpenGL ES 2.0.24] section 3.8 page 84:
3786         // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3787         // rebound to texture object zero
3788
3789         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3790         {
3791                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3792                 {
3793                         if(mState.samplerTexture[type][sampler].name() == texture)
3794                         {
3795                                 mState.samplerTexture[type][sampler] = nullptr;
3796                         }
3797                 }
3798         }
3799
3800         // [OpenGL ES 2.0.24] section 4.4 page 112:
3801         // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3802         // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3803         // image was attached in the currently bound framebuffer.
3804
3805         Framebuffer *readFramebuffer = getReadFramebuffer();
3806         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3807
3808         if(readFramebuffer)
3809         {
3810                 readFramebuffer->detachTexture(texture);
3811         }
3812
3813         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3814         {
3815                 drawFramebuffer->detachTexture(texture);
3816         }
3817 }
3818
3819 void Context::detachFramebuffer(GLuint framebuffer)
3820 {
3821         // [OpenGL ES 2.0.24] section 4.4 page 107:
3822         // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3823         // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3824
3825         if(mState.readFramebuffer == framebuffer)
3826         {
3827                 bindReadFramebuffer(0);
3828         }
3829
3830         if(mState.drawFramebuffer == framebuffer)
3831         {
3832                 bindDrawFramebuffer(0);
3833         }
3834 }
3835
3836 void Context::detachRenderbuffer(GLuint renderbuffer)
3837 {
3838         // [OpenGL ES 2.0.24] section 4.4 page 109:
3839         // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3840         // had been executed with the target RENDERBUFFER and name of zero.
3841
3842         if(mState.renderbuffer.name() == renderbuffer)
3843         {
3844                 bindRenderbuffer(0);
3845         }
3846
3847         // [OpenGL ES 2.0.24] section 4.4 page 111:
3848         // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3849         // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3850         // point to which this image was attached in the currently bound framebuffer.
3851
3852         Framebuffer *readFramebuffer = getReadFramebuffer();
3853         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3854
3855         if(readFramebuffer)
3856         {
3857                 readFramebuffer->detachRenderbuffer(renderbuffer);
3858         }
3859
3860         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3861         {
3862                 drawFramebuffer->detachRenderbuffer(renderbuffer);
3863         }
3864 }
3865
3866 void Context::detachSampler(GLuint sampler)
3867 {
3868         // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3869         // If a sampler object that is currently bound to one or more texture units is
3870         // deleted, it is as though BindSampler is called once for each texture unit to
3871         // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3872         for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3873         {
3874                 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3875                 if(samplerBinding.name() == sampler)
3876                 {
3877                         samplerBinding = nullptr;
3878                 }
3879         }
3880 }
3881
3882 bool Context::cullSkipsDraw(GLenum drawMode)
3883 {
3884         return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3885 }
3886
3887 bool Context::isTriangleMode(GLenum drawMode)
3888 {
3889         switch(drawMode)
3890         {
3891         case GL_TRIANGLES:
3892         case GL_TRIANGLE_FAN:
3893         case GL_TRIANGLE_STRIP:
3894                 return true;
3895         case GL_POINTS:
3896         case GL_LINES:
3897         case GL_LINE_LOOP:
3898         case GL_LINE_STRIP:
3899                 return false;
3900         default: UNREACHABLE(drawMode);
3901         }
3902
3903         return false;
3904 }
3905
3906 void Context::setVertexAttrib(GLuint index, const GLfloat *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 GLint *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::setVertexAttrib(GLuint index, const GLuint *values)
3925 {
3926         ASSERT(index < MAX_VERTEX_ATTRIBS);
3927
3928         mState.vertexAttribute[index].setCurrentValue(values);
3929
3930         mVertexDataManager->dirtyCurrentValue(index);
3931 }
3932
3933 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3934                               GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3935                               GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit)
3936 {
3937         Framebuffer *readFramebuffer = getReadFramebuffer();
3938         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3939
3940         int readBufferWidth, readBufferHeight, readBufferSamples;
3941         int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3942
3943         if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3944            !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3945         {
3946                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3947         }
3948
3949         if(drawBufferSamples > 1)
3950         {
3951                 return error(GL_INVALID_OPERATION);
3952         }
3953
3954         sw::SliceRect sourceRect;
3955         sw::SliceRect destRect;
3956         bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3957         bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3958
3959         if(srcX0 < srcX1)
3960         {
3961                 sourceRect.x0 = srcX0;
3962                 sourceRect.x1 = srcX1;
3963         }
3964         else
3965         {
3966                 sourceRect.x0 = srcX1;
3967                 sourceRect.x1 = srcX0;
3968         }
3969
3970         if(dstX0 < dstX1)
3971         {
3972                 destRect.x0 = dstX0;
3973                 destRect.x1 = dstX1;
3974         }
3975         else
3976         {
3977                 destRect.x0 = dstX1;
3978                 destRect.x1 = dstX0;
3979         }
3980
3981         if(srcY0 < srcY1)
3982         {
3983                 sourceRect.y0 = srcY0;
3984                 sourceRect.y1 = srcY1;
3985         }
3986         else
3987         {
3988                 sourceRect.y0 = srcY1;
3989                 sourceRect.y1 = srcY0;
3990         }
3991
3992         if(dstY0 < dstY1)
3993         {
3994                 destRect.y0 = dstY0;
3995                 destRect.y1 = dstY1;
3996         }
3997         else
3998         {
3999                 destRect.y0 = dstY1;
4000                 destRect.y1 = dstY0;
4001         }
4002
4003         sw::Rect sourceScissoredRect = sourceRect;
4004         sw::Rect destScissoredRect = destRect;
4005
4006         if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test
4007         {
4008                 if(destRect.x0 < mState.scissorX)
4009                 {
4010                         int xDiff = mState.scissorX - destRect.x0;
4011                         destScissoredRect.x0 = mState.scissorX;
4012                         sourceScissoredRect.x0 += xDiff;
4013                 }
4014
4015                 if(destRect.x1 > mState.scissorX + mState.scissorWidth)
4016                 {
4017                         int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth);
4018                         destScissoredRect.x1 = mState.scissorX + mState.scissorWidth;
4019                         sourceScissoredRect.x1 -= xDiff;
4020                 }
4021
4022                 if(destRect.y0 < mState.scissorY)
4023                 {
4024                         int yDiff = mState.scissorY - destRect.y0;
4025                         destScissoredRect.y0 = mState.scissorY;
4026                         sourceScissoredRect.y0 += yDiff;
4027                 }
4028
4029                 if(destRect.y1 > mState.scissorY + mState.scissorHeight)
4030                 {
4031                         int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight);
4032                         destScissoredRect.y1 = mState.scissorY + mState.scissorHeight;
4033                         sourceScissoredRect.y1 -= yDiff;
4034                 }
4035         }
4036
4037         sw::Rect sourceTrimmedRect = sourceScissoredRect;
4038         sw::Rect destTrimmedRect = destScissoredRect;
4039
4040         // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
4041         // the actual draw and read surfaces.
4042         if(sourceTrimmedRect.x0 < 0)
4043         {
4044                 int xDiff = 0 - sourceTrimmedRect.x0;
4045                 sourceTrimmedRect.x0 = 0;
4046                 destTrimmedRect.x0 += xDiff;
4047         }
4048
4049         if(sourceTrimmedRect.x1 > readBufferWidth)
4050         {
4051                 int xDiff = sourceTrimmedRect.x1 - readBufferWidth;
4052                 sourceTrimmedRect.x1 = readBufferWidth;
4053                 destTrimmedRect.x1 -= xDiff;
4054         }
4055
4056         if(sourceTrimmedRect.y0 < 0)
4057         {
4058                 int yDiff = 0 - sourceTrimmedRect.y0;
4059                 sourceTrimmedRect.y0 = 0;
4060                 destTrimmedRect.y0 += yDiff;
4061         }
4062
4063         if(sourceTrimmedRect.y1 > readBufferHeight)
4064         {
4065                 int yDiff = sourceTrimmedRect.y1 - readBufferHeight;
4066                 sourceTrimmedRect.y1 = readBufferHeight;
4067                 destTrimmedRect.y1 -= yDiff;
4068         }
4069
4070         if(destTrimmedRect.x0 < 0)
4071         {
4072                 int xDiff = 0 - destTrimmedRect.x0;
4073                 destTrimmedRect.x0 = 0;
4074                 sourceTrimmedRect.x0 += xDiff;
4075         }
4076
4077         if(destTrimmedRect.x1 > drawBufferWidth)
4078         {
4079                 int xDiff = destTrimmedRect.x1 - drawBufferWidth;
4080                 destTrimmedRect.x1 = drawBufferWidth;
4081                 sourceTrimmedRect.x1 -= xDiff;
4082         }
4083
4084         if(destTrimmedRect.y0 < 0)
4085         {
4086                 int yDiff = 0 - destTrimmedRect.y0;
4087                 destTrimmedRect.y0 = 0;
4088                 sourceTrimmedRect.y0 += yDiff;
4089         }
4090
4091         if(destTrimmedRect.y1 > drawBufferHeight)
4092         {
4093                 int yDiff = destTrimmedRect.y1 - drawBufferHeight;
4094                 destTrimmedRect.y1 = drawBufferHeight;
4095                 sourceTrimmedRect.y1 -= yDiff;
4096         }
4097
4098         bool partialBufferCopy = false;
4099
4100         if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4101            sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4102            destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4103            destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4104            sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4105         {
4106                 partialBufferCopy = true;
4107         }
4108
4109         bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1);
4110         bool blitRenderTarget = false;
4111         bool blitDepth = false;
4112         bool blitStencil = false;
4113
4114         if(mask & GL_COLOR_BUFFER_BIT)
4115         {
4116                 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex());
4117                 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4118                 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4119                 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4120                 if(!validReadType || !validDrawType)
4121                 {
4122                         return error(GL_INVALID_OPERATION);
4123                 }
4124
4125                 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds)
4126                 {
4127                         return error(GL_INVALID_OPERATION);
4128                 }
4129
4130                 // The GL ES 3.0.2 spec (pg 193) states that:
4131                 // 1) If the read buffer is fixed point format, the draw buffer must be as well
4132                 // 2) If the read buffer is an unsigned integer format, the draw buffer must be
4133                 // as well
4134                 // 3) If the read buffer is a signed integer format, the draw buffer must be as
4135                 // well
4136                 es2::Renderbuffer *readRenderbuffer = readFramebuffer->getReadColorbuffer();
4137                 es2::Renderbuffer *drawRenderbuffer = drawFramebuffer->getColorbuffer(0);
4138                 sw::Format readFormat = readRenderbuffer->getInternalFormat();
4139                 sw::Format drawFormat = drawRenderbuffer->getInternalFormat();
4140                 GLenum readComponentType = sw2es::GetComponentType(readFormat, GL_COLOR_ATTACHMENT0);
4141                 GLenum drawComponentType = sw2es::GetComponentType(drawFormat, GL_COLOR_ATTACHMENT0);
4142                 bool readFixedPoint = ((readComponentType == GL_UNSIGNED_NORMALIZED) ||
4143                                        (readComponentType == GL_SIGNED_NORMALIZED));
4144                 bool drawFixedPoint = ((drawComponentType == GL_UNSIGNED_NORMALIZED) ||
4145                                        (drawComponentType == GL_SIGNED_NORMALIZED));
4146                 bool readFixedOrFloat = (readFixedPoint || (readComponentType == GL_FLOAT));
4147                 bool drawFixedOrFloat = (drawFixedPoint || (drawComponentType == GL_FLOAT));
4148
4149                 if(readFixedOrFloat != drawFixedOrFloat)
4150                 {
4151                         return error(GL_INVALID_OPERATION);
4152                 }
4153
4154                 if((readComponentType == GL_UNSIGNED_INT) && (drawComponentType != GL_UNSIGNED_INT))
4155                 {
4156                         return error(GL_INVALID_OPERATION);
4157                 }
4158
4159                 if((readComponentType == GL_INT) && (drawComponentType != GL_INT))
4160                 {
4161                         return error(GL_INVALID_OPERATION);
4162                 }
4163
4164                 // Cannot filter integer data
4165                 if(((readComponentType == GL_UNSIGNED_INT) || (readComponentType == GL_INT)) && filter)
4166                 {
4167                         return error(GL_INVALID_OPERATION);
4168                 }
4169
4170                 if((readRenderbuffer->getSamples() > 0) &&
4171                    (readRenderbuffer->getFormat() != drawRenderbuffer->getFormat()))
4172                 {
4173                         return error(GL_INVALID_OPERATION);
4174                 }
4175
4176                 blitRenderTarget = true;
4177         }
4178
4179         if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4180         {
4181                 Renderbuffer *readDSBuffer = nullptr;
4182                 Renderbuffer *drawDSBuffer = nullptr;
4183
4184                 if(mask & GL_DEPTH_BUFFER_BIT)
4185                 {
4186                         if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4187                         {
4188                                 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType();
4189                                 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType();
4190                                 if((readDepthBufferType != drawDepthBufferType) &&
4191                                    !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType)))
4192                                 {
4193                                         return error(GL_INVALID_OPERATION);
4194                                 }
4195
4196                                 blitDepth = true;
4197                                 readDSBuffer = readFramebuffer->getDepthbuffer();
4198                                 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4199
4200                                 if(readDSBuffer->getInternalFormat() != drawDSBuffer->getInternalFormat())
4201                                 {
4202                                         return error(GL_INVALID_OPERATION);
4203                                 }
4204                         }
4205                 }
4206
4207                 if(mask & GL_STENCIL_BUFFER_BIT)
4208                 {
4209                         if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4210                         {
4211                                 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType();
4212                                 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType();
4213                                 if((readStencilBufferType != drawStencilBufferType) &&
4214                                    !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType)))
4215                                 {
4216                                         return error(GL_INVALID_OPERATION);
4217                                 }
4218
4219                                 blitStencil = true;
4220                                 readDSBuffer = readFramebuffer->getStencilbuffer();
4221                                 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4222
4223                                 if(readDSBuffer->getInternalFormat() != drawDSBuffer->getInternalFormat())
4224                                 {
4225                                         return error(GL_INVALID_OPERATION);
4226                                 }
4227                         }
4228                 }
4229
4230                 if(partialBufferCopy && !allowPartialDepthStencilBlit)
4231                 {
4232                         ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit.");
4233                         return error(GL_INVALID_OPERATION);   // Only whole-buffer copies are permitted
4234                 }
4235
4236                 // OpenGL ES 3.0.4 spec, p.199:
4237                 // ...an INVALID_OPERATION error is generated if the formats of the read
4238                 // and draw framebuffers are not identical or if the source and destination
4239                 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds.
4240                 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an
4241                 // INVALID_OPERATION error is generated.
4242                 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4243                    ((readDSBuffer && readDSBuffer->getSamples() > 1) &&
4244                     (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat()))))
4245                 {
4246                         return error(GL_INVALID_OPERATION);
4247                 }
4248         }
4249
4250         if(blitRenderTarget || blitDepth || blitStencil)
4251         {
4252                 if(blitRenderTarget)
4253                 {
4254                         egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4255                         egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4256
4257                         if(flipX)
4258                         {
4259                                 swap(destRect.x0, destRect.x1);
4260                         }
4261                         if(flipy)
4262                         {
4263                                 swap(destRect.y0, destRect.y1);
4264                         }
4265
4266                         bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER);
4267
4268                         readRenderTarget->release();
4269                         drawRenderTarget->release();
4270
4271                         if(!success)
4272                         {
4273                                 ERR("BlitFramebuffer failed.");
4274                                 return;
4275                         }
4276                 }
4277
4278                 if(blitDepth)
4279                 {
4280                         egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer();
4281                         egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer();
4282
4283                         bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER);
4284
4285                         readRenderTarget->release();
4286                         drawRenderTarget->release();
4287
4288                         if(!success)
4289                         {
4290                                 ERR("BlitFramebuffer failed.");
4291                                 return;
4292                         }
4293                 }
4294
4295                 if(blitStencil)
4296                 {
4297                         egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer();
4298                         egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer();
4299
4300                         bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER);
4301
4302                         readRenderTarget->release();
4303                         drawRenderTarget->release();
4304
4305                         if(!success)
4306                         {
4307                                 ERR("BlitFramebuffer failed.");
4308                                 return;
4309                         }
4310                 }
4311         }
4312 }
4313
4314 void Context::bindTexImage(gl::Surface *surface)
4315 {
4316         es2::Texture2D *textureObject = getTexture2D();
4317
4318         if(textureObject)
4319         {
4320                 textureObject->bindTexImage(surface);
4321         }
4322 }
4323
4324 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4325 {
4326         GLenum textureTarget = GL_NONE;
4327
4328         switch(target)
4329         {
4330         case EGL_GL_TEXTURE_2D_KHR:
4331                 textureTarget = GL_TEXTURE_2D;
4332                 break;
4333         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4334         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4335         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4336         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4337         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4338         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4339                 textureTarget = GL_TEXTURE_CUBE_MAP;
4340                 break;
4341         case EGL_GL_RENDERBUFFER_KHR:
4342                 break;
4343         default:
4344                 return EGL_BAD_PARAMETER;
4345         }
4346
4347         if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4348         {
4349                 return EGL_BAD_MATCH;
4350         }
4351
4352         if(textureTarget != GL_NONE)
4353         {
4354                 es2::Texture *texture = getTexture(name);
4355
4356                 if(!texture || texture->getTarget() != textureTarget)
4357                 {
4358                         return EGL_BAD_PARAMETER;
4359                 }
4360
4361                 if(texture->isShared(textureTarget, textureLevel))   // Bound to an EGLSurface or already an EGLImage sibling
4362                 {
4363                         return EGL_BAD_ACCESS;
4364                 }
4365
4366                 if(textureLevel != 0 && !texture->isSamplerComplete())
4367                 {
4368                         return EGL_BAD_PARAMETER;
4369                 }
4370
4371                 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1))
4372                 {
4373                         return EGL_BAD_PARAMETER;
4374                 }
4375         }
4376         else if(target == EGL_GL_RENDERBUFFER_KHR)
4377         {
4378                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4379
4380                 if(!renderbuffer)
4381                 {
4382                         return EGL_BAD_PARAMETER;
4383                 }
4384
4385                 if(renderbuffer->isShared())   // Already an EGLImage sibling
4386                 {
4387                         return EGL_BAD_ACCESS;
4388                 }
4389         }
4390         else UNREACHABLE(target);
4391
4392         return EGL_SUCCESS;
4393 }
4394
4395 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4396 {
4397         GLenum textureTarget = GL_NONE;
4398
4399         switch(target)
4400         {
4401         case EGL_GL_TEXTURE_2D_KHR:                  textureTarget = GL_TEXTURE_2D;                  break;
4402         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4403         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4404         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4405         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4406         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4407         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4408         }
4409
4410         if(textureTarget != GL_NONE)
4411         {
4412                 es2::Texture *texture = getTexture(name);
4413
4414                 return texture->createSharedImage(textureTarget, textureLevel);
4415         }
4416         else if(target == EGL_GL_RENDERBUFFER_KHR)
4417         {
4418                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4419
4420                 return renderbuffer->createSharedImage();
4421         }
4422         else UNREACHABLE(target);
4423
4424         return nullptr;
4425 }
4426
4427 egl::Image *Context::getSharedImage(GLeglImageOES image)
4428 {
4429         return display->getSharedImage(image);
4430 }
4431
4432 Device *Context::getDevice()
4433 {
4434         return device;
4435 }
4436
4437 const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const
4438 {
4439         // Keep list sorted in following order:
4440         // OES extensions
4441         // EXT extensions
4442         // Vendor extensions
4443         static const char *es2extensions[] =
4444         {
4445                 "GL_OES_compressed_ETC1_RGB8_texture",
4446                 "GL_OES_depth24",
4447                 "GL_OES_depth32",
4448                 "GL_OES_depth_texture",
4449                 "GL_OES_depth_texture_cube_map",
4450                 "GL_OES_EGL_image",
4451                 "GL_OES_EGL_image_external",
4452                 "GL_OES_EGL_sync",
4453                 "GL_OES_element_index_uint",
4454                 "GL_OES_framebuffer_object",
4455                 "GL_OES_packed_depth_stencil",
4456                 "GL_OES_rgb8_rgba8",
4457                 "GL_OES_standard_derivatives",
4458                 "GL_OES_texture_float",
4459                 "GL_OES_texture_float_linear",
4460                 "GL_OES_texture_half_float",
4461                 "GL_OES_texture_half_float_linear",
4462                 "GL_OES_texture_npot",
4463                 "GL_OES_texture_3D",
4464                 "GL_OES_vertex_half_float",
4465                 "GL_EXT_blend_minmax",
4466                 "GL_EXT_color_buffer_half_float",
4467                 "GL_EXT_draw_buffers",
4468                 "GL_EXT_instanced_arrays",
4469                 "GL_EXT_occlusion_query_boolean",
4470                 "GL_EXT_read_format_bgra",
4471 #if (S3TC_SUPPORT)
4472                 "GL_EXT_texture_compression_dxt1",
4473 #endif
4474                 "GL_EXT_texture_filter_anisotropic",
4475                 "GL_EXT_texture_format_BGRA8888",
4476                 "GL_EXT_texture_rg",
4477 #if (ASTC_SUPPORT)
4478                 "GL_KHR_texture_compression_astc_hdr",
4479                 "GL_KHR_texture_compression_astc_ldr",
4480 #endif
4481                 "GL_ANGLE_framebuffer_blit",
4482                 "GL_ANGLE_framebuffer_multisample",
4483                 "GL_ANGLE_instanced_arrays",
4484 #if (S3TC_SUPPORT)
4485                 "GL_ANGLE_texture_compression_dxt3",
4486                 "GL_ANGLE_texture_compression_dxt5",
4487 #endif
4488                 "GL_CHROMIUM_texture_filtering_hint",
4489                 "GL_NV_fence",
4490                 "GL_NV_framebuffer_blit",
4491                 "GL_NV_read_depth",
4492         };
4493
4494         // Extensions exclusive to OpenGL ES 3.0 and above.
4495         static const char *es3extensions[] =
4496         {
4497                 "GL_EXT_color_buffer_float",
4498         };
4499
4500         GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]);
4501         GLuint numExtensions = numES2extensions;
4502
4503         if(clientVersion >= 3)
4504         {
4505                 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]);
4506         }
4507
4508         if(numExt)
4509         {
4510                 *numExt = numExtensions;
4511
4512                 return nullptr;
4513         }
4514
4515         if(index == GL_INVALID_INDEX)
4516         {
4517                 static std::string extensionsCat;
4518
4519                 if(extensionsCat.empty() && (numExtensions > 0))
4520                 {
4521                         for(const char *extension : es2extensions)
4522                         {
4523                                 extensionsCat += std::string(extension) + " ";
4524                         }
4525
4526                         if(clientVersion >= 3)
4527                         {
4528                                 for(const char *extension : es3extensions)
4529                                 {
4530                                         extensionsCat += std::string(extension) + " ";
4531                                 }
4532                         }
4533                 }
4534
4535                 return (const GLubyte*)extensionsCat.c_str();
4536         }
4537
4538         if(index >= numExtensions)
4539         {
4540                 return nullptr;
4541         }
4542
4543         if(index < numES2extensions)
4544         {
4545                 return (const GLubyte*)es2extensions[index];
4546         }
4547         else
4548         {
4549                 return (const GLubyte*)es3extensions[index - numES2extensions];
4550         }
4551 }
4552
4553 }
4554
4555 NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config)
4556 {
4557         ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion);   // Should be checked by eglCreateContext
4558         return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config);
4559 }