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No longer ignoring filter option in glBlitFramebuffer
[android-x86/external-swiftshader.git] / src / OpenGL / libGLESv2 / Context.cpp
1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14
15 // Context.cpp: Implements the es2::Context class, managing all GL state and performing
16 // rendering operations. It is the GLES2 specific implementation of EGLContext.
17
18 #include "Context.h"
19
20 #include "main.h"
21 #include "mathutil.h"
22 #include "utilities.h"
23 #include "ResourceManager.h"
24 #include "Buffer.h"
25 #include "Fence.h"
26 #include "Framebuffer.h"
27 #include "Program.h"
28 #include "Query.h"
29 #include "Renderbuffer.h"
30 #include "Sampler.h"
31 #include "Shader.h"
32 #include "Texture.h"
33 #include "TransformFeedback.h"
34 #include "VertexArray.h"
35 #include "VertexDataManager.h"
36 #include "IndexDataManager.h"
37 #include "libEGL/Display.h"
38 #include "libEGL/Surface.h"
39 #include "Common/Half.hpp"
40
41 #include <EGL/eglext.h>
42
43 namespace es2
44 {
45 Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion)
46         : egl::Context(display), clientVersion(clientVersion)
47 {
48         sw::Context *context = new sw::Context();
49         device = new es2::Device(context);
50
51         setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
52
53         mState.depthClearValue = 1.0f;
54         mState.stencilClearValue = 0;
55
56         mState.cullFaceEnabled = false;
57         mState.cullMode = GL_BACK;
58         mState.frontFace = GL_CCW;
59         mState.depthTestEnabled = false;
60         mState.depthFunc = GL_LESS;
61         mState.blendEnabled = false;
62         mState.sourceBlendRGB = GL_ONE;
63         mState.sourceBlendAlpha = GL_ONE;
64         mState.destBlendRGB = GL_ZERO;
65         mState.destBlendAlpha = GL_ZERO;
66         mState.blendEquationRGB = GL_FUNC_ADD;
67         mState.blendEquationAlpha = GL_FUNC_ADD;
68         mState.blendColor.red = 0;
69         mState.blendColor.green = 0;
70         mState.blendColor.blue = 0;
71         mState.blendColor.alpha = 0;
72         mState.stencilTestEnabled = false;
73         mState.stencilFunc = GL_ALWAYS;
74         mState.stencilRef = 0;
75         mState.stencilMask = 0xFFFFFFFFu;
76         mState.stencilWritemask = 0xFFFFFFFFu;
77         mState.stencilBackFunc = GL_ALWAYS;
78         mState.stencilBackRef = 0;
79         mState.stencilBackMask = 0xFFFFFFFFu;
80         mState.stencilBackWritemask = 0xFFFFFFFFu;
81         mState.stencilFail = GL_KEEP;
82         mState.stencilPassDepthFail = GL_KEEP;
83         mState.stencilPassDepthPass = GL_KEEP;
84         mState.stencilBackFail = GL_KEEP;
85         mState.stencilBackPassDepthFail = GL_KEEP;
86         mState.stencilBackPassDepthPass = GL_KEEP;
87         mState.polygonOffsetFillEnabled = false;
88         mState.polygonOffsetFactor = 0.0f;
89         mState.polygonOffsetUnits = 0.0f;
90         mState.sampleAlphaToCoverageEnabled = false;
91         mState.sampleCoverageEnabled = false;
92         mState.sampleCoverageValue = 1.0f;
93         mState.sampleCoverageInvert = false;
94         mState.scissorTestEnabled = false;
95         mState.ditherEnabled = true;
96         mState.primitiveRestartFixedIndexEnabled = false;
97         mState.rasterizerDiscardEnabled = false;
98         mState.generateMipmapHint = GL_DONT_CARE;
99         mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
100
101         mState.lineWidth = 1.0f;
102
103         mState.viewportX = 0;
104         mState.viewportY = 0;
105         mState.viewportWidth = 0;
106         mState.viewportHeight = 0;
107         mState.zNear = 0.0f;
108         mState.zFar = 1.0f;
109
110         mState.scissorX = 0;
111         mState.scissorY = 0;
112         mState.scissorWidth = 0;
113         mState.scissorHeight = 0;
114
115         mState.colorMaskRed = true;
116         mState.colorMaskGreen = true;
117         mState.colorMaskBlue = true;
118         mState.colorMaskAlpha = true;
119         mState.depthMask = true;
120
121         if(shareContext)
122         {
123                 mResourceManager = shareContext->mResourceManager;
124                 mResourceManager->addRef();
125         }
126         else
127         {
128                 mResourceManager = new ResourceManager();
129         }
130
131         // [OpenGL ES 2.0.24] section 3.7 page 83:
132         // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
133         // and cube map texture state vectors respectively associated with them.
134         // In order that access to these initial textures not be lost, they are treated as texture
135         // objects all of whose names are 0.
136
137         mTexture2DZero = new Texture2D(0);
138         mTexture3DZero = new Texture3D(0);
139         mTexture2DArrayZero = new Texture2DArray(0);
140         mTextureCubeMapZero = new TextureCubeMap(0);
141         mTextureExternalZero = new TextureExternal(0);
142
143         mState.activeSampler = 0;
144         bindVertexArray(0);
145         bindArrayBuffer(0);
146         bindElementArrayBuffer(0);
147         bindTextureCubeMap(0);
148         bindTexture2D(0);
149         bindReadFramebuffer(0);
150         bindDrawFramebuffer(0);
151         bindRenderbuffer(0);
152         bindGenericUniformBuffer(0);
153         bindTransformFeedback(0);
154
155         mState.currentProgram = 0;
156
157         mState.packAlignment = 4;
158         mState.unpackInfo.alignment = 4;
159         mState.packRowLength = 0;
160         mState.packImageHeight = 0;
161         mState.packSkipPixels = 0;
162         mState.packSkipRows = 0;
163         mState.packSkipImages = 0;
164         mState.unpackInfo.rowLength = 0;
165         mState.unpackInfo.imageHeight = 0;
166         mState.unpackInfo.skipPixels = 0;
167         mState.unpackInfo.skipRows = 0;
168         mState.unpackInfo.skipImages = 0;
169
170         mVertexDataManager = nullptr;
171         mIndexDataManager = nullptr;
172
173         mInvalidEnum = false;
174         mInvalidValue = false;
175         mInvalidOperation = false;
176         mOutOfMemory = false;
177         mInvalidFramebufferOperation = false;
178
179         mHasBeenCurrent = false;
180
181         markAllStateDirty();
182 }
183
184 Context::~Context()
185 {
186         if(mState.currentProgram != 0)
187         {
188                 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
189                 if(programObject)
190                 {
191                         programObject->release();
192                 }
193                 mState.currentProgram = 0;
194         }
195
196         while(!mFramebufferNameSpace.empty())
197         {
198                 deleteFramebuffer(mFramebufferNameSpace.firstName());
199         }
200
201         while(!mFenceNameSpace.empty())
202         {
203                 deleteFence(mFenceNameSpace.firstName());
204         }
205
206         while(!mQueryNameSpace.empty())
207         {
208                 deleteQuery(mQueryNameSpace.firstName());
209         }
210
211         while(!mVertexArrayNameSpace.empty())
212         {
213                 deleteVertexArray(mVertexArrayNameSpace.firstName());
214         }
215
216         while(!mTransformFeedbackNameSpace.empty())
217         {
218                 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
219         }
220
221         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
222         {
223                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
224                 {
225                         mState.samplerTexture[type][sampler] = nullptr;
226                 }
227         }
228
229         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
230         {
231                 mState.vertexAttribute[i].mBoundBuffer = nullptr;
232         }
233
234         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
235         {
236                 mState.activeQuery[i] = nullptr;
237         }
238
239         mState.arrayBuffer = nullptr;
240         mState.copyReadBuffer = nullptr;
241         mState.copyWriteBuffer = nullptr;
242         mState.pixelPackBuffer = nullptr;
243         mState.pixelUnpackBuffer = nullptr;
244         mState.genericUniformBuffer = nullptr;
245         mState.renderbuffer = nullptr;
246
247         for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
248         {
249                 mState.sampler[i] = nullptr;
250         }
251
252         mTexture2DZero = nullptr;
253         mTexture3DZero = nullptr;
254         mTexture2DArrayZero = nullptr;
255         mTextureCubeMapZero = nullptr;
256         mTextureExternalZero = nullptr;
257
258         delete mVertexDataManager;
259         delete mIndexDataManager;
260
261         mResourceManager->release();
262         delete device;
263 }
264
265 void Context::makeCurrent(egl::Surface *surface)
266 {
267         if(!mHasBeenCurrent)
268         {
269                 mVertexDataManager = new VertexDataManager(this);
270                 mIndexDataManager = new IndexDataManager();
271
272                 mState.viewportX = 0;
273                 mState.viewportY = 0;
274                 mState.viewportWidth = surface->getWidth();
275                 mState.viewportHeight = surface->getHeight();
276
277                 mState.scissorX = 0;
278                 mState.scissorY = 0;
279                 mState.scissorWidth = surface->getWidth();
280                 mState.scissorHeight = surface->getHeight();
281
282                 mHasBeenCurrent = true;
283         }
284
285         // Wrap the existing resources into GL objects and assign them to the '0' names
286         egl::Image *defaultRenderTarget = surface->getRenderTarget();
287         egl::Image *depthStencil = surface->getDepthStencil();
288
289         Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
290         DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
291         Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
292
293         setFramebufferZero(framebufferZero);
294
295         if(defaultRenderTarget)
296         {
297                 defaultRenderTarget->release();
298         }
299
300         if(depthStencil)
301         {
302                 depthStencil->release();
303         }
304
305         markAllStateDirty();
306 }
307
308 EGLint Context::getClientVersion() const
309 {
310         return clientVersion;
311 }
312
313 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
314 void Context::markAllStateDirty()
315 {
316         mAppliedProgramSerial = 0;
317
318         mDepthStateDirty = true;
319         mMaskStateDirty = true;
320         mBlendStateDirty = true;
321         mStencilStateDirty = true;
322         mPolygonOffsetStateDirty = true;
323         mSampleStateDirty = true;
324         mDitherStateDirty = true;
325         mFrontFaceDirty = true;
326 }
327
328 void Context::setClearColor(float red, float green, float blue, float alpha)
329 {
330         mState.colorClearValue.red = red;
331         mState.colorClearValue.green = green;
332         mState.colorClearValue.blue = blue;
333         mState.colorClearValue.alpha = alpha;
334 }
335
336 void Context::setClearDepth(float depth)
337 {
338         mState.depthClearValue = depth;
339 }
340
341 void Context::setClearStencil(int stencil)
342 {
343         mState.stencilClearValue = stencil;
344 }
345
346 void Context::setCullFaceEnabled(bool enabled)
347 {
348         mState.cullFaceEnabled = enabled;
349 }
350
351 bool Context::isCullFaceEnabled() const
352 {
353         return mState.cullFaceEnabled;
354 }
355
356 void Context::setCullMode(GLenum mode)
357 {
358    mState.cullMode = mode;
359 }
360
361 void Context::setFrontFace(GLenum front)
362 {
363         if(mState.frontFace != front)
364         {
365                 mState.frontFace = front;
366                 mFrontFaceDirty = true;
367         }
368 }
369
370 void Context::setDepthTestEnabled(bool enabled)
371 {
372         if(mState.depthTestEnabled != enabled)
373         {
374                 mState.depthTestEnabled = enabled;
375                 mDepthStateDirty = true;
376         }
377 }
378
379 bool Context::isDepthTestEnabled() const
380 {
381         return mState.depthTestEnabled;
382 }
383
384 void Context::setDepthFunc(GLenum depthFunc)
385 {
386         if(mState.depthFunc != depthFunc)
387         {
388                 mState.depthFunc = depthFunc;
389                 mDepthStateDirty = true;
390         }
391 }
392
393 void Context::setDepthRange(float zNear, float zFar)
394 {
395         mState.zNear = zNear;
396         mState.zFar = zFar;
397 }
398
399 void Context::setBlendEnabled(bool enabled)
400 {
401         if(mState.blendEnabled != enabled)
402         {
403                 mState.blendEnabled = enabled;
404                 mBlendStateDirty = true;
405         }
406 }
407
408 bool Context::isBlendEnabled() const
409 {
410         return mState.blendEnabled;
411 }
412
413 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
414 {
415         if(mState.sourceBlendRGB != sourceRGB ||
416            mState.sourceBlendAlpha != sourceAlpha ||
417            mState.destBlendRGB != destRGB ||
418            mState.destBlendAlpha != destAlpha)
419         {
420                 mState.sourceBlendRGB = sourceRGB;
421                 mState.destBlendRGB = destRGB;
422                 mState.sourceBlendAlpha = sourceAlpha;
423                 mState.destBlendAlpha = destAlpha;
424                 mBlendStateDirty = true;
425         }
426 }
427
428 void Context::setBlendColor(float red, float green, float blue, float alpha)
429 {
430         if(mState.blendColor.red != red ||
431            mState.blendColor.green != green ||
432            mState.blendColor.blue != blue ||
433            mState.blendColor.alpha != alpha)
434         {
435                 mState.blendColor.red = red;
436                 mState.blendColor.green = green;
437                 mState.blendColor.blue = blue;
438                 mState.blendColor.alpha = alpha;
439                 mBlendStateDirty = true;
440         }
441 }
442
443 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
444 {
445         if(mState.blendEquationRGB != rgbEquation ||
446            mState.blendEquationAlpha != alphaEquation)
447         {
448                 mState.blendEquationRGB = rgbEquation;
449                 mState.blendEquationAlpha = alphaEquation;
450                 mBlendStateDirty = true;
451         }
452 }
453
454 void Context::setStencilTestEnabled(bool enabled)
455 {
456         if(mState.stencilTestEnabled != enabled)
457         {
458                 mState.stencilTestEnabled = enabled;
459                 mStencilStateDirty = true;
460         }
461 }
462
463 bool Context::isStencilTestEnabled() const
464 {
465         return mState.stencilTestEnabled;
466 }
467
468 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
469 {
470         if(mState.stencilFunc != stencilFunc ||
471            mState.stencilRef != stencilRef ||
472            mState.stencilMask != stencilMask)
473         {
474                 mState.stencilFunc = stencilFunc;
475                 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
476                 mState.stencilMask = stencilMask;
477                 mStencilStateDirty = true;
478         }
479 }
480
481 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
482 {
483         if(mState.stencilBackFunc != stencilBackFunc ||
484            mState.stencilBackRef != stencilBackRef ||
485            mState.stencilBackMask != stencilBackMask)
486         {
487                 mState.stencilBackFunc = stencilBackFunc;
488                 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
489                 mState.stencilBackMask = stencilBackMask;
490                 mStencilStateDirty = true;
491         }
492 }
493
494 void Context::setStencilWritemask(GLuint stencilWritemask)
495 {
496         if(mState.stencilWritemask != stencilWritemask)
497         {
498                 mState.stencilWritemask = stencilWritemask;
499                 mStencilStateDirty = true;
500         }
501 }
502
503 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
504 {
505         if(mState.stencilBackWritemask != stencilBackWritemask)
506         {
507                 mState.stencilBackWritemask = stencilBackWritemask;
508                 mStencilStateDirty = true;
509         }
510 }
511
512 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
513 {
514         if(mState.stencilFail != stencilFail ||
515            mState.stencilPassDepthFail != stencilPassDepthFail ||
516            mState.stencilPassDepthPass != stencilPassDepthPass)
517         {
518                 mState.stencilFail = stencilFail;
519                 mState.stencilPassDepthFail = stencilPassDepthFail;
520                 mState.stencilPassDepthPass = stencilPassDepthPass;
521                 mStencilStateDirty = true;
522         }
523 }
524
525 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
526 {
527         if(mState.stencilBackFail != stencilBackFail ||
528            mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
529            mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
530         {
531                 mState.stencilBackFail = stencilBackFail;
532                 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
533                 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
534                 mStencilStateDirty = true;
535         }
536 }
537
538 void Context::setPolygonOffsetFillEnabled(bool enabled)
539 {
540         if(mState.polygonOffsetFillEnabled != enabled)
541         {
542                 mState.polygonOffsetFillEnabled = enabled;
543                 mPolygonOffsetStateDirty = true;
544         }
545 }
546
547 bool Context::isPolygonOffsetFillEnabled() const
548 {
549         return mState.polygonOffsetFillEnabled;
550 }
551
552 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
553 {
554         if(mState.polygonOffsetFactor != factor ||
555            mState.polygonOffsetUnits != units)
556         {
557                 mState.polygonOffsetFactor = factor;
558                 mState.polygonOffsetUnits = units;
559                 mPolygonOffsetStateDirty = true;
560         }
561 }
562
563 void Context::setSampleAlphaToCoverageEnabled(bool enabled)
564 {
565         if(mState.sampleAlphaToCoverageEnabled != enabled)
566         {
567                 mState.sampleAlphaToCoverageEnabled = enabled;
568                 mSampleStateDirty = true;
569         }
570 }
571
572 bool Context::isSampleAlphaToCoverageEnabled() const
573 {
574         return mState.sampleAlphaToCoverageEnabled;
575 }
576
577 void Context::setSampleCoverageEnabled(bool enabled)
578 {
579         if(mState.sampleCoverageEnabled != enabled)
580         {
581                 mState.sampleCoverageEnabled = enabled;
582                 mSampleStateDirty = true;
583         }
584 }
585
586 bool Context::isSampleCoverageEnabled() const
587 {
588         return mState.sampleCoverageEnabled;
589 }
590
591 void Context::setSampleCoverageParams(GLclampf value, bool invert)
592 {
593         if(mState.sampleCoverageValue != value ||
594            mState.sampleCoverageInvert != invert)
595         {
596                 mState.sampleCoverageValue = value;
597                 mState.sampleCoverageInvert = invert;
598                 mSampleStateDirty = true;
599         }
600 }
601
602 void Context::setScissorTestEnabled(bool enabled)
603 {
604         mState.scissorTestEnabled = enabled;
605 }
606
607 bool Context::isScissorTestEnabled() const
608 {
609         return mState.scissorTestEnabled;
610 }
611
612 void Context::setDitherEnabled(bool enabled)
613 {
614         if(mState.ditherEnabled != enabled)
615         {
616                 mState.ditherEnabled = enabled;
617                 mDitherStateDirty = true;
618         }
619 }
620
621 bool Context::isDitherEnabled() const
622 {
623         return mState.ditherEnabled;
624 }
625
626 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
627 {
628         UNIMPLEMENTED();
629         mState.primitiveRestartFixedIndexEnabled = enabled;
630 }
631
632 bool Context::isPrimitiveRestartFixedIndexEnabled() const
633 {
634         return mState.primitiveRestartFixedIndexEnabled;
635 }
636
637 void Context::setRasterizerDiscardEnabled(bool enabled)
638 {
639         mState.rasterizerDiscardEnabled = enabled;
640 }
641
642 bool Context::isRasterizerDiscardEnabled() const
643 {
644         return mState.rasterizerDiscardEnabled;
645 }
646
647 void Context::setLineWidth(GLfloat width)
648 {
649         mState.lineWidth = width;
650         device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
651 }
652
653 void Context::setGenerateMipmapHint(GLenum hint)
654 {
655         mState.generateMipmapHint = hint;
656 }
657
658 void Context::setFragmentShaderDerivativeHint(GLenum hint)
659 {
660         mState.fragmentShaderDerivativeHint = hint;
661         // TODO: Propagate the hint to shader translator so we can write
662         // ddx, ddx_coarse, or ddx_fine depending on the hint.
663         // Ignore for now. It is valid for implementations to ignore hint.
664 }
665
666 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
667 {
668         mState.viewportX = x;
669         mState.viewportY = y;
670         mState.viewportWidth = width;
671         mState.viewportHeight = height;
672 }
673
674 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
675 {
676         mState.scissorX = x;
677         mState.scissorY = y;
678         mState.scissorWidth = width;
679         mState.scissorHeight = height;
680 }
681
682 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
683 {
684         if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
685            mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
686         {
687                 mState.colorMaskRed = red;
688                 mState.colorMaskGreen = green;
689                 mState.colorMaskBlue = blue;
690                 mState.colorMaskAlpha = alpha;
691                 mMaskStateDirty = true;
692         }
693 }
694
695 unsigned int Context::getColorMask() const
696 {
697         return (mState.colorMaskRed ? 0x1 : 0) |
698                (mState.colorMaskGreen ? 0x2 : 0) |
699                (mState.colorMaskBlue ? 0x4 : 0) |
700                (mState.colorMaskAlpha ? 0x8 : 0);
701 }
702
703 void Context::setDepthMask(bool mask)
704 {
705         if(mState.depthMask != mask)
706         {
707                 mState.depthMask = mask;
708                 mMaskStateDirty = true;
709         }
710 }
711
712 void Context::setActiveSampler(unsigned int active)
713 {
714         mState.activeSampler = active;
715 }
716
717 GLuint Context::getReadFramebufferName() const
718 {
719         return mState.readFramebuffer;
720 }
721
722 GLuint Context::getDrawFramebufferName() const
723 {
724         return mState.drawFramebuffer;
725 }
726
727 GLuint Context::getRenderbufferName() const
728 {
729         return mState.renderbuffer.name();
730 }
731
732 void Context::setFramebufferReadBuffer(GLuint buf)
733 {
734         getReadFramebuffer()->setReadBuffer(buf);
735 }
736
737 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
738 {
739         Framebuffer *drawFramebuffer = getDrawFramebuffer();
740
741         for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
742         {
743                 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
744         }
745 }
746
747 GLuint Context::getReadFramebufferColorIndex() const
748 {
749         GLenum buf = getReadFramebuffer()->getReadBuffer();
750         switch(buf)
751         {
752         case GL_BACK:
753                 return 0;
754         case GL_NONE:
755                 return GL_INVALID_INDEX;
756         default:
757                 return buf - GL_COLOR_ATTACHMENT0;
758 }
759 }
760
761 GLuint Context::getArrayBufferName() const
762 {
763         return mState.arrayBuffer.name();
764 }
765
766 GLuint Context::getElementArrayBufferName() const
767 {
768         Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
769         return elementArrayBuffer ? elementArrayBuffer->name : 0;
770 }
771
772 GLuint Context::getActiveQuery(GLenum target) const
773 {
774         Query *queryObject = nullptr;
775
776         switch(target)
777         {
778         case GL_ANY_SAMPLES_PASSED_EXT:
779                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
780                 break;
781         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
782                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
783                 break;
784         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
785                 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
786                 break;
787         default:
788                 ASSERT(false);
789         }
790
791         if(queryObject)
792         {
793                 return queryObject->name;
794         }
795
796         return 0;
797 }
798
799 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
800 {
801         getCurrentVertexArray()->enableAttribute(attribNum, enabled);
802 }
803
804 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
805 {
806         getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
807 }
808
809 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
810 {
811         return getCurrentVertexArray()->getVertexAttribute(attribNum);
812 }
813
814 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
815                                    GLsizei stride, const void *pointer)
816 {
817         getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer);
818 }
819
820 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
821 {
822         return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
823 }
824
825 const VertexAttributeArray &Context::getVertexArrayAttributes()
826 {
827         return getCurrentVertexArray()->getVertexAttributes();
828 }
829
830 const VertexAttributeArray &Context::getCurrentVertexAttributes()
831 {
832         return mState.vertexAttribute;
833 }
834
835 void Context::setPackAlignment(GLint alignment)
836 {
837         mState.packAlignment = alignment;
838 }
839
840 void Context::setUnpackAlignment(GLint alignment)
841 {
842         mState.unpackInfo.alignment = alignment;
843 }
844
845 const egl::Image::UnpackInfo& Context::getUnpackInfo() const
846 {
847         return mState.unpackInfo;
848 }
849
850 void Context::setPackRowLength(GLint rowLength)
851 {
852         mState.packRowLength = rowLength;
853 }
854
855 void Context::setPackImageHeight(GLint imageHeight)
856 {
857         mState.packImageHeight = imageHeight;
858 }
859
860 void Context::setPackSkipPixels(GLint skipPixels)
861 {
862         mState.packSkipPixels = skipPixels;
863 }
864
865 void Context::setPackSkipRows(GLint skipRows)
866 {
867         mState.packSkipRows = skipRows;
868 }
869
870 void Context::setPackSkipImages(GLint skipImages)
871 {
872         mState.packSkipImages = skipImages;
873 }
874
875 void Context::setUnpackRowLength(GLint rowLength)
876 {
877         mState.unpackInfo.rowLength = rowLength;
878 }
879
880 void Context::setUnpackImageHeight(GLint imageHeight)
881 {
882         mState.unpackInfo.imageHeight = imageHeight;
883 }
884
885 void Context::setUnpackSkipPixels(GLint skipPixels)
886 {
887         mState.unpackInfo.skipPixels = skipPixels;
888 }
889
890 void Context::setUnpackSkipRows(GLint skipRows)
891 {
892         mState.unpackInfo.skipRows = skipRows;
893 }
894
895 void Context::setUnpackSkipImages(GLint skipImages)
896 {
897         mState.unpackInfo.skipImages = skipImages;
898 }
899
900 GLuint Context::createBuffer()
901 {
902         return mResourceManager->createBuffer();
903 }
904
905 GLuint Context::createProgram()
906 {
907         return mResourceManager->createProgram();
908 }
909
910 GLuint Context::createShader(GLenum type)
911 {
912         return mResourceManager->createShader(type);
913 }
914
915 GLuint Context::createTexture()
916 {
917         return mResourceManager->createTexture();
918 }
919
920 GLuint Context::createRenderbuffer()
921 {
922         return mResourceManager->createRenderbuffer();
923 }
924
925 // Returns an unused framebuffer name
926 GLuint Context::createFramebuffer()
927 {
928         return mFramebufferNameSpace.allocate();
929 }
930
931 GLuint Context::createFence()
932 {
933         return mFenceNameSpace.allocate(new Fence());
934 }
935
936 // Returns an unused query name
937 GLuint Context::createQuery()
938 {
939         return mQueryNameSpace.allocate();
940 }
941
942 // Returns an unused vertex array name
943 GLuint Context::createVertexArray()
944 {
945         return mVertexArrayNameSpace.allocate();
946 }
947
948 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
949 {
950         GLuint handle = mResourceManager->createFenceSync(condition, flags);
951
952         return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
953 }
954
955 // Returns an unused transform feedback name
956 GLuint Context::createTransformFeedback()
957 {
958         return mTransformFeedbackNameSpace.allocate();
959 }
960
961 // Returns an unused sampler name
962 GLuint Context::createSampler()
963 {
964         return mResourceManager->createSampler();
965 }
966
967 void Context::deleteBuffer(GLuint buffer)
968 {
969         detachBuffer(buffer);
970
971         mResourceManager->deleteBuffer(buffer);
972 }
973
974 void Context::deleteShader(GLuint shader)
975 {
976         mResourceManager->deleteShader(shader);
977 }
978
979 void Context::deleteProgram(GLuint program)
980 {
981         mResourceManager->deleteProgram(program);
982 }
983
984 void Context::deleteTexture(GLuint texture)
985 {
986         detachTexture(texture);
987
988         mResourceManager->deleteTexture(texture);
989 }
990
991 void Context::deleteRenderbuffer(GLuint renderbuffer)
992 {
993         if(mResourceManager->getRenderbuffer(renderbuffer))
994         {
995                 detachRenderbuffer(renderbuffer);
996         }
997
998         mResourceManager->deleteRenderbuffer(renderbuffer);
999 }
1000
1001 void Context::deleteFramebuffer(GLuint framebuffer)
1002 {
1003         detachFramebuffer(framebuffer);
1004
1005         Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1006
1007         if(framebufferObject)
1008         {
1009                 delete framebufferObject;
1010         }
1011 }
1012
1013 void Context::deleteFence(GLuint fence)
1014 {
1015         Fence *fenceObject = mFenceNameSpace.remove(fence);
1016
1017         if(fenceObject)
1018         {
1019                 delete fenceObject;
1020         }
1021 }
1022
1023 void Context::deleteQuery(GLuint query)
1024 {
1025         Query *queryObject = mQueryNameSpace.remove(query);
1026
1027         if(queryObject)
1028         {
1029                 queryObject->release();
1030         }
1031 }
1032
1033 void Context::deleteVertexArray(GLuint vertexArray)
1034 {
1035         // [OpenGL ES 3.0.2] section 2.10 page 43:
1036         // If a vertex array object that is currently bound is deleted, the binding
1037         // for that object reverts to zero and the default vertex array becomes current.
1038         if(getCurrentVertexArray()->name == vertexArray)
1039         {
1040                 bindVertexArray(0);
1041         }
1042
1043         VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1044
1045         if(vertexArrayObject)
1046         {
1047                 delete vertexArrayObject;
1048         }
1049 }
1050
1051 void Context::deleteFenceSync(GLsync fenceSync)
1052 {
1053         // The spec specifies the underlying Fence object is not deleted until all current
1054         // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1055         // and since our API is currently designed for being called from a single thread, we can delete
1056         // the fence immediately.
1057         mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1058 }
1059
1060 void Context::deleteTransformFeedback(GLuint transformFeedback)
1061 {
1062         TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1063
1064         if(transformFeedbackObject)
1065         {
1066                 delete transformFeedbackObject;
1067         }
1068 }
1069
1070 void Context::deleteSampler(GLuint sampler)
1071 {
1072         detachSampler(sampler);
1073
1074         mResourceManager->deleteSampler(sampler);
1075 }
1076
1077 Buffer *Context::getBuffer(GLuint handle) const
1078 {
1079         return mResourceManager->getBuffer(handle);
1080 }
1081
1082 Shader *Context::getShader(GLuint handle) const
1083 {
1084         return mResourceManager->getShader(handle);
1085 }
1086
1087 Program *Context::getProgram(GLuint handle) const
1088 {
1089         return mResourceManager->getProgram(handle);
1090 }
1091
1092 Texture *Context::getTexture(GLuint handle) const
1093 {
1094         return mResourceManager->getTexture(handle);
1095 }
1096
1097 Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1098 {
1099         return mResourceManager->getRenderbuffer(handle);
1100 }
1101
1102 Framebuffer *Context::getReadFramebuffer() const
1103 {
1104         return getFramebuffer(mState.readFramebuffer);
1105 }
1106
1107 Framebuffer *Context::getDrawFramebuffer() const
1108 {
1109         return getFramebuffer(mState.drawFramebuffer);
1110 }
1111
1112 void Context::bindArrayBuffer(unsigned int buffer)
1113 {
1114         mResourceManager->checkBufferAllocation(buffer);
1115
1116         mState.arrayBuffer = getBuffer(buffer);
1117 }
1118
1119 void Context::bindElementArrayBuffer(unsigned int buffer)
1120 {
1121         mResourceManager->checkBufferAllocation(buffer);
1122
1123         getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1124 }
1125
1126 void Context::bindCopyReadBuffer(GLuint buffer)
1127 {
1128         mResourceManager->checkBufferAllocation(buffer);
1129
1130         mState.copyReadBuffer = getBuffer(buffer);
1131 }
1132
1133 void Context::bindCopyWriteBuffer(GLuint buffer)
1134 {
1135         mResourceManager->checkBufferAllocation(buffer);
1136
1137         mState.copyWriteBuffer = getBuffer(buffer);
1138 }
1139
1140 void Context::bindPixelPackBuffer(GLuint buffer)
1141 {
1142         mResourceManager->checkBufferAllocation(buffer);
1143
1144         mState.pixelPackBuffer = getBuffer(buffer);
1145 }
1146
1147 void Context::bindPixelUnpackBuffer(GLuint buffer)
1148 {
1149         mResourceManager->checkBufferAllocation(buffer);
1150
1151         mState.pixelUnpackBuffer = getBuffer(buffer);
1152 }
1153
1154 void Context::bindTransformFeedbackBuffer(GLuint buffer)
1155 {
1156         mResourceManager->checkBufferAllocation(buffer);
1157
1158         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1159
1160         if(transformFeedback)
1161         {
1162                 transformFeedback->setGenericBuffer(getBuffer(buffer));
1163         }
1164 }
1165
1166 void Context::bindTexture2D(GLuint texture)
1167 {
1168         mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1169
1170         mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture);
1171 }
1172
1173 void Context::bindTextureCubeMap(GLuint texture)
1174 {
1175         mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1176
1177         mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture);
1178 }
1179
1180 void Context::bindTextureExternal(GLuint texture)
1181 {
1182         mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL);
1183
1184         mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture);
1185 }
1186
1187 void Context::bindTexture3D(GLuint texture)
1188 {
1189         mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1190
1191         mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture);
1192 }
1193
1194 void Context::bindTexture2DArray(GLuint texture)
1195 {
1196         mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1197
1198         mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture);
1199 }
1200
1201 void Context::bindReadFramebuffer(GLuint framebuffer)
1202 {
1203         if(!getFramebuffer(framebuffer))
1204         {
1205                 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1206         }
1207
1208         mState.readFramebuffer = framebuffer;
1209 }
1210
1211 void Context::bindDrawFramebuffer(GLuint framebuffer)
1212 {
1213         if(!getFramebuffer(framebuffer))
1214         {
1215                 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1216         }
1217
1218         mState.drawFramebuffer = framebuffer;
1219 }
1220
1221 void Context::bindRenderbuffer(GLuint renderbuffer)
1222 {
1223         mResourceManager->checkRenderbufferAllocation(renderbuffer);
1224
1225         mState.renderbuffer = getRenderbuffer(renderbuffer);
1226 }
1227
1228 void Context::bindVertexArray(GLuint array)
1229 {
1230         VertexArray *vertexArray = getVertexArray(array);
1231
1232         if(!vertexArray)
1233         {
1234                 vertexArray = new VertexArray(array);
1235                 mVertexArrayNameSpace.insert(array, vertexArray);
1236         }
1237
1238         mState.vertexArray = array;
1239 }
1240
1241 void Context::bindGenericUniformBuffer(GLuint buffer)
1242 {
1243         mResourceManager->checkBufferAllocation(buffer);
1244
1245         mState.genericUniformBuffer = getBuffer(buffer);
1246 }
1247
1248 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1249 {
1250         mResourceManager->checkBufferAllocation(buffer);
1251
1252         Buffer* bufferObject = getBuffer(buffer);
1253         mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size));
1254 }
1255
1256 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1257 {
1258         mResourceManager->checkBufferAllocation(buffer);
1259
1260         getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1261 }
1262
1263 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1264 {
1265         mResourceManager->checkBufferAllocation(buffer);
1266
1267         Buffer* bufferObject = getBuffer(buffer);
1268         getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1269 }
1270
1271 void Context::bindTransformFeedback(GLuint id)
1272 {
1273         if(!getTransformFeedback(id))
1274         {
1275                 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1276         }
1277
1278         mState.transformFeedback = id;
1279 }
1280
1281 bool Context::bindSampler(GLuint unit, GLuint sampler)
1282 {
1283         mResourceManager->checkSamplerAllocation(sampler);
1284
1285         Sampler* samplerObject = getSampler(sampler);
1286
1287         mState.sampler[unit] = samplerObject;
1288
1289         return !!samplerObject;
1290 }
1291
1292 void Context::useProgram(GLuint program)
1293 {
1294         GLuint priorProgram = mState.currentProgram;
1295         mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
1296
1297         if(priorProgram != program)
1298         {
1299                 Program *newProgram = mResourceManager->getProgram(program);
1300                 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1301
1302                 if(newProgram)
1303                 {
1304                         newProgram->addRef();
1305                 }
1306
1307                 if(oldProgram)
1308                 {
1309                         oldProgram->release();
1310                 }
1311         }
1312 }
1313
1314 void Context::beginQuery(GLenum target, GLuint query)
1315 {
1316         // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1317         // of zero, if the active query object name for <target> is non-zero (for the
1318         // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1319         // the active query for either target is non-zero), if <id> is the name of an
1320         // existing query object whose type does not match <target>, or if <id> is the
1321         // active query object name for any query type, the error INVALID_OPERATION is
1322         // generated.
1323
1324         // Ensure no other queries are active
1325         // NOTE: If other queries than occlusion are supported, we will need to check
1326         // separately that:
1327         //    a) The query ID passed is not the current active query for any target/type
1328         //    b) There are no active queries for the requested target (and in the case
1329         //       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1330         //       no query may be active for either if glBeginQuery targets either.
1331         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1332         {
1333                 if(mState.activeQuery[i])
1334                 {
1335                         return error(GL_INVALID_OPERATION);
1336                 }
1337         }
1338
1339         QueryType qType;
1340         switch(target)
1341         {
1342         case GL_ANY_SAMPLES_PASSED_EXT:
1343                 qType = QUERY_ANY_SAMPLES_PASSED;
1344                 break;
1345         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1346                 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1347                 break;
1348         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1349                 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1350                 break;
1351         default:
1352                 UNREACHABLE(target);
1353                 return error(GL_INVALID_ENUM);
1354         }
1355
1356         Query *queryObject = createQuery(query, target);
1357
1358         // Check that name was obtained with glGenQueries
1359         if(!queryObject)
1360         {
1361                 return error(GL_INVALID_OPERATION);
1362         }
1363
1364         // Check for type mismatch
1365         if(queryObject->getType() != target)
1366         {
1367                 return error(GL_INVALID_OPERATION);
1368         }
1369
1370         // Set query as active for specified target
1371         mState.activeQuery[qType] = queryObject;
1372
1373         // Begin query
1374         queryObject->begin();
1375 }
1376
1377 void Context::endQuery(GLenum target)
1378 {
1379         QueryType qType;
1380
1381         switch(target)
1382         {
1383         case GL_ANY_SAMPLES_PASSED_EXT:                qType = QUERY_ANY_SAMPLES_PASSED;                    break;
1384         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:   qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;       break;
1385         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1386         default: UNREACHABLE(target); return;
1387         }
1388
1389         Query *queryObject = mState.activeQuery[qType];
1390
1391         if(!queryObject)
1392         {
1393                 return error(GL_INVALID_OPERATION);
1394         }
1395
1396         queryObject->end();
1397
1398         mState.activeQuery[qType] = nullptr;
1399 }
1400
1401 void Context::setFramebufferZero(Framebuffer *buffer)
1402 {
1403         delete mFramebufferNameSpace.remove(0);
1404         mFramebufferNameSpace.insert(0, buffer);
1405 }
1406
1407 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1408 {
1409         Renderbuffer *renderbufferObject = mState.renderbuffer;
1410         renderbufferObject->setStorage(renderbuffer);
1411 }
1412
1413 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1414 {
1415         return mFramebufferNameSpace.find(handle);
1416 }
1417
1418 Fence *Context::getFence(unsigned int handle) const
1419 {
1420         return mFenceNameSpace.find(handle);
1421 }
1422
1423 FenceSync *Context::getFenceSync(GLsync handle) const
1424 {
1425         return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1426 }
1427
1428 Query *Context::getQuery(unsigned int handle) const
1429 {
1430         return mQueryNameSpace.find(handle);
1431 }
1432
1433 Query *Context::createQuery(unsigned int handle, GLenum type)
1434 {
1435         if(!mQueryNameSpace.isReserved(handle))
1436         {
1437                 return nullptr;
1438         }
1439         else
1440         {
1441                 Query *query = mQueryNameSpace.find(handle);
1442                 if(!query)
1443                 {
1444                         query = new Query(handle, type);
1445                         query->addRef();
1446                         mQueryNameSpace.insert(handle, query);
1447                 }
1448
1449                 return query;
1450         }
1451 }
1452
1453 VertexArray *Context::getVertexArray(GLuint array) const
1454 {
1455         return mVertexArrayNameSpace.find(array);
1456 }
1457
1458 VertexArray *Context::getCurrentVertexArray() const
1459 {
1460         return getVertexArray(mState.vertexArray);
1461 }
1462
1463 bool Context::isVertexArray(GLuint array) const
1464 {
1465         return mVertexArrayNameSpace.isReserved(array);
1466 }
1467
1468 bool Context::hasZeroDivisor() const
1469 {
1470         // Verify there is at least one active attribute with a divisor of zero
1471         es2::Program *programObject = getCurrentProgram();
1472         for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1473         {
1474                 bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1475                 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1476                 {
1477                         return true;
1478                 }
1479         }
1480
1481         return false;
1482 }
1483
1484 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1485 {
1486         return mTransformFeedbackNameSpace.find(transformFeedback);
1487 }
1488
1489 Sampler *Context::getSampler(GLuint sampler) const
1490 {
1491         return mResourceManager->getSampler(sampler);
1492 }
1493
1494 bool Context::isSampler(GLuint sampler) const
1495 {
1496         return mResourceManager->isSampler(sampler);
1497 }
1498
1499 Buffer *Context::getArrayBuffer() const
1500 {
1501         return mState.arrayBuffer;
1502 }
1503
1504 Buffer *Context::getElementArrayBuffer() const
1505 {
1506         return getCurrentVertexArray()->getElementArrayBuffer();
1507 }
1508
1509 Buffer *Context::getCopyReadBuffer() const
1510 {
1511         return mState.copyReadBuffer;
1512 }
1513
1514 Buffer *Context::getCopyWriteBuffer() const
1515 {
1516         return mState.copyWriteBuffer;
1517 }
1518
1519 Buffer *Context::getPixelPackBuffer() const
1520 {
1521         return mState.pixelPackBuffer;
1522 }
1523
1524 Buffer *Context::getPixelUnpackBuffer() const
1525 {
1526         return mState.pixelUnpackBuffer;
1527 }
1528
1529 Buffer *Context::getGenericUniformBuffer() const
1530 {
1531         return mState.genericUniformBuffer;
1532 }
1533
1534 const GLvoid* Context::getPixels(const GLvoid* data) const
1535 {
1536         es2::Buffer* unpackBuffer = getPixelUnpackBuffer();
1537         const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr;
1538         return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data;
1539 }
1540
1541 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1542 {
1543         switch(target)
1544         {
1545         case GL_ARRAY_BUFFER:
1546                 *buffer = getArrayBuffer();
1547                 break;
1548         case GL_ELEMENT_ARRAY_BUFFER:
1549                 *buffer = getElementArrayBuffer();
1550                 break;
1551         case GL_COPY_READ_BUFFER:
1552                 if(clientVersion >= 3)
1553                 {
1554                         *buffer = getCopyReadBuffer();
1555                         break;
1556                 }
1557                 else return false;
1558         case GL_COPY_WRITE_BUFFER:
1559                 if(clientVersion >= 3)
1560                 {
1561                         *buffer = getCopyWriteBuffer();
1562                         break;
1563                 }
1564                 else return false;
1565         case GL_PIXEL_PACK_BUFFER:
1566                 if(clientVersion >= 3)
1567                 {
1568                         *buffer = getPixelPackBuffer();
1569                         break;
1570                 }
1571                 else return false;
1572         case GL_PIXEL_UNPACK_BUFFER:
1573                 if(clientVersion >= 3)
1574                 {
1575                         *buffer = getPixelUnpackBuffer();
1576                         break;
1577                 }
1578                 else return false;
1579         case GL_TRANSFORM_FEEDBACK_BUFFER:
1580                 if(clientVersion >= 3)
1581                 {
1582                         TransformFeedback* transformFeedback = getTransformFeedback();
1583                         *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1584                         break;
1585                 }
1586                 else return false;
1587         case GL_UNIFORM_BUFFER:
1588                 if(clientVersion >= 3)
1589                 {
1590                         *buffer = getGenericUniformBuffer();
1591                         break;
1592                 }
1593                 else return false;
1594         default:
1595                 return false;
1596         }
1597         return true;
1598 }
1599
1600 TransformFeedback *Context::getTransformFeedback() const
1601 {
1602         return getTransformFeedback(mState.transformFeedback);
1603 }
1604
1605 Program *Context::getCurrentProgram() const
1606 {
1607         return mResourceManager->getProgram(mState.currentProgram);
1608 }
1609
1610 Texture2D *Context::getTexture2D() const
1611 {
1612         return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1613 }
1614
1615 Texture3D *Context::getTexture3D() const
1616 {
1617         return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1618 }
1619
1620 Texture2DArray *Context::getTexture2DArray() const
1621 {
1622         return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1623 }
1624
1625 TextureCubeMap *Context::getTextureCubeMap() const
1626 {
1627         return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1628 }
1629
1630 TextureExternal *Context::getTextureExternal() const
1631 {
1632         return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1633 }
1634
1635 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1636 {
1637         GLuint texid = mState.samplerTexture[type][sampler].name();
1638
1639         if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
1640         {
1641                 switch(type)
1642                 {
1643                 case TEXTURE_2D: return mTexture2DZero;
1644                 case TEXTURE_3D: return mTexture3DZero;
1645                 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1646                 case TEXTURE_CUBE: return mTextureCubeMapZero;
1647                 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1648                 default: UNREACHABLE(type);
1649                 }
1650         }
1651
1652         return mState.samplerTexture[type][sampler];
1653 }
1654
1655 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1656 {
1657         mResourceManager->checkSamplerAllocation(sampler);
1658
1659         Sampler *samplerObject = getSampler(sampler);
1660         ASSERT(samplerObject);
1661
1662         switch(pname)
1663         {
1664         case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(param));       break;
1665         case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(param));       break;
1666         case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(param));           break;
1667         case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(param));           break;
1668         case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(param));           break;
1669         case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(static_cast<GLfloat>(param));         break;
1670         case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(static_cast<GLfloat>(param));         break;
1671         case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(param));  break;
1672         case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(param));  break;
1673         default:                       UNREACHABLE(pname); break;
1674         }
1675 }
1676
1677 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1678 {
1679         mResourceManager->checkSamplerAllocation(sampler);
1680
1681         Sampler *samplerObject = getSampler(sampler);
1682         ASSERT(samplerObject);
1683
1684         switch(pname)
1685         {
1686         case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(roundf(param)));       break;
1687         case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(roundf(param)));       break;
1688         case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(roundf(param)));           break;
1689         case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(roundf(param)));           break;
1690         case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(roundf(param)));           break;
1691         case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(param);                                       break;
1692         case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(param);                                       break;
1693         case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param)));  break;
1694         case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param)));  break;
1695         default:                       UNREACHABLE(pname); break;
1696         }
1697 }
1698
1699 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1700 {
1701         mResourceManager->checkSamplerAllocation(sampler);
1702
1703         Sampler *samplerObject = getSampler(sampler);
1704         ASSERT(samplerObject);
1705
1706         switch(pname)
1707         {
1708         case GL_TEXTURE_MIN_FILTER:    return static_cast<GLint>(samplerObject->getMinFilter());
1709         case GL_TEXTURE_MAG_FILTER:    return static_cast<GLint>(samplerObject->getMagFilter());
1710         case GL_TEXTURE_WRAP_S:        return static_cast<GLint>(samplerObject->getWrapS());
1711         case GL_TEXTURE_WRAP_T:        return static_cast<GLint>(samplerObject->getWrapT());
1712         case GL_TEXTURE_WRAP_R:        return static_cast<GLint>(samplerObject->getWrapR());
1713         case GL_TEXTURE_MIN_LOD:       return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1714         case GL_TEXTURE_MAX_LOD:       return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1715         case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLint>(samplerObject->getComparisonMode());
1716         case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLint>(samplerObject->getComparisonFunc());
1717         default:                       UNREACHABLE(pname); return 0;
1718         }
1719 }
1720
1721 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1722 {
1723         mResourceManager->checkSamplerAllocation(sampler);
1724
1725         Sampler *samplerObject = getSampler(sampler);
1726         ASSERT(samplerObject);
1727
1728         switch(pname)
1729         {
1730         case GL_TEXTURE_MIN_FILTER:    return static_cast<GLfloat>(samplerObject->getMinFilter());
1731         case GL_TEXTURE_MAG_FILTER:    return static_cast<GLfloat>(samplerObject->getMagFilter());
1732         case GL_TEXTURE_WRAP_S:        return static_cast<GLfloat>(samplerObject->getWrapS());
1733         case GL_TEXTURE_WRAP_T:        return static_cast<GLfloat>(samplerObject->getWrapT());
1734         case GL_TEXTURE_WRAP_R:        return static_cast<GLfloat>(samplerObject->getWrapR());
1735         case GL_TEXTURE_MIN_LOD:       return samplerObject->getMinLod();
1736         case GL_TEXTURE_MAX_LOD:       return samplerObject->getMaxLod();
1737         case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLfloat>(samplerObject->getComparisonMode());
1738         case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLfloat>(samplerObject->getComparisonFunc());
1739         default:                       UNREACHABLE(pname); return 0;
1740         }
1741 }
1742
1743 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1744 {
1745         switch(pname)
1746         {
1747         case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
1748         case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
1749         case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
1750         case GL_COLOR_WRITEMASK:
1751                 params[0] = mState.colorMaskRed;
1752                 params[1] = mState.colorMaskGreen;
1753                 params[2] = mState.colorMaskBlue;
1754                 params[3] = mState.colorMaskAlpha;
1755                 break;
1756         case GL_CULL_FACE:                *params = mState.cullFaceEnabled;                  break;
1757         case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;         break;
1758         case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled;     break;
1759         case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;            break;
1760         case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;               break;
1761         case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;               break;
1762         case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;                 break;
1763         case GL_BLEND:                    *params = mState.blendEnabled;                     break;
1764         case GL_DITHER:                   *params = mState.ditherEnabled;                    break;
1765         case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1766         case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscardEnabled;         break;
1767         case GL_TRANSFORM_FEEDBACK_ACTIVE:
1768                 {
1769                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1770                         if(transformFeedback)
1771                         {
1772                                 *params = transformFeedback->isActive();
1773                                 break;
1774                         }
1775                         else return false;
1776                 }
1777          case GL_TRANSFORM_FEEDBACK_PAUSED:
1778                 {
1779                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1780                         if(transformFeedback)
1781                         {
1782                                 *params = transformFeedback->isPaused();
1783                                 break;
1784                         }
1785                         else return false;
1786                 }
1787         default:
1788                 return false;
1789         }
1790
1791         return true;
1792 }
1793
1794 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1795 {
1796         // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1797         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1798         // GetIntegerv as its native query function. As it would require conversion in any
1799         // case, this should make no difference to the calling application.
1800         switch(pname)
1801         {
1802         case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
1803         case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
1804         case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
1805         case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
1806         case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
1807         case GL_ALIASED_LINE_WIDTH_RANGE:
1808                 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1809                 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1810                 break;
1811         case GL_ALIASED_POINT_SIZE_RANGE:
1812                 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1813                 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1814                 break;
1815         case GL_DEPTH_RANGE:
1816                 params[0] = mState.zNear;
1817                 params[1] = mState.zFar;
1818                 break;
1819         case GL_COLOR_CLEAR_VALUE:
1820                 params[0] = mState.colorClearValue.red;
1821                 params[1] = mState.colorClearValue.green;
1822                 params[2] = mState.colorClearValue.blue;
1823                 params[3] = mState.colorClearValue.alpha;
1824                 break;
1825         case GL_BLEND_COLOR:
1826                 params[0] = mState.blendColor.red;
1827                 params[1] = mState.blendColor.green;
1828                 params[2] = mState.blendColor.blue;
1829                 params[3] = mState.blendColor.alpha;
1830                 break;
1831         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1832                 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1833                 break;
1834         default:
1835                 return false;
1836         }
1837
1838         return true;
1839 }
1840
1841 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1842 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1843
1844 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1845 {
1846         // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1847         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1848         // GetIntegerv as its native query function. As it would require conversion in any
1849         // case, this should make no difference to the calling application. You may find it in
1850         // Context::getFloatv.
1851         switch(pname)
1852         {
1853         case GL_MAX_VERTEX_ATTRIBS:               *params = MAX_VERTEX_ATTRIBS;               break;
1854         case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = MAX_VERTEX_UNIFORM_VECTORS;       break;
1855         case GL_MAX_VARYING_VECTORS:              *params = MAX_VARYING_VECTORS;              break;
1856         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
1857         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS;   break;
1858         case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = MAX_TEXTURE_IMAGE_UNITS;          break;
1859         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = MAX_FRAGMENT_UNIFORM_VECTORS;     break;
1860         case GL_MAX_RENDERBUFFER_SIZE:            *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break;
1861         case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    break;
1862         case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          break;
1863         case GL_ARRAY_BUFFER_BINDING:             *params = getArrayBufferName();                 break;
1864         case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = getElementArrayBufferName();          break;
1865 //      case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1866         case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               break;
1867         case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               break;
1868         case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.name();           break;
1869         case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                break;
1870         case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 break;
1871         case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackInfo.alignment;          break;
1872         case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            break;
1873         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1874         case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); break;
1875         case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   break;
1876         case GL_STENCIL_REF:                      *params = mState.stencilRef;                    break;
1877         case GL_STENCIL_VALUE_MASK:               *params = sw::clampToSignedInt(mState.stencilMask); break;
1878         case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               break;
1879         case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                break;
1880         case GL_STENCIL_BACK_VALUE_MASK:          *params = sw::clampToSignedInt(mState.stencilBackMask); break;
1881         case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   break;
1882         case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          break;
1883         case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          break;
1884         case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               break;
1885         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      break;
1886         case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      break;
1887         case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     break;
1888         case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                break;
1889         case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              break;
1890         case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  break;
1891         case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                break;
1892         case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              break;
1893         case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            break;
1894         case GL_STENCIL_WRITEMASK:                *params = sw::clampToSignedInt(mState.stencilWritemask); break;
1895         case GL_STENCIL_BACK_WRITEMASK:           *params = sw::clampToSignedInt(mState.stencilBackWritemask); break;
1896         case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             break;
1897         case GL_SUBPIXEL_BITS:                    *params = 4;                                    break;
1898         case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;          break;
1899         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break;
1900         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;           break;
1901         case GL_MAX_SAMPLES_ANGLE:                *params = IMPLEMENTATION_MAX_SAMPLES;               break;
1902         case GL_SAMPLE_BUFFERS:
1903         case GL_SAMPLES:
1904                 {
1905                         Framebuffer *framebuffer = getDrawFramebuffer();
1906                         int width, height, samples;
1907
1908                         if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1909                         {
1910                                 switch(pname)
1911                                 {
1912                                 case GL_SAMPLE_BUFFERS:
1913                                         if(samples > 1)
1914                                         {
1915                                                 *params = 1;
1916                                         }
1917                                         else
1918                                         {
1919                                                 *params = 0;
1920                                         }
1921                                         break;
1922                                 case GL_SAMPLES:
1923                                         *params = samples;
1924                                         break;
1925                                 }
1926                         }
1927                         else
1928                         {
1929                                 *params = 0;
1930                         }
1931                 }
1932                 break;
1933         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1934                 {
1935                         Framebuffer *framebuffer = getReadFramebuffer();
1936                         *params = framebuffer->getImplementationColorReadType();
1937                 }
1938                 break;
1939         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1940                 {
1941                         Framebuffer *framebuffer = getReadFramebuffer();
1942                         *params = framebuffer->getImplementationColorReadFormat();
1943                 }
1944                 break;
1945         case GL_MAX_VIEWPORT_DIMS:
1946                 {
1947                         int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1948                         params[0] = maxDimension;
1949                         params[1] = maxDimension;
1950                 }
1951                 break;
1952         case GL_COMPRESSED_TEXTURE_FORMATS:
1953                 {
1954                         for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1955                         {
1956                                 params[i] = compressedTextureFormats[i];
1957                         }
1958                 }
1959                 break;
1960         case GL_VIEWPORT:
1961                 params[0] = mState.viewportX;
1962                 params[1] = mState.viewportY;
1963                 params[2] = mState.viewportWidth;
1964                 params[3] = mState.viewportHeight;
1965                 break;
1966         case GL_SCISSOR_BOX:
1967                 params[0] = mState.scissorX;
1968                 params[1] = mState.scissorY;
1969                 params[2] = mState.scissorWidth;
1970                 params[3] = mState.scissorHeight;
1971                 break;
1972         case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 break;
1973         case GL_FRONT_FACE:                       *params = mState.frontFace;                break;
1974         case GL_RED_BITS:
1975         case GL_GREEN_BITS:
1976         case GL_BLUE_BITS:
1977         case GL_ALPHA_BITS:
1978                 {
1979                         Framebuffer *framebuffer = getDrawFramebuffer();
1980                         Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
1981
1982                         if(colorbuffer)
1983                         {
1984                                 switch(pname)
1985                                 {
1986                                 case GL_RED_BITS:   *params = colorbuffer->getRedSize();   break;
1987                                 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1988                                 case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  break;
1989                                 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1990                                 }
1991                         }
1992                         else
1993                         {
1994                                 *params = 0;
1995                         }
1996                 }
1997                 break;
1998         case GL_DEPTH_BITS:
1999                 {
2000                         Framebuffer *framebuffer = getDrawFramebuffer();
2001                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2002
2003                         if(depthbuffer)
2004                         {
2005                                 *params = depthbuffer->getDepthSize();
2006                         }
2007                         else
2008                         {
2009                                 *params = 0;
2010                         }
2011                 }
2012                 break;
2013         case GL_STENCIL_BITS:
2014                 {
2015                         Framebuffer *framebuffer = getDrawFramebuffer();
2016                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2017
2018                         if(stencilbuffer)
2019                         {
2020                                 *params = stencilbuffer->getStencilSize();
2021                         }
2022                         else
2023                         {
2024                                 *params = 0;
2025                         }
2026                 }
2027                 break;
2028         case GL_TEXTURE_BINDING_2D:
2029                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2030                 {
2031                         error(GL_INVALID_OPERATION);
2032                         return false;
2033                 }
2034
2035                 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2036                 break;
2037         case GL_TEXTURE_BINDING_CUBE_MAP:
2038                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2039                 {
2040                         error(GL_INVALID_OPERATION);
2041                         return false;
2042                 }
2043
2044                 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2045                 break;
2046         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2047                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2048                 {
2049                         error(GL_INVALID_OPERATION);
2050                         return false;
2051                 }
2052
2053                 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2054                 break;
2055         case GL_TEXTURE_BINDING_3D_OES:
2056                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2057                 {
2058                         error(GL_INVALID_OPERATION);
2059                         return false;
2060                 }
2061
2062                 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2063                 break;
2064         case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0
2065                 if(clientVersion < 3)
2066                 {
2067                         return false;
2068                 }
2069                 else if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2070                 {
2071                         error(GL_INVALID_OPERATION);
2072                         return false;
2073                 }
2074
2075                 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2076                 break;
2077         case GL_COPY_READ_BUFFER_BINDING: // name, initially 0
2078                 if(clientVersion >= 3)
2079                 {
2080                         *params = mState.copyReadBuffer.name();
2081                 }
2082                 else
2083                 {
2084                         return false;
2085                 }
2086                 break;
2087         case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0
2088                 if(clientVersion >= 3)
2089                 {
2090                         *params = mState.copyWriteBuffer.name();
2091                 }
2092                 else
2093                 {
2094                         return false;
2095                 }
2096                 break;
2097         case GL_DRAW_BUFFER0:
2098         case GL_DRAW_BUFFER1:
2099         case GL_DRAW_BUFFER2:
2100         case GL_DRAW_BUFFER3:
2101         case GL_DRAW_BUFFER4:
2102         case GL_DRAW_BUFFER5:
2103         case GL_DRAW_BUFFER6:
2104         case GL_DRAW_BUFFER7:
2105         case GL_DRAW_BUFFER8:
2106         case GL_DRAW_BUFFER9:
2107         case GL_DRAW_BUFFER10:
2108         case GL_DRAW_BUFFER11:
2109         case GL_DRAW_BUFFER12:
2110         case GL_DRAW_BUFFER13:
2111         case GL_DRAW_BUFFER14:
2112         case GL_DRAW_BUFFER15:
2113                 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2114                 break;
2115         case GL_MAJOR_VERSION:
2116                 if(clientVersion >= 3)
2117                 {
2118                         *params = clientVersion;
2119                 }
2120                 else
2121                 {
2122                         return false;
2123                 }
2124                 break;
2125         case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048
2126                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2127                 break;
2128         case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048
2129                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2130                 break;
2131         case GL_MAX_COLOR_ATTACHMENTS:
2132                 *params = MAX_COLOR_ATTACHMENTS;
2133                 break;
2134         case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048
2135                 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2136                 break;
2137         case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70
2138                 UNIMPLEMENTED();
2139                 *params = 70;
2140                 break;
2141         case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176
2142                 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2143                 break;
2144         case GL_MAX_DRAW_BUFFERS:
2145                 *params = MAX_DRAW_BUFFERS;
2146                 break;
2147         case GL_MAX_ELEMENT_INDEX:
2148                 *params = MAX_ELEMENT_INDEX;
2149                 break;
2150         case GL_MAX_ELEMENTS_INDICES:
2151                 *params = MAX_ELEMENTS_INDICES;
2152                 break;
2153         case GL_MAX_ELEMENTS_VERTICES:
2154                 *params = MAX_ELEMENTS_VERTICES;
2155                 break;
2156         case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128
2157                 UNIMPLEMENTED();
2158                 *params = 128;
2159                 break;
2160         case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12
2161                 *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2162                 break;
2163         case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 896
2164                 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2165                 break;
2166         case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7
2167                 UNIMPLEMENTED();
2168                 *params = 7;
2169                 break;
2170         case GL_MAX_SERVER_WAIT_TIMEOUT: // integer
2171                 UNIMPLEMENTED();
2172                 *params = 0;
2173                 break;
2174         case GL_MAX_TEXTURE_LOD_BIAS: // integer,  at least 2.0
2175                 UNIMPLEMENTED();
2176                 *params = 2;
2177                 break;
2178         case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64
2179                 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2180                 break;
2181         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4
2182                 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2183                 break;
2184         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4
2185                 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2186                 break;
2187         case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384
2188                 *params = MAX_UNIFORM_BLOCK_SIZE;
2189                 break;
2190         case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 24
2191                 *params = MAX_UNIFORM_BUFFER_BINDINGS;
2192                 break;
2193         case GL_MAX_VARYING_COMPONENTS: // integer, at least 60
2194                 UNIMPLEMENTED();
2195                 *params = 60;
2196                 break;
2197         case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer,  at least 64
2198                 UNIMPLEMENTED();
2199                 *params = 64;
2200                 break;
2201         case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer,  at least 12
2202                 *params = MAX_VERTEX_UNIFORM_BLOCKS;
2203                 break;
2204         case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer,  at least 1024
2205                 *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2206                 break;
2207         case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8
2208                 UNIMPLEMENTED();
2209                 *params = -8;
2210                 break;
2211         case GL_MINOR_VERSION: // integer
2212                 UNIMPLEMENTED();
2213                 *params = 0;
2214                 break;
2215         case GL_NUM_EXTENSIONS: // integer
2216                 GLuint numExtensions;
2217                 getExtensions(0, &numExtensions);
2218                 *params = numExtensions;
2219                 break;
2220         case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0
2221                 UNIMPLEMENTED();
2222                 *params = 0;
2223                 break;
2224         case GL_PACK_ROW_LENGTH: // integer, initially 0
2225                 *params = mState.packRowLength;
2226                 break;
2227         case GL_PACK_SKIP_PIXELS: // integer, initially 0
2228                 *params = mState.packSkipPixels;
2229                 break;
2230         case GL_PACK_SKIP_ROWS: // integer, initially 0
2231                 *params = mState.packSkipRows;
2232                 break;
2233         case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0
2234                 if(clientVersion >= 3)
2235                 {
2236                         *params = mState.pixelPackBuffer.name();
2237                 }
2238                 else
2239                 {
2240                         return false;
2241                 }
2242                 break;
2243         case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0
2244                 if(clientVersion >= 3)
2245                 {
2246                         *params = mState.pixelUnpackBuffer.name();
2247                 }
2248                 else
2249                 {
2250                         return false;
2251                 }
2252                 break;
2253         case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS​]
2254                 UNIMPLEMENTED();
2255                 *params = 0;
2256                 break;
2257         case GL_READ_BUFFER: // symbolic constant,  initial value is GL_BACK​
2258                 *params = getReadFramebuffer()->getReadBuffer();
2259                 break;
2260         case GL_SAMPLER_BINDING: // GLint, default 0
2261                 *params = mState.sampler[mState.activeSampler].name();
2262                 break;
2263         case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2264                 if(clientVersion >= 3)
2265                 {
2266                         *params = mState.genericUniformBuffer.name();
2267                 }
2268                 else
2269                 {
2270                         return false;
2271                 }
2272                 break;
2273         case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1
2274                 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2275                 break;
2276         case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2277                 if(clientVersion >= 3)
2278                 {
2279                         *params = static_cast<T>(mState.genericUniformBuffer->size());
2280                 }
2281                 else
2282                 {
2283                         return false;
2284                 }
2285                 break;
2286         case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2287                 if(clientVersion >= 3)
2288                 {
2289                         *params = static_cast<T>(mState.genericUniformBuffer->offset());
2290                 }
2291                 else
2292                 {
2293                         return false;
2294                 }
2295                 *params = 0;
2296                 break;
2297         case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0
2298                 *params = mState.unpackInfo.imageHeight;
2299                 break;
2300         case GL_UNPACK_ROW_LENGTH: // integer, initially 0
2301                 *params = mState.unpackInfo.rowLength;
2302                 break;
2303         case GL_UNPACK_SKIP_IMAGES: // integer, initially 0
2304                 *params = mState.unpackInfo.skipImages;
2305                 break;
2306         case GL_UNPACK_SKIP_PIXELS: // integer, initially 0
2307                 *params = mState.unpackInfo.skipPixels;
2308                 break;
2309         case GL_UNPACK_SKIP_ROWS: // integer, initially 0
2310                 *params = mState.unpackInfo.skipRows;
2311                 break;
2312         case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0
2313                 *params = getCurrentVertexArray()->name;
2314                 break;
2315         case GL_TRANSFORM_FEEDBACK_BINDING:
2316                 {
2317                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2318                         if(transformFeedback)
2319                         {
2320                                 *params = transformFeedback->name;
2321                         }
2322                         else
2323                         {
2324                                 return false;
2325                         }
2326                 }
2327                 break;
2328         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2329                 {
2330                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2331                         if(transformFeedback)
2332                         {
2333                                 *params = transformFeedback->getGenericBufferName();
2334                         }
2335                         else
2336                         {
2337                                 return false;
2338                         }
2339                 }
2340                 break;
2341         default:
2342                 return false;
2343         }
2344
2345         return true;
2346 }
2347
2348 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2349 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2350
2351 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2352 {
2353         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2354         if(!transformFeedback)
2355         {
2356                 return false;
2357         }
2358
2359         switch(pname)
2360         {
2361         case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2362                 *param = transformFeedback->name;
2363                 break;
2364         case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2365                 *param = transformFeedback->isActive();
2366                 break;
2367         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2368                 *param = transformFeedback->getBufferName(index);
2369                 break;
2370         case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2371                 *param = transformFeedback->isPaused();
2372                 break;
2373         case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2374                 if(transformFeedback->getBuffer(index))
2375                 {
2376                         *param = transformFeedback->getSize(index);
2377                         break;
2378                 }
2379                 else return false;
2380         case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2381                 if(transformFeedback->getBuffer(index))
2382                 {
2383                         *param = transformFeedback->getOffset(index);
2384                 break;
2385                 }
2386                 else return false;
2387         default:
2388                 return false;
2389         }
2390
2391         return true;
2392 }
2393
2394 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2395 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2396
2397 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2398 {
2399         const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2400
2401         switch(pname)
2402         {
2403         case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2404                 *param = uniformBuffer.get().name();
2405                 break;
2406         case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2407                 *param = uniformBuffer.getSize();
2408                 break;
2409         case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2410                 *param = uniformBuffer.getOffset();
2411                 break;
2412         default:
2413                 return false;
2414         }
2415
2416         return true;
2417 }
2418
2419 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2420 {
2421         // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2422         // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2423         // to the fact that it is stored internally as a float, and so would require conversion
2424         // if returned from Context::getIntegerv. Since this conversion is already implemented
2425         // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2426         // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2427         // application.
2428         switch(pname)
2429         {
2430         case GL_COMPRESSED_TEXTURE_FORMATS:
2431                 {
2432                         *type = GL_INT;
2433                         *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2434                 }
2435                 break;
2436         case GL_SHADER_BINARY_FORMATS:
2437                 {
2438                         *type = GL_INT;
2439                         *numParams = 0;
2440                 }
2441                 break;
2442         case GL_MAX_VERTEX_ATTRIBS:
2443         case GL_MAX_VERTEX_UNIFORM_VECTORS:
2444         case GL_MAX_VARYING_VECTORS:
2445         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2446         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2447         case GL_MAX_TEXTURE_IMAGE_UNITS:
2448         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2449         case GL_MAX_RENDERBUFFER_SIZE:
2450         case GL_NUM_SHADER_BINARY_FORMATS:
2451         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2452         case GL_ARRAY_BUFFER_BINDING:
2453         case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2454         case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2455         case GL_RENDERBUFFER_BINDING:
2456         case GL_CURRENT_PROGRAM:
2457         case GL_PACK_ALIGNMENT:
2458         case GL_UNPACK_ALIGNMENT:
2459         case GL_GENERATE_MIPMAP_HINT:
2460         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2461         case GL_RED_BITS:
2462         case GL_GREEN_BITS:
2463         case GL_BLUE_BITS:
2464         case GL_ALPHA_BITS:
2465         case GL_DEPTH_BITS:
2466         case GL_STENCIL_BITS:
2467         case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2468         case GL_CULL_FACE_MODE:
2469         case GL_FRONT_FACE:
2470         case GL_ACTIVE_TEXTURE:
2471         case GL_STENCIL_FUNC:
2472         case GL_STENCIL_VALUE_MASK:
2473         case GL_STENCIL_REF:
2474         case GL_STENCIL_FAIL:
2475         case GL_STENCIL_PASS_DEPTH_FAIL:
2476         case GL_STENCIL_PASS_DEPTH_PASS:
2477         case GL_STENCIL_BACK_FUNC:
2478         case GL_STENCIL_BACK_VALUE_MASK:
2479         case GL_STENCIL_BACK_REF:
2480         case GL_STENCIL_BACK_FAIL:
2481         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2482         case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2483         case GL_DEPTH_FUNC:
2484         case GL_BLEND_SRC_RGB:
2485         case GL_BLEND_SRC_ALPHA:
2486         case GL_BLEND_DST_RGB:
2487         case GL_BLEND_DST_ALPHA:
2488         case GL_BLEND_EQUATION_RGB:
2489         case GL_BLEND_EQUATION_ALPHA:
2490         case GL_STENCIL_WRITEMASK:
2491         case GL_STENCIL_BACK_WRITEMASK:
2492         case GL_STENCIL_CLEAR_VALUE:
2493         case GL_SUBPIXEL_BITS:
2494         case GL_MAX_TEXTURE_SIZE:
2495         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2496         case GL_SAMPLE_BUFFERS:
2497         case GL_SAMPLES:
2498         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2499         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2500         case GL_TEXTURE_BINDING_2D:
2501         case GL_TEXTURE_BINDING_CUBE_MAP:
2502         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2503         case GL_TEXTURE_BINDING_3D_OES:
2504         case GL_COPY_READ_BUFFER_BINDING:
2505         case GL_COPY_WRITE_BUFFER_BINDING:
2506         case GL_DRAW_BUFFER0:
2507         case GL_DRAW_BUFFER1:
2508         case GL_DRAW_BUFFER2:
2509         case GL_DRAW_BUFFER3:
2510         case GL_DRAW_BUFFER4:
2511         case GL_DRAW_BUFFER5:
2512         case GL_DRAW_BUFFER6:
2513         case GL_DRAW_BUFFER7:
2514         case GL_DRAW_BUFFER8:
2515         case GL_DRAW_BUFFER9:
2516         case GL_DRAW_BUFFER10:
2517         case GL_DRAW_BUFFER11:
2518         case GL_DRAW_BUFFER12:
2519         case GL_DRAW_BUFFER13:
2520         case GL_DRAW_BUFFER14:
2521         case GL_DRAW_BUFFER15:
2522         case GL_MAJOR_VERSION:
2523         case GL_MAX_3D_TEXTURE_SIZE:
2524         case GL_MAX_ARRAY_TEXTURE_LAYERS:
2525         case GL_MAX_COLOR_ATTACHMENTS:
2526         case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2527         case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2528         case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2529         case GL_MAX_DRAW_BUFFERS:
2530         case GL_MAX_ELEMENT_INDEX:
2531         case GL_MAX_ELEMENTS_INDICES:
2532         case GL_MAX_ELEMENTS_VERTICES:
2533         case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2534         case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2535         case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2536         case GL_MAX_PROGRAM_TEXEL_OFFSET:
2537         case GL_MAX_SERVER_WAIT_TIMEOUT:
2538         case GL_MAX_TEXTURE_LOD_BIAS:
2539         case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2540         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2541         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2542         case GL_MAX_UNIFORM_BLOCK_SIZE:
2543         case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2544         case GL_MAX_VARYING_COMPONENTS:
2545         case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2546         case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2547         case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2548         case GL_MIN_PROGRAM_TEXEL_OFFSET:
2549         case GL_MINOR_VERSION:
2550         case GL_NUM_EXTENSIONS:
2551         case GL_NUM_PROGRAM_BINARY_FORMATS:
2552         case GL_PACK_ROW_LENGTH:
2553         case GL_PACK_SKIP_PIXELS:
2554         case GL_PACK_SKIP_ROWS:
2555         case GL_PIXEL_PACK_BUFFER_BINDING:
2556         case GL_PIXEL_UNPACK_BUFFER_BINDING:
2557         case GL_PROGRAM_BINARY_FORMATS:
2558         case GL_READ_BUFFER:
2559         case GL_SAMPLER_BINDING:
2560         case GL_TEXTURE_BINDING_2D_ARRAY:
2561         case GL_UNIFORM_BUFFER_BINDING:
2562         case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2563         case GL_UNIFORM_BUFFER_SIZE:
2564         case GL_UNIFORM_BUFFER_START:
2565         case GL_UNPACK_IMAGE_HEIGHT:
2566         case GL_UNPACK_ROW_LENGTH:
2567         case GL_UNPACK_SKIP_IMAGES:
2568         case GL_UNPACK_SKIP_PIXELS:
2569         case GL_UNPACK_SKIP_ROWS:
2570         case GL_VERTEX_ARRAY_BINDING:
2571         case GL_TRANSFORM_FEEDBACK_BINDING:
2572         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2573                 {
2574                         *type = GL_INT;
2575                         *numParams = 1;
2576                 }
2577                 break;
2578         case GL_MAX_SAMPLES_ANGLE:
2579                 {
2580                         *type = GL_INT;
2581                         *numParams = 1;
2582                 }
2583                 break;
2584         case GL_MAX_VIEWPORT_DIMS:
2585                 {
2586                         *type = GL_INT;
2587                         *numParams = 2;
2588                 }
2589                 break;
2590         case GL_VIEWPORT:
2591         case GL_SCISSOR_BOX:
2592                 {
2593                         *type = GL_INT;
2594                         *numParams = 4;
2595                 }
2596                 break;
2597         case GL_SHADER_COMPILER:
2598         case GL_SAMPLE_COVERAGE_INVERT:
2599         case GL_DEPTH_WRITEMASK:
2600         case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
2601         case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
2602         case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2603         case GL_SAMPLE_COVERAGE:
2604         case GL_SCISSOR_TEST:
2605         case GL_STENCIL_TEST:
2606         case GL_DEPTH_TEST:
2607         case GL_BLEND:
2608         case GL_DITHER:
2609         case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2610         case GL_RASTERIZER_DISCARD:
2611         case GL_TRANSFORM_FEEDBACK_ACTIVE:
2612         case GL_TRANSFORM_FEEDBACK_PAUSED:
2613                 {
2614                         *type = GL_BOOL;
2615                         *numParams = 1;
2616                 }
2617                 break;
2618         case GL_COLOR_WRITEMASK:
2619                 {
2620                         *type = GL_BOOL;
2621                         *numParams = 4;
2622                 }
2623                 break;
2624         case GL_POLYGON_OFFSET_FACTOR:
2625         case GL_POLYGON_OFFSET_UNITS:
2626         case GL_SAMPLE_COVERAGE_VALUE:
2627         case GL_DEPTH_CLEAR_VALUE:
2628         case GL_LINE_WIDTH:
2629                 {
2630                         *type = GL_FLOAT;
2631                         *numParams = 1;
2632                 }
2633                 break;
2634         case GL_ALIASED_LINE_WIDTH_RANGE:
2635         case GL_ALIASED_POINT_SIZE_RANGE:
2636         case GL_DEPTH_RANGE:
2637                 {
2638                         *type = GL_FLOAT;
2639                         *numParams = 2;
2640                 }
2641                 break;
2642         case GL_COLOR_CLEAR_VALUE:
2643         case GL_BLEND_COLOR:
2644                 {
2645                         *type = GL_FLOAT;
2646                         *numParams = 4;
2647                 }
2648                 break;
2649         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2650                 *type = GL_FLOAT;
2651                 *numParams = 1;
2652                 break;
2653         default:
2654                 return false;
2655         }
2656
2657         return true;
2658 }
2659
2660 void Context::applyScissor(int width, int height)
2661 {
2662         if(mState.scissorTestEnabled)
2663         {
2664                 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2665                 scissor.clip(0, 0, width, height);
2666
2667                 device->setScissorRect(scissor);
2668                 device->setScissorEnable(true);
2669         }
2670         else
2671         {
2672                 device->setScissorEnable(false);
2673         }
2674 }
2675
2676 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2677 bool Context::applyRenderTarget()
2678 {
2679         Framebuffer *framebuffer = getDrawFramebuffer();
2680         int width, height, samples;
2681
2682         if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2683         {
2684                 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2685         }
2686
2687         for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2688         {
2689                 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2690                 {
2691                         egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2692                         device->setRenderTarget(i, renderTarget);
2693                         if(renderTarget) renderTarget->release();
2694                 }
2695                 else
2696                 {
2697                         device->setRenderTarget(i, nullptr);
2698                 }
2699         }
2700
2701         egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2702         device->setDepthBuffer(depthBuffer);
2703         if(depthBuffer) depthBuffer->release();
2704
2705         egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2706         device->setStencilBuffer(stencilBuffer);
2707         if(stencilBuffer) stencilBuffer->release();
2708
2709         Viewport viewport;
2710         float zNear = clamp01(mState.zNear);
2711         float zFar = clamp01(mState.zFar);
2712
2713         viewport.x0 = mState.viewportX;
2714         viewport.y0 = mState.viewportY;
2715         viewport.width = mState.viewportWidth;
2716         viewport.height = mState.viewportHeight;
2717         viewport.minZ = zNear;
2718         viewport.maxZ = zFar;
2719
2720         device->setViewport(viewport);
2721
2722         applyScissor(width, height);
2723
2724         Program *program = getCurrentProgram();
2725
2726         if(program)
2727         {
2728                 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2729                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2730                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2731                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2732         }
2733
2734         return true;
2735 }
2736
2737 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2738 void Context::applyState(GLenum drawMode)
2739 {
2740         Framebuffer *framebuffer = getDrawFramebuffer();
2741
2742         if(mState.cullFaceEnabled)
2743         {
2744                 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2745         }
2746         else
2747         {
2748                 device->setCullMode(sw::CULL_NONE);
2749         }
2750
2751         if(mDepthStateDirty)
2752         {
2753                 if(mState.depthTestEnabled)
2754                 {
2755                         device->setDepthBufferEnable(true);
2756                         device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2757                 }
2758                 else
2759                 {
2760                         device->setDepthBufferEnable(false);
2761                 }
2762
2763                 mDepthStateDirty = false;
2764         }
2765
2766         if(mBlendStateDirty)
2767         {
2768                 if(mState.blendEnabled)
2769                 {
2770                         device->setAlphaBlendEnable(true);
2771                         device->setSeparateAlphaBlendEnable(true);
2772
2773                         device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2774
2775                         device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2776                         device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2777                         device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2778
2779                         device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2780                         device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2781                         device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2782                 }
2783                 else
2784                 {
2785                         device->setAlphaBlendEnable(false);
2786                 }
2787
2788                 mBlendStateDirty = false;
2789         }
2790
2791         if(mStencilStateDirty || mFrontFaceDirty)
2792         {
2793                 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2794                 {
2795                         device->setStencilEnable(true);
2796                         device->setTwoSidedStencil(true);
2797
2798                         // get the maximum size of the stencil ref
2799                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2800                         GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2801
2802                         if(mState.frontFace == GL_CCW)
2803                         {
2804                                 device->setStencilWriteMask(mState.stencilWritemask);
2805                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2806
2807                                 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2808                                 device->setStencilMask(mState.stencilMask);
2809
2810                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2811                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2812                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2813
2814                                 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2815                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2816
2817                                 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2818                                 device->setStencilMaskCCW(mState.stencilBackMask);
2819
2820                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2821                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2822                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2823                         }
2824                         else
2825                         {
2826                                 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2827                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2828
2829                                 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2830                                 device->setStencilMaskCCW(mState.stencilMask);
2831
2832                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2833                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2834                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2835
2836                                 device->setStencilWriteMask(mState.stencilBackWritemask);
2837                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2838
2839                                 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2840                                 device->setStencilMask(mState.stencilBackMask);
2841
2842                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2843                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2844                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2845                         }
2846                 }
2847                 else
2848                 {
2849                         device->setStencilEnable(false);
2850                 }
2851
2852                 mStencilStateDirty = false;
2853                 mFrontFaceDirty = false;
2854         }
2855
2856         if(mMaskStateDirty)
2857         {
2858                 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2859                 {
2860                         device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2861                 }
2862
2863                 device->setDepthWriteEnable(mState.depthMask);
2864
2865                 mMaskStateDirty = false;
2866         }
2867
2868         if(mPolygonOffsetStateDirty)
2869         {
2870                 if(mState.polygonOffsetFillEnabled)
2871                 {
2872                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2873                         if(depthbuffer)
2874                         {
2875                                 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2876                                 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2877                                 device->setDepthBias(depthBias);
2878                         }
2879                 }
2880                 else
2881                 {
2882                         device->setSlopeDepthBias(0);
2883                         device->setDepthBias(0);
2884                 }
2885
2886                 mPolygonOffsetStateDirty = false;
2887         }
2888
2889         if(mSampleStateDirty)
2890         {
2891                 if(mState.sampleAlphaToCoverageEnabled)
2892                 {
2893                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2894                 }
2895                 else
2896                 {
2897                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2898                 }
2899
2900                 if(mState.sampleCoverageEnabled)
2901                 {
2902                         unsigned int mask = 0;
2903                         if(mState.sampleCoverageValue != 0)
2904                         {
2905                                 int width, height, samples;
2906                                 framebuffer->completeness(width, height, samples);
2907
2908                                 float threshold = 0.5f;
2909
2910                                 for(int i = 0; i < samples; i++)
2911                                 {
2912                                         mask <<= 1;
2913
2914                                         if((i + 1) * mState.sampleCoverageValue >= threshold)
2915                                         {
2916                                                 threshold += 1.0f;
2917                                                 mask |= 1;
2918                                         }
2919                                 }
2920                         }
2921
2922                         if(mState.sampleCoverageInvert)
2923                         {
2924                                 mask = ~mask;
2925                         }
2926
2927                         device->setMultiSampleMask(mask);
2928                 }
2929                 else
2930                 {
2931                         device->setMultiSampleMask(0xFFFFFFFF);
2932                 }
2933
2934                 mSampleStateDirty = false;
2935         }
2936
2937         if(mDitherStateDirty)
2938         {
2939         //      UNIMPLEMENTED();   // FIXME
2940
2941                 mDitherStateDirty = false;
2942         }
2943
2944         device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2945 }
2946
2947 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2948 {
2949         TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2950
2951         GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2952         if(err != GL_NO_ERROR)
2953         {
2954                 return err;
2955         }
2956
2957         Program *program = getCurrentProgram();
2958
2959         device->resetInputStreams(false);
2960
2961         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2962         {
2963                 if(program->getAttributeStream(i) == -1)
2964                 {
2965                         continue;
2966                 }
2967
2968                 sw::Resource *resource = attributes[i].vertexBuffer;
2969                 const void *buffer = (char*)resource->data() + attributes[i].offset;
2970
2971                 int stride = attributes[i].stride;
2972
2973                 buffer = (char*)buffer + stride * base;
2974
2975                 sw::Stream attribute(resource, buffer, stride);
2976
2977                 attribute.type = attributes[i].type;
2978                 attribute.count = attributes[i].count;
2979                 attribute.normalized = attributes[i].normalized;
2980
2981                 int stream = program->getAttributeStream(i);
2982                 device->setInputStream(stream, attribute);
2983         }
2984
2985         return GL_NO_ERROR;
2986 }
2987
2988 // Applies the indices and element array bindings
2989 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2990 {
2991         GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo);
2992
2993         if(err == GL_NO_ERROR)
2994         {
2995                 device->setIndexBuffer(indexInfo->indexBuffer);
2996         }
2997
2998         return err;
2999 }
3000
3001 // Applies the shaders and shader constants
3002 void Context::applyShaders()
3003 {
3004         Program *programObject = getCurrentProgram();
3005         sw::VertexShader *vertexShader = programObject->getVertexShader();
3006         sw::PixelShader *pixelShader = programObject->getPixelShader();
3007
3008         device->setVertexShader(vertexShader);
3009         device->setPixelShader(pixelShader);
3010
3011         if(programObject->getSerial() != mAppliedProgramSerial)
3012         {
3013                 programObject->dirtyAllUniforms();
3014                 mAppliedProgramSerial = programObject->getSerial();
3015         }
3016
3017         programObject->applyTransformFeedback(getTransformFeedback());
3018         programObject->applyUniformBuffers(mState.uniformBuffers);
3019         programObject->applyUniforms();
3020 }
3021
3022 void Context::applyTextures()
3023 {
3024         applyTextures(sw::SAMPLER_PIXEL);
3025         applyTextures(sw::SAMPLER_VERTEX);
3026 }
3027
3028 void Context::applyTextures(sw::SamplerType samplerType)
3029 {
3030         Program *programObject = getCurrentProgram();
3031
3032         int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS;   // Range of samplers of given sampler type
3033
3034         for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3035         {
3036                 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex);   // OpenGL texture image unit index
3037
3038                 if(textureUnit != -1)
3039                 {
3040                         TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3041
3042                         Texture *texture = getSamplerTexture(textureUnit, textureType);
3043
3044                         if(texture->isSamplerComplete())
3045                         {
3046                                 GLenum wrapS, wrapT, wrapR, minFilter, magFilter;
3047                                 GLfloat minLOD, maxLOD;
3048
3049                                 Sampler *samplerObject = mState.sampler[textureUnit];
3050                                 if(samplerObject)
3051                                 {
3052                                         wrapS = samplerObject->getWrapS();
3053                                         wrapT = samplerObject->getWrapT();
3054                                         wrapR = samplerObject->getWrapR();
3055                                         minFilter = samplerObject->getMinFilter();
3056                                         magFilter = samplerObject->getMagFilter();
3057                                         minLOD = samplerObject->getMinLod();
3058                                         maxLOD = samplerObject->getMaxLod();
3059                                 }
3060                                 else
3061                                 {
3062                                         wrapS = texture->getWrapS();
3063                                         wrapT = texture->getWrapT();
3064                                         wrapR = texture->getWrapR();
3065                                         minFilter = texture->getMinFilter();
3066                                         magFilter = texture->getMagFilter();
3067                                         minLOD = texture->getMinLOD();
3068                                         maxLOD = texture->getMaxLOD();
3069                                 }
3070                                 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3071
3072                                 GLint baseLevel = texture->getBaseLevel();
3073                                 GLint maxLevel = texture->getMaxLevel();
3074                                 GLenum swizzleR = texture->getSwizzleR();
3075                                 GLenum swizzleG = texture->getSwizzleG();
3076                                 GLenum swizzleB = texture->getSwizzleB();
3077                                 GLenum swizzleA = texture->getSwizzleA();
3078
3079                                 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3080                                 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3081                                 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3082                                 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3083                                 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3084                                 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3085                                 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3086                                 device->setMinLod(samplerType, samplerIndex, minLOD);
3087                                 device->setMaxLod(samplerType, samplerIndex, maxLOD);
3088                                 device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3089                                 device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3090
3091                                 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3092                                 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3093                                 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3094
3095                                 applyTexture(samplerType, samplerIndex, texture);
3096                         }
3097                         else
3098                         {
3099                                 applyTexture(samplerType, samplerIndex, nullptr);
3100                         }
3101                 }
3102                 else
3103                 {
3104                         applyTexture(samplerType, samplerIndex, nullptr);
3105                 }
3106         }
3107 }
3108
3109 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3110 {
3111         Program *program = getCurrentProgram();
3112         int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3113         bool textureUsed = false;
3114
3115         if(type == sw::SAMPLER_PIXEL)
3116         {
3117                 textureUsed = program->getPixelShader()->usesSampler(index);
3118         }
3119         else if(type == sw::SAMPLER_VERTEX)
3120         {
3121                 textureUsed = program->getVertexShader()->usesSampler(index);
3122         }
3123         else UNREACHABLE(type);
3124
3125         sw::Resource *resource = 0;
3126
3127         if(baseTexture && textureUsed)
3128         {
3129                 resource = baseTexture->getResource();
3130         }
3131
3132         device->setTextureResource(sampler, resource);
3133
3134         if(baseTexture && textureUsed)
3135         {
3136                 int levelCount = baseTexture->getLevelCount();
3137
3138                 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
3139                 {
3140                         Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3141
3142                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3143                         {
3144                                 int surfaceLevel = mipmapLevel;
3145
3146                                 if(surfaceLevel < 0)
3147                                 {
3148                                         surfaceLevel = 0;
3149                                 }
3150                                 else if(surfaceLevel >= levelCount)
3151                                 {
3152                                         surfaceLevel = levelCount - 1;
3153                                 }
3154
3155                                 egl::Image *surface = texture->getImage(surfaceLevel);
3156                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3157                         }
3158                 }
3159                 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES)
3160                 {
3161                         Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3162
3163                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3164                         {
3165                                 int surfaceLevel = mipmapLevel;
3166
3167                                 if(surfaceLevel < 0)
3168                                 {
3169                                         surfaceLevel = 0;
3170                                 }
3171                                 else if(surfaceLevel >= levelCount)
3172                                 {
3173                                         surfaceLevel = levelCount - 1;
3174                                 }
3175
3176                                 egl::Image *surface = texture->getImage(surfaceLevel);
3177                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3178                         }
3179                 }
3180                 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY)
3181                 {
3182                         Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3183
3184                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3185                         {
3186                                 int surfaceLevel = mipmapLevel;
3187
3188                                 if(surfaceLevel < 0)
3189                                 {
3190                                         surfaceLevel = 0;
3191                                 }
3192                                 else if(surfaceLevel >= levelCount)
3193                                 {
3194                                         surfaceLevel = levelCount - 1;
3195                                 }
3196
3197                                 egl::Image *surface = texture->getImage(surfaceLevel);
3198                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3199                         }
3200                 }
3201                 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP)
3202                 {
3203                         for(int face = 0; face < 6; face++)
3204                         {
3205                                 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3206
3207                                 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3208                                 {
3209                                         int surfaceLevel = mipmapLevel;
3210
3211                                         if(surfaceLevel < 0)
3212                                         {
3213                                                 surfaceLevel = 0;
3214                                         }
3215                                         else if(surfaceLevel >= levelCount)
3216                                         {
3217                                                 surfaceLevel = levelCount - 1;
3218                                         }
3219
3220                                         egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3221                                         device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3222                                 }
3223                         }
3224                 }
3225                 else UNIMPLEMENTED();
3226         }
3227         else
3228         {
3229                 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3230         }
3231 }
3232
3233 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3234 {
3235         Framebuffer *framebuffer = getReadFramebuffer();
3236         int framebufferWidth, framebufferHeight, framebufferSamples;
3237
3238         if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3239         {
3240                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3241         }
3242
3243         if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3244         {
3245                 return error(GL_INVALID_OPERATION);
3246         }
3247
3248         GLenum readFormat = GL_NONE;
3249         GLenum readType = GL_NONE;
3250         switch(format)
3251         {
3252         case GL_DEPTH_COMPONENT:
3253                 readFormat = framebuffer->getDepthReadFormat();
3254                 readType = framebuffer->getDepthReadType();
3255                 break;
3256         default:
3257                 readFormat = framebuffer->getImplementationColorReadFormat();
3258                 readType = framebuffer->getImplementationColorReadType();
3259                 break;
3260         }
3261
3262         if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion))
3263         {
3264                 return error(GL_INVALID_OPERATION);
3265         }
3266
3267         GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width;
3268         GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment);
3269         GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight;
3270         pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3271         pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels);
3272
3273         // Sized query sanity check
3274         if(bufSize)
3275         {
3276                 int requiredSize = outputPitch * height;
3277                 if(requiredSize > *bufSize)
3278                 {
3279                         return error(GL_INVALID_OPERATION);
3280                 }
3281         }
3282
3283         egl::Image *renderTarget = nullptr;
3284         switch(format)
3285         {
3286         case GL_DEPTH_COMPONENT:
3287                 renderTarget = framebuffer->getDepthBuffer();
3288                 break;
3289         default:
3290                 renderTarget = framebuffer->getReadRenderTarget();
3291                 break;
3292         }
3293
3294         if(!renderTarget)
3295         {
3296                 return error(GL_INVALID_OPERATION);
3297         }
3298
3299         sw::Rect rect = {x, y, x + width, y + height};
3300         sw::Rect dstRect = { 0, 0, width, height };
3301         rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
3302
3303         sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3304         sw::SliceRect sliceRect(rect);
3305         sw::SliceRect dstSliceRect(dstRect);
3306         device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false);
3307
3308         renderTarget->release();
3309 }
3310
3311 void Context::clear(GLbitfield mask)
3312 {
3313         if(mState.rasterizerDiscardEnabled)
3314         {
3315                 return;
3316         }
3317
3318         Framebuffer *framebuffer = getDrawFramebuffer();
3319
3320         if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3321         {
3322                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3323         }
3324
3325         if(!applyRenderTarget())
3326         {
3327                 return;
3328         }
3329
3330         if(mask & GL_COLOR_BUFFER_BIT)
3331         {
3332                 unsigned int rgbaMask = getColorMask();
3333
3334                 if(rgbaMask != 0)
3335                 {
3336                         device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3337                 }
3338         }
3339
3340         if(mask & GL_DEPTH_BUFFER_BIT)
3341         {
3342                 if(mState.depthMask != 0)
3343                 {
3344                         float depth = clamp01(mState.depthClearValue);
3345                         device->clearDepth(depth);
3346                 }
3347         }
3348
3349         if(mask & GL_STENCIL_BUFFER_BIT)
3350         {
3351                 if(mState.stencilWritemask != 0)
3352                 {
3353                         int stencil = mState.stencilClearValue & 0x000000FF;
3354                         device->clearStencil(stencil, mState.stencilWritemask);
3355                 }
3356         }
3357 }
3358
3359 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3360 {
3361         unsigned int rgbaMask = getColorMask();
3362         if(rgbaMask && !mState.rasterizerDiscardEnabled)
3363         {
3364                 Framebuffer *framebuffer = getDrawFramebuffer();
3365                 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3366
3367                 if(colorbuffer)
3368                 {
3369                         sw::SliceRect clearRect = colorbuffer->getRect();
3370
3371                         if(mState.scissorTestEnabled)
3372                         {
3373                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3374                         }
3375
3376                         device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3377
3378                         colorbuffer->release();
3379                 }
3380         }
3381 }
3382
3383 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3384 {
3385         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3386 }
3387
3388 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3389 {
3390         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3391 }
3392
3393 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3394 {
3395         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3396 }
3397
3398 void Context::clearDepthBuffer(const GLfloat value)
3399 {
3400         if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3401         {
3402                 Framebuffer *framebuffer = getDrawFramebuffer();
3403                 egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3404
3405                 if(depthbuffer)
3406                 {
3407                         float depth = clamp01(value);
3408                         sw::SliceRect clearRect = depthbuffer->getRect();
3409
3410                         if(mState.scissorTestEnabled)
3411                         {
3412                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3413                         }
3414
3415                         depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3416
3417                         depthbuffer->release();
3418                 }
3419         }
3420 }
3421
3422 void Context::clearStencilBuffer(const GLint value)
3423 {
3424         if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3425         {
3426                 Framebuffer *framebuffer = getDrawFramebuffer();
3427                 egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3428
3429                 if(stencilbuffer)
3430                 {
3431                         unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3432                         sw::SliceRect clearRect = stencilbuffer->getRect();
3433
3434                         if(mState.scissorTestEnabled)
3435                         {
3436                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3437                         }
3438
3439                         stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3440
3441                         stencilbuffer->release();
3442                 }
3443         }
3444 }
3445
3446 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3447 {
3448         if(!mState.currentProgram)
3449         {
3450                 return error(GL_INVALID_OPERATION);
3451         }
3452
3453         sw::DrawType primitiveType;
3454         int primitiveCount;
3455         int verticesPerPrimitive;
3456
3457         if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3458                 return error(GL_INVALID_ENUM);
3459
3460         if(primitiveCount <= 0)
3461         {
3462                 return;
3463         }
3464
3465         if(!applyRenderTarget())
3466         {
3467                 return;
3468         }
3469
3470         applyState(mode);
3471
3472         for(int i = 0; i < instanceCount; ++i)
3473         {
3474                 device->setInstanceID(i);
3475
3476                 GLenum err = applyVertexBuffer(0, first, count, i);
3477                 if(err != GL_NO_ERROR)
3478                 {
3479                         return error(err);
3480                 }
3481
3482                 applyShaders();
3483                 applyTextures();
3484
3485                 if(!getCurrentProgram()->validateSamplers(false))
3486                 {
3487                         return error(GL_INVALID_OPERATION);
3488                 }
3489
3490                 TransformFeedback* transformFeedback = getTransformFeedback();
3491                 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3492                 {
3493                         device->drawPrimitive(primitiveType, primitiveCount);
3494                 }
3495                 if(transformFeedback)
3496                 {
3497                         transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3498                 }
3499         }
3500 }
3501
3502 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3503 {
3504         if(!mState.currentProgram)
3505         {
3506                 return error(GL_INVALID_OPERATION);
3507         }
3508
3509         if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3510         {
3511                 return error(GL_INVALID_OPERATION);
3512         }
3513
3514         sw::DrawType primitiveType;
3515         int primitiveCount;
3516         int verticesPerPrimitive;
3517
3518         if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3519                 return error(GL_INVALID_ENUM);
3520
3521         if(primitiveCount <= 0)
3522         {
3523                 return;
3524         }
3525
3526         if(!applyRenderTarget())
3527         {
3528                 return;
3529         }
3530
3531         applyState(mode);
3532
3533         for(int i = 0; i < instanceCount; ++i)
3534         {
3535                 device->setInstanceID(i);
3536
3537                 TranslatedIndexData indexInfo;
3538                 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3539                 if(err != GL_NO_ERROR)
3540                 {
3541                         return error(err);
3542                 }
3543
3544                 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3545                 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3546                 if(err != GL_NO_ERROR)
3547                 {
3548                         return error(err);
3549                 }
3550
3551                 applyShaders();
3552                 applyTextures();
3553
3554                 if(!getCurrentProgram()->validateSamplers(false))
3555                 {
3556                         return error(GL_INVALID_OPERATION);
3557                 }
3558
3559                 TransformFeedback* transformFeedback = getTransformFeedback();
3560                 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3561                 {
3562                         device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount);
3563                 }
3564                 if(transformFeedback)
3565                 {
3566                         transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3567                 }
3568         }
3569 }
3570
3571 void Context::finish()
3572 {
3573         device->finish();
3574 }
3575
3576 void Context::flush()
3577 {
3578         // We don't queue anything without processing it as fast as possible
3579 }
3580
3581 void Context::recordInvalidEnum()
3582 {
3583         mInvalidEnum = true;
3584 }
3585
3586 void Context::recordInvalidValue()
3587 {
3588         mInvalidValue = true;
3589 }
3590
3591 void Context::recordInvalidOperation()
3592 {
3593         mInvalidOperation = true;
3594 }
3595
3596 void Context::recordOutOfMemory()
3597 {
3598         mOutOfMemory = true;
3599 }
3600
3601 void Context::recordInvalidFramebufferOperation()
3602 {
3603         mInvalidFramebufferOperation = true;
3604 }
3605
3606 // Get one of the recorded errors and clear its flag, if any.
3607 // [OpenGL ES 2.0.24] section 2.5 page 13.
3608 GLenum Context::getError()
3609 {
3610         if(mInvalidEnum)
3611         {
3612                 mInvalidEnum = false;
3613
3614                 return GL_INVALID_ENUM;
3615         }
3616
3617         if(mInvalidValue)
3618         {
3619                 mInvalidValue = false;
3620
3621                 return GL_INVALID_VALUE;
3622         }
3623
3624         if(mInvalidOperation)
3625         {
3626                 mInvalidOperation = false;
3627
3628                 return GL_INVALID_OPERATION;
3629         }
3630
3631         if(mOutOfMemory)
3632         {
3633                 mOutOfMemory = false;
3634
3635                 return GL_OUT_OF_MEMORY;
3636         }
3637
3638         if(mInvalidFramebufferOperation)
3639         {
3640                 mInvalidFramebufferOperation = false;
3641
3642                 return GL_INVALID_FRAMEBUFFER_OPERATION;
3643         }
3644
3645         return GL_NO_ERROR;
3646 }
3647
3648 int Context::getSupportedMultisampleCount(int requested)
3649 {
3650         int supported = 0;
3651
3652         for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3653         {
3654                 if(supported >= requested)
3655                 {
3656                         return supported;
3657                 }
3658
3659                 supported = multisampleCount[i];
3660         }
3661
3662         return supported;
3663 }
3664
3665 void Context::detachBuffer(GLuint buffer)
3666 {
3667         // [OpenGL ES 2.0.24] section 2.9 page 22:
3668         // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3669         // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3670
3671         if(mState.copyReadBuffer.name() == buffer)
3672         {
3673                 mState.copyReadBuffer = nullptr;
3674         }
3675
3676         if(mState.copyWriteBuffer.name() == buffer)
3677         {
3678                 mState.copyWriteBuffer = nullptr;
3679         }
3680
3681         if(mState.pixelPackBuffer.name() == buffer)
3682         {
3683                 mState.pixelPackBuffer = nullptr;
3684         }
3685
3686         if(mState.pixelUnpackBuffer.name() == buffer)
3687         {
3688                 mState.pixelUnpackBuffer = nullptr;
3689         }
3690
3691         if(mState.genericUniformBuffer.name() == buffer)
3692         {
3693                 mState.genericUniformBuffer = nullptr;
3694         }
3695
3696         if(getArrayBufferName() == buffer)
3697         {
3698                 mState.arrayBuffer = nullptr;
3699         }
3700
3701         // Only detach from the current transform feedback
3702         TransformFeedback* currentTransformFeedback = getTransformFeedback();
3703         if(currentTransformFeedback)
3704         {
3705                 currentTransformFeedback->detachBuffer(buffer);
3706         }
3707
3708         // Only detach from the current vertex array
3709         VertexArray* currentVertexArray = getCurrentVertexArray();
3710         if(currentVertexArray)
3711         {
3712                 currentVertexArray->detachBuffer(buffer);
3713         }
3714
3715         for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3716         {
3717                 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3718                 {
3719                         mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3720                 }
3721         }
3722 }
3723
3724 void Context::detachTexture(GLuint texture)
3725 {
3726         // [OpenGL ES 2.0.24] section 3.8 page 84:
3727         // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3728         // rebound to texture object zero
3729
3730         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3731         {
3732                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3733                 {
3734                         if(mState.samplerTexture[type][sampler].name() == texture)
3735                         {
3736                                 mState.samplerTexture[type][sampler] = nullptr;
3737                         }
3738                 }
3739         }
3740
3741         // [OpenGL ES 2.0.24] section 4.4 page 112:
3742         // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3743         // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3744         // image was attached in the currently bound framebuffer.
3745
3746         Framebuffer *readFramebuffer = getReadFramebuffer();
3747         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3748
3749         if(readFramebuffer)
3750         {
3751                 readFramebuffer->detachTexture(texture);
3752         }
3753
3754         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3755         {
3756                 drawFramebuffer->detachTexture(texture);
3757         }
3758 }
3759
3760 void Context::detachFramebuffer(GLuint framebuffer)
3761 {
3762         // [OpenGL ES 2.0.24] section 4.4 page 107:
3763         // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3764         // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3765
3766         if(mState.readFramebuffer == framebuffer)
3767         {
3768                 bindReadFramebuffer(0);
3769         }
3770
3771         if(mState.drawFramebuffer == framebuffer)
3772         {
3773                 bindDrawFramebuffer(0);
3774         }
3775 }
3776
3777 void Context::detachRenderbuffer(GLuint renderbuffer)
3778 {
3779         // [OpenGL ES 2.0.24] section 4.4 page 109:
3780         // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3781         // had been executed with the target RENDERBUFFER and name of zero.
3782
3783         if(mState.renderbuffer.name() == renderbuffer)
3784         {
3785                 bindRenderbuffer(0);
3786         }
3787
3788         // [OpenGL ES 2.0.24] section 4.4 page 111:
3789         // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3790         // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3791         // point to which this image was attached in the currently bound framebuffer.
3792
3793         Framebuffer *readFramebuffer = getReadFramebuffer();
3794         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3795
3796         if(readFramebuffer)
3797         {
3798                 readFramebuffer->detachRenderbuffer(renderbuffer);
3799         }
3800
3801         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3802         {
3803                 drawFramebuffer->detachRenderbuffer(renderbuffer);
3804         }
3805 }
3806
3807 void Context::detachSampler(GLuint sampler)
3808 {
3809         // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3810         // If a sampler object that is currently bound to one or more texture units is
3811         // deleted, it is as though BindSampler is called once for each texture unit to
3812         // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3813         for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3814         {
3815                 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3816                 if(samplerBinding.name() == sampler)
3817                 {
3818                         samplerBinding = nullptr;
3819                 }
3820         }
3821 }
3822
3823 bool Context::cullSkipsDraw(GLenum drawMode)
3824 {
3825         return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3826 }
3827
3828 bool Context::isTriangleMode(GLenum drawMode)
3829 {
3830         switch(drawMode)
3831         {
3832         case GL_TRIANGLES:
3833         case GL_TRIANGLE_FAN:
3834         case GL_TRIANGLE_STRIP:
3835                 return true;
3836         case GL_POINTS:
3837         case GL_LINES:
3838         case GL_LINE_LOOP:
3839         case GL_LINE_STRIP:
3840                 return false;
3841         default: UNREACHABLE(drawMode);
3842         }
3843
3844         return false;
3845 }
3846
3847 void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3848 {
3849         ASSERT(index < MAX_VERTEX_ATTRIBS);
3850
3851         mState.vertexAttribute[index].setCurrentValue(values);
3852
3853         mVertexDataManager->dirtyCurrentValue(index);
3854 }
3855
3856 void Context::setVertexAttrib(GLuint index, const GLint *values)
3857 {
3858         ASSERT(index < MAX_VERTEX_ATTRIBS);
3859
3860         mState.vertexAttribute[index].setCurrentValue(values);
3861
3862         mVertexDataManager->dirtyCurrentValue(index);
3863 }
3864
3865 void Context::setVertexAttrib(GLuint index, const GLuint *values)
3866 {
3867         ASSERT(index < MAX_VERTEX_ATTRIBS);
3868
3869         mState.vertexAttribute[index].setCurrentValue(values);
3870
3871         mVertexDataManager->dirtyCurrentValue(index);
3872 }
3873
3874 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3875                               GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3876                               GLbitfield mask, bool filter)
3877 {
3878         Framebuffer *readFramebuffer = getReadFramebuffer();
3879         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3880
3881         int readBufferWidth, readBufferHeight, readBufferSamples;
3882         int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3883
3884         if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3885            !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3886         {
3887                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3888         }
3889
3890         if(drawBufferSamples > 1)
3891         {
3892                 return error(GL_INVALID_OPERATION);
3893         }
3894
3895         sw::SliceRect sourceRect;
3896         sw::SliceRect destRect;
3897         bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3898         bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3899
3900         if(srcX0 < srcX1)
3901         {
3902                 sourceRect.x0 = srcX0;
3903                 sourceRect.x1 = srcX1;
3904         }
3905         else
3906         {
3907                 sourceRect.x0 = srcX1;
3908                 sourceRect.x1 = srcX0;
3909         }
3910
3911         if(dstX0 < dstX1)
3912         {
3913                 destRect.x0 = dstX0;
3914                 destRect.x1 = dstX1;
3915         }
3916         else
3917         {
3918                 destRect.x0 = dstX1;
3919                 destRect.x1 = dstX0;
3920         }
3921
3922         if(srcY0 < srcY1)
3923         {
3924                 sourceRect.y0 = srcY0;
3925                 sourceRect.y1 = srcY1;
3926         }
3927         else
3928         {
3929                 sourceRect.y0 = srcY1;
3930                 sourceRect.y1 = srcY0;
3931         }
3932
3933         if(dstY0 < dstY1)
3934         {
3935                 destRect.y0 = dstY0;
3936                 destRect.y1 = dstY1;
3937         }
3938         else
3939         {
3940                 destRect.y0 = dstY1;
3941                 destRect.y1 = dstY0;
3942         }
3943
3944         sw::Rect sourceScissoredRect = sourceRect;
3945         sw::Rect destScissoredRect = destRect;
3946
3947         if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test
3948         {
3949                 if(destRect.x0 < mState.scissorX)
3950                 {
3951                         int xDiff = mState.scissorX - destRect.x0;
3952                         destScissoredRect.x0 = mState.scissorX;
3953                         sourceScissoredRect.x0 += xDiff;
3954                 }
3955
3956                 if(destRect.x1 > mState.scissorX + mState.scissorWidth)
3957                 {
3958                         int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth);
3959                         destScissoredRect.x1 = mState.scissorX + mState.scissorWidth;
3960                         sourceScissoredRect.x1 -= xDiff;
3961                 }
3962
3963                 if(destRect.y0 < mState.scissorY)
3964                 {
3965                         int yDiff = mState.scissorY - destRect.y0;
3966                         destScissoredRect.y0 = mState.scissorY;
3967                         sourceScissoredRect.y0 += yDiff;
3968                 }
3969
3970                 if(destRect.y1 > mState.scissorY + mState.scissorHeight)
3971                 {
3972                         int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight);
3973                         destScissoredRect.y1 = mState.scissorY + mState.scissorHeight;
3974                         sourceScissoredRect.y1 -= yDiff;
3975                 }
3976         }
3977
3978         sw::Rect sourceTrimmedRect = sourceScissoredRect;
3979         sw::Rect destTrimmedRect = destScissoredRect;
3980
3981         // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3982         // the actual draw and read surfaces.
3983         if(sourceTrimmedRect.x0 < 0)
3984         {
3985                 int xDiff = 0 - sourceTrimmedRect.x0;
3986                 sourceTrimmedRect.x0 = 0;
3987                 destTrimmedRect.x0 += xDiff;
3988         }
3989
3990         if(sourceTrimmedRect.x1 > readBufferWidth)
3991         {
3992                 int xDiff = sourceTrimmedRect.x1 - readBufferWidth;
3993                 sourceTrimmedRect.x1 = readBufferWidth;
3994                 destTrimmedRect.x1 -= xDiff;
3995         }
3996
3997         if(sourceTrimmedRect.y0 < 0)
3998         {
3999                 int yDiff = 0 - sourceTrimmedRect.y0;
4000                 sourceTrimmedRect.y0 = 0;
4001                 destTrimmedRect.y0 += yDiff;
4002         }
4003
4004         if(sourceTrimmedRect.y1 > readBufferHeight)
4005         {
4006                 int yDiff = sourceTrimmedRect.y1 - readBufferHeight;
4007                 sourceTrimmedRect.y1 = readBufferHeight;
4008                 destTrimmedRect.y1 -= yDiff;
4009         }
4010
4011         if(destTrimmedRect.x0 < 0)
4012         {
4013                 int xDiff = 0 - destTrimmedRect.x0;
4014                 destTrimmedRect.x0 = 0;
4015                 sourceTrimmedRect.x0 += xDiff;
4016         }
4017
4018         if(destTrimmedRect.x1 > drawBufferWidth)
4019         {
4020                 int xDiff = destTrimmedRect.x1 - drawBufferWidth;
4021                 destTrimmedRect.x1 = drawBufferWidth;
4022                 sourceTrimmedRect.x1 -= xDiff;
4023         }
4024
4025         if(destTrimmedRect.y0 < 0)
4026         {
4027                 int yDiff = 0 - destTrimmedRect.y0;
4028                 destTrimmedRect.y0 = 0;
4029                 sourceTrimmedRect.y0 += yDiff;
4030         }
4031
4032         if(destTrimmedRect.y1 > drawBufferHeight)
4033         {
4034                 int yDiff = destTrimmedRect.y1 - drawBufferHeight;
4035                 destTrimmedRect.y1 = drawBufferHeight;
4036                 sourceTrimmedRect.y1 -= yDiff;
4037         }
4038
4039         bool partialBufferCopy = false;
4040
4041         if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4042            sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4043            destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4044            destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4045            sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4046         {
4047                 partialBufferCopy = true;
4048         }
4049
4050         bool blitRenderTarget = false;
4051         bool blitDepthStencil = false;
4052
4053         if(mask & GL_COLOR_BUFFER_BIT)
4054         {
4055                 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex());
4056                 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4057                 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4058                 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4059                 if(!validReadType || !validDrawType)
4060                 {
4061                         return error(GL_INVALID_OPERATION);
4062                 }
4063
4064                 if(partialBufferCopy && readBufferSamples > 1)
4065                 {
4066                         return error(GL_INVALID_OPERATION);
4067                 }
4068
4069                 blitRenderTarget = true;
4070         }
4071
4072         if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4073         {
4074                 Renderbuffer *readDSBuffer = nullptr;
4075                 Renderbuffer *drawDSBuffer = nullptr;
4076
4077                 if(mask & GL_DEPTH_BUFFER_BIT)
4078                 {
4079                         if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4080                         {
4081                                 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType())
4082                                 {
4083                                         return error(GL_INVALID_OPERATION);
4084                                 }
4085
4086                                 blitDepthStencil = true;
4087                                 readDSBuffer = readFramebuffer->getDepthbuffer();
4088                                 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4089                         }
4090                 }
4091
4092                 if(mask & GL_STENCIL_BUFFER_BIT)
4093                 {
4094                         if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4095                         {
4096                                 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType())
4097                                 {
4098                                         return error(GL_INVALID_OPERATION);
4099                                 }
4100
4101                                 blitDepthStencil = true;
4102                                 readDSBuffer = readFramebuffer->getStencilbuffer();
4103                                 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4104                         }
4105                 }
4106
4107                 if(partialBufferCopy)
4108                 {
4109                         ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
4110                         return error(GL_INVALID_OPERATION);   // Only whole-buffer copies are permitted
4111                 }
4112
4113                 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4114                    (readDSBuffer && readDSBuffer->getSamples() > 1))
4115                 {
4116                         return error(GL_INVALID_OPERATION);
4117                 }
4118         }
4119
4120         if(blitRenderTarget || blitDepthStencil)
4121         {
4122                 if(blitRenderTarget)
4123                 {
4124                         egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4125                         egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4126
4127                         if(flipX)
4128                         {
4129                                 swap(destRect.x0, destRect.x1);
4130                         }
4131                         if(flipy)
4132                         {
4133                                 swap(destRect.y0, destRect.y1);
4134                         }
4135
4136                         bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, filter);
4137
4138                         readRenderTarget->release();
4139                         drawRenderTarget->release();
4140
4141                         if(!success)
4142                         {
4143                                 ERR("BlitFramebuffer failed.");
4144                                 return;
4145                         }
4146                 }
4147
4148                 if(blitDepthStencil)
4149                 {
4150                         bool success = device->stretchRect(readFramebuffer->getDepthBuffer(), nullptr, drawFramebuffer->getDepthBuffer(), nullptr, false);
4151
4152                         if(!success)
4153                         {
4154                                 ERR("BlitFramebuffer failed.");
4155                                 return;
4156                         }
4157                 }
4158         }
4159 }
4160
4161 void Context::bindTexImage(egl::Surface *surface)
4162 {
4163         es2::Texture2D *textureObject = getTexture2D();
4164
4165         if(textureObject)
4166         {
4167                 textureObject->bindTexImage(surface);
4168         }
4169 }
4170
4171 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4172 {
4173         GLenum textureTarget = GL_NONE;
4174
4175         switch(target)
4176         {
4177         case EGL_GL_TEXTURE_2D_KHR:
4178                 textureTarget = GL_TEXTURE_2D;
4179                 break;
4180         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4181         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4182         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4183         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4184         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4185         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4186                 textureTarget = GL_TEXTURE_CUBE_MAP;
4187                 break;
4188         case EGL_GL_RENDERBUFFER_KHR:
4189                 break;
4190         default:
4191                 return EGL_BAD_PARAMETER;
4192         }
4193
4194         if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4195         {
4196                 return EGL_BAD_MATCH;
4197         }
4198
4199         if(textureTarget != GL_NONE)
4200         {
4201                 es2::Texture *texture = getTexture(name);
4202
4203                 if(!texture || texture->getTarget() != textureTarget)
4204                 {
4205                         return EGL_BAD_PARAMETER;
4206                 }
4207
4208                 if(texture->isShared(textureTarget, textureLevel))   // Bound to an EGLSurface or already an EGLImage sibling
4209                 {
4210                         return EGL_BAD_ACCESS;
4211                 }
4212
4213                 if(textureLevel != 0 && !texture->isSamplerComplete())
4214                 {
4215                         return EGL_BAD_PARAMETER;
4216                 }
4217
4218                 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1))
4219                 {
4220                         return EGL_BAD_PARAMETER;
4221                 }
4222         }
4223         else if(target == EGL_GL_RENDERBUFFER_KHR)
4224         {
4225                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4226
4227                 if(!renderbuffer)
4228                 {
4229                         return EGL_BAD_PARAMETER;
4230                 }
4231
4232                 if(renderbuffer->isShared())   // Already an EGLImage sibling
4233                 {
4234                         return EGL_BAD_ACCESS;
4235                 }
4236         }
4237         else UNREACHABLE(target);
4238
4239         return EGL_SUCCESS;
4240 }
4241
4242 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4243 {
4244         GLenum textureTarget = GL_NONE;
4245
4246         switch(target)
4247         {
4248         case EGL_GL_TEXTURE_2D_KHR:                  textureTarget = GL_TEXTURE_2D;                  break;
4249         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4250         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4251         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4252         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4253         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4254         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4255         }
4256
4257         if(textureTarget != GL_NONE)
4258         {
4259                 es2::Texture *texture = getTexture(name);
4260
4261                 return texture->createSharedImage(textureTarget, textureLevel);
4262         }
4263         else if(target == EGL_GL_RENDERBUFFER_KHR)
4264         {
4265                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4266
4267                 return renderbuffer->createSharedImage();
4268         }
4269         else UNREACHABLE(target);
4270
4271         return nullptr;
4272 }
4273
4274 egl::Image *Context::getSharedImage(GLeglImageOES image)
4275 {
4276         return display->getSharedImage(image);
4277 }
4278
4279 Device *Context::getDevice()
4280 {
4281         return device;
4282 }
4283
4284 const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const
4285 {
4286         // Keep list sorted in following order:
4287         // OES extensions
4288         // EXT extensions
4289         // Vendor extensions
4290         static const GLubyte* extensions[] = {
4291                 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture",
4292                 (const GLubyte*)"GL_OES_depth24",
4293                 (const GLubyte*)"GL_OES_depth32",
4294                 (const GLubyte*)"GL_OES_depth_texture",
4295                 (const GLubyte*)"GL_OES_depth_texture_cube_map",
4296                 (const GLubyte*)"GL_OES_EGL_image",
4297                 (const GLubyte*)"GL_OES_EGL_image_external",
4298                 (const GLubyte*)"GL_OES_EGL_sync",
4299                 (const GLubyte*)"GL_OES_element_index_uint",
4300                 (const GLubyte*)"GL_OES_framebuffer_object",
4301                 (const GLubyte*)"GL_OES_packed_depth_stencil",
4302                 (const GLubyte*)"GL_OES_rgb8_rgba8",
4303                 (const GLubyte*)"GL_OES_standard_derivatives",
4304                 (const GLubyte*)"GL_OES_texture_float",
4305                 (const GLubyte*)"GL_OES_texture_float_linear",
4306                 (const GLubyte*)"GL_OES_texture_half_float",
4307                 (const GLubyte*)"GL_OES_texture_half_float_linear",
4308                 (const GLubyte*)"GL_OES_texture_npot",
4309                 (const GLubyte*)"GL_OES_texture_3D",
4310                 (const GLubyte*)"GL_EXT_blend_minmax",
4311                 (const GLubyte*)"GL_EXT_color_buffer_half_float",
4312                 (const GLubyte*)"GL_EXT_draw_buffers",
4313                 (const GLubyte*)"GL_EXT_occlusion_query_boolean",
4314                 (const GLubyte*)"GL_EXT_read_format_bgra",
4315 #if (S3TC_SUPPORT)
4316                 (const GLubyte*)"GL_EXT_texture_compression_dxt1",
4317 #endif
4318                 (const GLubyte*)"GL_EXT_texture_filter_anisotropic",
4319                 (const GLubyte*)"GL_EXT_texture_format_BGRA8888",
4320                 (const GLubyte*)"GL_ANGLE_framebuffer_blit",
4321                 (const GLubyte*)"GL_NV_framebuffer_blit",
4322                 (const GLubyte*)"GL_ANGLE_framebuffer_multisample",
4323 #if (S3TC_SUPPORT)
4324                 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3",
4325                 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5",
4326 #endif
4327                 (const GLubyte*)"GL_NV_fence",
4328                 (const GLubyte*)"GL_NV_read_depth",
4329                 (const GLubyte*)"GL_EXT_instanced_arrays",
4330                 (const GLubyte*)"GL_ANGLE_instanced_arrays",
4331         };
4332         static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions);
4333
4334         if(numExt)
4335         {
4336                 *numExt = numExtensions;
4337                 return nullptr;
4338         }
4339
4340         if(index == GL_INVALID_INDEX)
4341         {
4342                 static GLubyte* extensionsCat = nullptr;
4343                 if(!extensionsCat && (numExtensions > 0))
4344                 {
4345                         size_t totalLength = numExtensions; // 1 space between each extension name + terminating null
4346                         for(unsigned int i = 0; i < numExtensions; i++)
4347                         {
4348                                 totalLength += strlen(reinterpret_cast<const char*>(extensions[i]));
4349                         }
4350                         extensionsCat = new GLubyte[totalLength];
4351                         extensionsCat[0] = '\0';
4352                         for(unsigned int i = 0; i < numExtensions; i++)
4353                         {
4354                                 if(i != 0)
4355                                 {
4356                                         strcat(reinterpret_cast<char*>(extensionsCat), " ");
4357                                 }
4358                                 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i]));
4359                         }
4360                 }
4361                 return extensionsCat;
4362         }
4363
4364         if(index >= numExtensions)
4365         {
4366                 return nullptr;
4367         }
4368
4369         return extensions[index];
4370 }
4371
4372 }
4373
4374 egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion)
4375 {
4376         ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion);   // Should be checked by eglCreateContext
4377         return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion);
4378 }