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Fixed glGetIntegerv for OpenGL ES 2
[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/EGLSurface.h"
39 #include "Common/Half.hpp"
40
41 #include <EGL/eglext.h>
42
43 #include <algorithm>
44
45 namespace es2
46 {
47 Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion)
48         : egl::Context(display), clientVersion(clientVersion)
49 {
50         sw::Context *context = new sw::Context();
51         device = new es2::Device(context);
52
53         setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
54
55         mState.depthClearValue = 1.0f;
56         mState.stencilClearValue = 0;
57
58         mState.cullFaceEnabled = false;
59         mState.cullMode = GL_BACK;
60         mState.frontFace = GL_CCW;
61         mState.depthTestEnabled = false;
62         mState.depthFunc = GL_LESS;
63         mState.blendEnabled = false;
64         mState.sourceBlendRGB = GL_ONE;
65         mState.sourceBlendAlpha = GL_ONE;
66         mState.destBlendRGB = GL_ZERO;
67         mState.destBlendAlpha = GL_ZERO;
68         mState.blendEquationRGB = GL_FUNC_ADD;
69         mState.blendEquationAlpha = GL_FUNC_ADD;
70         mState.blendColor.red = 0;
71         mState.blendColor.green = 0;
72         mState.blendColor.blue = 0;
73         mState.blendColor.alpha = 0;
74         mState.stencilTestEnabled = false;
75         mState.stencilFunc = GL_ALWAYS;
76         mState.stencilRef = 0;
77         mState.stencilMask = 0xFFFFFFFFu;
78         mState.stencilWritemask = 0xFFFFFFFFu;
79         mState.stencilBackFunc = GL_ALWAYS;
80         mState.stencilBackRef = 0;
81         mState.stencilBackMask = 0xFFFFFFFFu;
82         mState.stencilBackWritemask = 0xFFFFFFFFu;
83         mState.stencilFail = GL_KEEP;
84         mState.stencilPassDepthFail = GL_KEEP;
85         mState.stencilPassDepthPass = GL_KEEP;
86         mState.stencilBackFail = GL_KEEP;
87         mState.stencilBackPassDepthFail = GL_KEEP;
88         mState.stencilBackPassDepthPass = GL_KEEP;
89         mState.polygonOffsetFillEnabled = false;
90         mState.polygonOffsetFactor = 0.0f;
91         mState.polygonOffsetUnits = 0.0f;
92         mState.sampleAlphaToCoverageEnabled = false;
93         mState.sampleCoverageEnabled = false;
94         mState.sampleCoverageValue = 1.0f;
95         mState.sampleCoverageInvert = false;
96         mState.scissorTestEnabled = false;
97         mState.ditherEnabled = true;
98         mState.primitiveRestartFixedIndexEnabled = false;
99         mState.rasterizerDiscardEnabled = false;
100         mState.generateMipmapHint = GL_DONT_CARE;
101         mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
102
103         mState.lineWidth = 1.0f;
104
105         mState.viewportX = 0;
106         mState.viewportY = 0;
107         mState.viewportWidth = 0;
108         mState.viewportHeight = 0;
109         mState.zNear = 0.0f;
110         mState.zFar = 1.0f;
111
112         mState.scissorX = 0;
113         mState.scissorY = 0;
114         mState.scissorWidth = 0;
115         mState.scissorHeight = 0;
116
117         mState.colorMaskRed = true;
118         mState.colorMaskGreen = true;
119         mState.colorMaskBlue = true;
120         mState.colorMaskAlpha = true;
121         mState.depthMask = true;
122
123         if(shareContext)
124         {
125                 mResourceManager = shareContext->mResourceManager;
126                 mResourceManager->addRef();
127         }
128         else
129         {
130                 mResourceManager = new ResourceManager();
131         }
132
133         // [OpenGL ES 2.0.24] section 3.7 page 83:
134         // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
135         // and cube map texture state vectors respectively associated with them.
136         // In order that access to these initial textures not be lost, they are treated as texture
137         // objects all of whose names are 0.
138
139         mTexture2DZero = new Texture2D(0);
140         mTexture3DZero = new Texture3D(0);
141         mTexture2DArrayZero = new Texture2DArray(0);
142         mTextureCubeMapZero = new TextureCubeMap(0);
143         mTextureExternalZero = new TextureExternal(0);
144
145         mState.activeSampler = 0;
146         bindVertexArray(0);
147         bindArrayBuffer(0);
148         bindElementArrayBuffer(0);
149         bindTextureCubeMap(0);
150         bindTexture2D(0);
151         bindReadFramebuffer(0);
152         bindDrawFramebuffer(0);
153         bindRenderbuffer(0);
154         bindGenericUniformBuffer(0);
155         bindTransformFeedback(0);
156
157         mState.currentProgram = 0;
158
159         mState.packAlignment = 4;
160         mState.unpackInfo.alignment = 4;
161         mState.packRowLength = 0;
162         mState.packImageHeight = 0;
163         mState.packSkipPixels = 0;
164         mState.packSkipRows = 0;
165         mState.packSkipImages = 0;
166         mState.unpackInfo.rowLength = 0;
167         mState.unpackInfo.imageHeight = 0;
168         mState.unpackInfo.skipPixels = 0;
169         mState.unpackInfo.skipRows = 0;
170         mState.unpackInfo.skipImages = 0;
171
172         mVertexDataManager = nullptr;
173         mIndexDataManager = nullptr;
174
175         mInvalidEnum = false;
176         mInvalidValue = false;
177         mInvalidOperation = false;
178         mOutOfMemory = false;
179         mInvalidFramebufferOperation = false;
180
181         mHasBeenCurrent = false;
182
183         markAllStateDirty();
184 }
185
186 Context::~Context()
187 {
188         if(mState.currentProgram != 0)
189         {
190                 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
191                 if(programObject)
192                 {
193                         programObject->release();
194                 }
195                 mState.currentProgram = 0;
196         }
197
198         while(!mFramebufferNameSpace.empty())
199         {
200                 deleteFramebuffer(mFramebufferNameSpace.firstName());
201         }
202
203         while(!mFenceNameSpace.empty())
204         {
205                 deleteFence(mFenceNameSpace.firstName());
206         }
207
208         while(!mQueryNameSpace.empty())
209         {
210                 deleteQuery(mQueryNameSpace.firstName());
211         }
212
213         while(!mVertexArrayNameSpace.empty())
214         {
215                 deleteVertexArray(mVertexArrayNameSpace.lastName());
216         }
217
218         while(!mTransformFeedbackNameSpace.empty())
219         {
220                 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
221         }
222
223         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
224         {
225                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
226                 {
227                         mState.samplerTexture[type][sampler] = nullptr;
228                 }
229         }
230
231         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
232         {
233                 mState.vertexAttribute[i].mBoundBuffer = nullptr;
234         }
235
236         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
237         {
238                 mState.activeQuery[i] = nullptr;
239         }
240
241         mState.arrayBuffer = nullptr;
242         mState.copyReadBuffer = nullptr;
243         mState.copyWriteBuffer = nullptr;
244         mState.pixelPackBuffer = nullptr;
245         mState.pixelUnpackBuffer = nullptr;
246         mState.genericUniformBuffer = nullptr;
247         mState.renderbuffer = nullptr;
248
249         for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
250         {
251                 mState.sampler[i] = nullptr;
252         }
253
254         mTexture2DZero = nullptr;
255         mTexture3DZero = nullptr;
256         mTexture2DArrayZero = nullptr;
257         mTextureCubeMapZero = nullptr;
258         mTextureExternalZero = nullptr;
259
260         delete mVertexDataManager;
261         delete mIndexDataManager;
262
263         mResourceManager->release();
264         delete device;
265 }
266
267 void Context::makeCurrent(egl::Surface *surface)
268 {
269         if(!mHasBeenCurrent)
270         {
271                 mVertexDataManager = new VertexDataManager(this);
272                 mIndexDataManager = new IndexDataManager();
273
274                 mState.viewportX = 0;
275                 mState.viewportY = 0;
276                 mState.viewportWidth = surface->getWidth();
277                 mState.viewportHeight = surface->getHeight();
278
279                 mState.scissorX = 0;
280                 mState.scissorY = 0;
281                 mState.scissorWidth = surface->getWidth();
282                 mState.scissorHeight = surface->getHeight();
283
284                 mHasBeenCurrent = true;
285         }
286
287         // Wrap the existing resources into GL objects and assign them to the '0' names
288         egl::Image *defaultRenderTarget = surface->getRenderTarget();
289         egl::Image *depthStencil = surface->getDepthStencil();
290
291         Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
292         DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
293         Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
294
295         setFramebufferZero(framebufferZero);
296
297         if(defaultRenderTarget)
298         {
299                 defaultRenderTarget->release();
300         }
301
302         if(depthStencil)
303         {
304                 depthStencil->release();
305         }
306
307         markAllStateDirty();
308 }
309
310 EGLint Context::getClientVersion() const
311 {
312         return clientVersion;
313 }
314
315 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
316 void Context::markAllStateDirty()
317 {
318         mAppliedProgramSerial = 0;
319
320         mDepthStateDirty = true;
321         mMaskStateDirty = true;
322         mBlendStateDirty = true;
323         mStencilStateDirty = true;
324         mPolygonOffsetStateDirty = true;
325         mSampleStateDirty = true;
326         mDitherStateDirty = true;
327         mFrontFaceDirty = true;
328 }
329
330 void Context::setClearColor(float red, float green, float blue, float alpha)
331 {
332         mState.colorClearValue.red = red;
333         mState.colorClearValue.green = green;
334         mState.colorClearValue.blue = blue;
335         mState.colorClearValue.alpha = alpha;
336 }
337
338 void Context::setClearDepth(float depth)
339 {
340         mState.depthClearValue = depth;
341 }
342
343 void Context::setClearStencil(int stencil)
344 {
345         mState.stencilClearValue = stencil;
346 }
347
348 void Context::setCullFaceEnabled(bool enabled)
349 {
350         mState.cullFaceEnabled = enabled;
351 }
352
353 bool Context::isCullFaceEnabled() const
354 {
355         return mState.cullFaceEnabled;
356 }
357
358 void Context::setCullMode(GLenum mode)
359 {
360    mState.cullMode = mode;
361 }
362
363 void Context::setFrontFace(GLenum front)
364 {
365         if(mState.frontFace != front)
366         {
367                 mState.frontFace = front;
368                 mFrontFaceDirty = true;
369         }
370 }
371
372 void Context::setDepthTestEnabled(bool enabled)
373 {
374         if(mState.depthTestEnabled != enabled)
375         {
376                 mState.depthTestEnabled = enabled;
377                 mDepthStateDirty = true;
378         }
379 }
380
381 bool Context::isDepthTestEnabled() const
382 {
383         return mState.depthTestEnabled;
384 }
385
386 void Context::setDepthFunc(GLenum depthFunc)
387 {
388         if(mState.depthFunc != depthFunc)
389         {
390                 mState.depthFunc = depthFunc;
391                 mDepthStateDirty = true;
392         }
393 }
394
395 void Context::setDepthRange(float zNear, float zFar)
396 {
397         mState.zNear = zNear;
398         mState.zFar = zFar;
399 }
400
401 void Context::setBlendEnabled(bool enabled)
402 {
403         if(mState.blendEnabled != enabled)
404         {
405                 mState.blendEnabled = enabled;
406                 mBlendStateDirty = true;
407         }
408 }
409
410 bool Context::isBlendEnabled() const
411 {
412         return mState.blendEnabled;
413 }
414
415 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
416 {
417         if(mState.sourceBlendRGB != sourceRGB ||
418            mState.sourceBlendAlpha != sourceAlpha ||
419            mState.destBlendRGB != destRGB ||
420            mState.destBlendAlpha != destAlpha)
421         {
422                 mState.sourceBlendRGB = sourceRGB;
423                 mState.destBlendRGB = destRGB;
424                 mState.sourceBlendAlpha = sourceAlpha;
425                 mState.destBlendAlpha = destAlpha;
426                 mBlendStateDirty = true;
427         }
428 }
429
430 void Context::setBlendColor(float red, float green, float blue, float alpha)
431 {
432         if(mState.blendColor.red != red ||
433            mState.blendColor.green != green ||
434            mState.blendColor.blue != blue ||
435            mState.blendColor.alpha != alpha)
436         {
437                 mState.blendColor.red = red;
438                 mState.blendColor.green = green;
439                 mState.blendColor.blue = blue;
440                 mState.blendColor.alpha = alpha;
441                 mBlendStateDirty = true;
442         }
443 }
444
445 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
446 {
447         if(mState.blendEquationRGB != rgbEquation ||
448            mState.blendEquationAlpha != alphaEquation)
449         {
450                 mState.blendEquationRGB = rgbEquation;
451                 mState.blendEquationAlpha = alphaEquation;
452                 mBlendStateDirty = true;
453         }
454 }
455
456 void Context::setStencilTestEnabled(bool enabled)
457 {
458         if(mState.stencilTestEnabled != enabled)
459         {
460                 mState.stencilTestEnabled = enabled;
461                 mStencilStateDirty = true;
462         }
463 }
464
465 bool Context::isStencilTestEnabled() const
466 {
467         return mState.stencilTestEnabled;
468 }
469
470 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
471 {
472         if(mState.stencilFunc != stencilFunc ||
473            mState.stencilRef != stencilRef ||
474            mState.stencilMask != stencilMask)
475         {
476                 mState.stencilFunc = stencilFunc;
477                 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
478                 mState.stencilMask = stencilMask;
479                 mStencilStateDirty = true;
480         }
481 }
482
483 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
484 {
485         if(mState.stencilBackFunc != stencilBackFunc ||
486            mState.stencilBackRef != stencilBackRef ||
487            mState.stencilBackMask != stencilBackMask)
488         {
489                 mState.stencilBackFunc = stencilBackFunc;
490                 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
491                 mState.stencilBackMask = stencilBackMask;
492                 mStencilStateDirty = true;
493         }
494 }
495
496 void Context::setStencilWritemask(GLuint stencilWritemask)
497 {
498         if(mState.stencilWritemask != stencilWritemask)
499         {
500                 mState.stencilWritemask = stencilWritemask;
501                 mStencilStateDirty = true;
502         }
503 }
504
505 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
506 {
507         if(mState.stencilBackWritemask != stencilBackWritemask)
508         {
509                 mState.stencilBackWritemask = stencilBackWritemask;
510                 mStencilStateDirty = true;
511         }
512 }
513
514 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
515 {
516         if(mState.stencilFail != stencilFail ||
517            mState.stencilPassDepthFail != stencilPassDepthFail ||
518            mState.stencilPassDepthPass != stencilPassDepthPass)
519         {
520                 mState.stencilFail = stencilFail;
521                 mState.stencilPassDepthFail = stencilPassDepthFail;
522                 mState.stencilPassDepthPass = stencilPassDepthPass;
523                 mStencilStateDirty = true;
524         }
525 }
526
527 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
528 {
529         if(mState.stencilBackFail != stencilBackFail ||
530            mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
531            mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
532         {
533                 mState.stencilBackFail = stencilBackFail;
534                 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
535                 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
536                 mStencilStateDirty = true;
537         }
538 }
539
540 void Context::setPolygonOffsetFillEnabled(bool enabled)
541 {
542         if(mState.polygonOffsetFillEnabled != enabled)
543         {
544                 mState.polygonOffsetFillEnabled = enabled;
545                 mPolygonOffsetStateDirty = true;
546         }
547 }
548
549 bool Context::isPolygonOffsetFillEnabled() const
550 {
551         return mState.polygonOffsetFillEnabled;
552 }
553
554 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
555 {
556         if(mState.polygonOffsetFactor != factor ||
557            mState.polygonOffsetUnits != units)
558         {
559                 mState.polygonOffsetFactor = factor;
560                 mState.polygonOffsetUnits = units;
561                 mPolygonOffsetStateDirty = true;
562         }
563 }
564
565 void Context::setSampleAlphaToCoverageEnabled(bool enabled)
566 {
567         if(mState.sampleAlphaToCoverageEnabled != enabled)
568         {
569                 mState.sampleAlphaToCoverageEnabled = enabled;
570                 mSampleStateDirty = true;
571         }
572 }
573
574 bool Context::isSampleAlphaToCoverageEnabled() const
575 {
576         return mState.sampleAlphaToCoverageEnabled;
577 }
578
579 void Context::setSampleCoverageEnabled(bool enabled)
580 {
581         if(mState.sampleCoverageEnabled != enabled)
582         {
583                 mState.sampleCoverageEnabled = enabled;
584                 mSampleStateDirty = true;
585         }
586 }
587
588 bool Context::isSampleCoverageEnabled() const
589 {
590         return mState.sampleCoverageEnabled;
591 }
592
593 void Context::setSampleCoverageParams(GLclampf value, bool invert)
594 {
595         if(mState.sampleCoverageValue != value ||
596            mState.sampleCoverageInvert != invert)
597         {
598                 mState.sampleCoverageValue = value;
599                 mState.sampleCoverageInvert = invert;
600                 mSampleStateDirty = true;
601         }
602 }
603
604 void Context::setScissorTestEnabled(bool enabled)
605 {
606         mState.scissorTestEnabled = enabled;
607 }
608
609 bool Context::isScissorTestEnabled() const
610 {
611         return mState.scissorTestEnabled;
612 }
613
614 void Context::setDitherEnabled(bool enabled)
615 {
616         if(mState.ditherEnabled != enabled)
617         {
618                 mState.ditherEnabled = enabled;
619                 mDitherStateDirty = true;
620         }
621 }
622
623 bool Context::isDitherEnabled() const
624 {
625         return mState.ditherEnabled;
626 }
627
628 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
629 {
630         mState.primitiveRestartFixedIndexEnabled = enabled;
631 }
632
633 bool Context::isPrimitiveRestartFixedIndexEnabled() const
634 {
635         return mState.primitiveRestartFixedIndexEnabled;
636 }
637
638 void Context::setRasterizerDiscardEnabled(bool enabled)
639 {
640         mState.rasterizerDiscardEnabled = enabled;
641 }
642
643 bool Context::isRasterizerDiscardEnabled() const
644 {
645         return mState.rasterizerDiscardEnabled;
646 }
647
648 void Context::setLineWidth(GLfloat width)
649 {
650         mState.lineWidth = width;
651         device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
652 }
653
654 void Context::setGenerateMipmapHint(GLenum hint)
655 {
656         mState.generateMipmapHint = hint;
657 }
658
659 void Context::setFragmentShaderDerivativeHint(GLenum hint)
660 {
661         mState.fragmentShaderDerivativeHint = hint;
662         // TODO: Propagate the hint to shader translator so we can write
663         // ddx, ddx_coarse, or ddx_fine depending on the hint.
664         // Ignore for now. It is valid for implementations to ignore hint.
665 }
666
667 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
668 {
669         mState.viewportX = x;
670         mState.viewportY = y;
671         mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);     // GL_MAX_VIEWPORT_DIMS[0]
672         mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);   // GL_MAX_VIEWPORT_DIMS[1]
673 }
674
675 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
676 {
677         mState.scissorX = x;
678         mState.scissorY = y;
679         mState.scissorWidth = width;
680         mState.scissorHeight = height;
681 }
682
683 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
684 {
685         if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
686            mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
687         {
688                 mState.colorMaskRed = red;
689                 mState.colorMaskGreen = green;
690                 mState.colorMaskBlue = blue;
691                 mState.colorMaskAlpha = alpha;
692                 mMaskStateDirty = true;
693         }
694 }
695
696 unsigned int Context::getColorMask() const
697 {
698         return (mState.colorMaskRed ? 0x1 : 0) |
699                (mState.colorMaskGreen ? 0x2 : 0) |
700                (mState.colorMaskBlue ? 0x4 : 0) |
701                (mState.colorMaskAlpha ? 0x8 : 0);
702 }
703
704 void Context::setDepthMask(bool mask)
705 {
706         if(mState.depthMask != mask)
707         {
708                 mState.depthMask = mask;
709                 mMaskStateDirty = true;
710         }
711 }
712
713 void Context::setActiveSampler(unsigned int active)
714 {
715         mState.activeSampler = active;
716 }
717
718 GLuint Context::getReadFramebufferName() const
719 {
720         return mState.readFramebuffer;
721 }
722
723 GLuint Context::getDrawFramebufferName() const
724 {
725         return mState.drawFramebuffer;
726 }
727
728 GLuint Context::getRenderbufferName() const
729 {
730         return mState.renderbuffer.name();
731 }
732
733 void Context::setFramebufferReadBuffer(GLuint buf)
734 {
735         getReadFramebuffer()->setReadBuffer(buf);
736 }
737
738 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
739 {
740         Framebuffer *drawFramebuffer = getDrawFramebuffer();
741
742         for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
743         {
744                 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
745         }
746 }
747
748 GLuint Context::getReadFramebufferColorIndex() const
749 {
750         GLenum buf = getReadFramebuffer()->getReadBuffer();
751         switch(buf)
752         {
753         case GL_BACK:
754                 return 0;
755         case GL_NONE:
756                 return GL_INVALID_INDEX;
757         default:
758                 return buf - GL_COLOR_ATTACHMENT0;
759 }
760 }
761
762 GLuint Context::getArrayBufferName() const
763 {
764         return mState.arrayBuffer.name();
765 }
766
767 GLuint Context::getElementArrayBufferName() const
768 {
769         Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
770         return elementArrayBuffer ? elementArrayBuffer->name : 0;
771 }
772
773 GLuint Context::getActiveQuery(GLenum target) const
774 {
775         Query *queryObject = nullptr;
776
777         switch(target)
778         {
779         case GL_ANY_SAMPLES_PASSED_EXT:
780                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
781                 break;
782         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
783                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
784                 break;
785         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
786                 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
787                 break;
788         default:
789                 ASSERT(false);
790         }
791
792         if(queryObject)
793         {
794                 return queryObject->name;
795         }
796
797         return 0;
798 }
799
800 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
801 {
802         getCurrentVertexArray()->enableAttribute(attribNum, enabled);
803 }
804
805 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
806 {
807         getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
808 }
809
810 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
811 {
812         return getCurrentVertexArray()->getVertexAttribute(attribNum);
813 }
814
815 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
816                                    GLsizei stride, const void *pointer)
817 {
818         getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer);
819 }
820
821 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
822 {
823         return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
824 }
825
826 const VertexAttributeArray &Context::getVertexArrayAttributes()
827 {
828         return getCurrentVertexArray()->getVertexAttributes();
829 }
830
831 const VertexAttributeArray &Context::getCurrentVertexAttributes()
832 {
833         return mState.vertexAttribute;
834 }
835
836 void Context::setPackAlignment(GLint alignment)
837 {
838         mState.packAlignment = alignment;
839 }
840
841 void Context::setUnpackAlignment(GLint alignment)
842 {
843         mState.unpackInfo.alignment = alignment;
844 }
845
846 const egl::Image::UnpackInfo& Context::getUnpackInfo() const
847 {
848         return mState.unpackInfo;
849 }
850
851 void Context::setPackRowLength(GLint rowLength)
852 {
853         mState.packRowLength = rowLength;
854 }
855
856 void Context::setPackImageHeight(GLint imageHeight)
857 {
858         mState.packImageHeight = imageHeight;
859 }
860
861 void Context::setPackSkipPixels(GLint skipPixels)
862 {
863         mState.packSkipPixels = skipPixels;
864 }
865
866 void Context::setPackSkipRows(GLint skipRows)
867 {
868         mState.packSkipRows = skipRows;
869 }
870
871 void Context::setPackSkipImages(GLint skipImages)
872 {
873         mState.packSkipImages = skipImages;
874 }
875
876 void Context::setUnpackRowLength(GLint rowLength)
877 {
878         mState.unpackInfo.rowLength = rowLength;
879 }
880
881 void Context::setUnpackImageHeight(GLint imageHeight)
882 {
883         mState.unpackInfo.imageHeight = imageHeight;
884 }
885
886 void Context::setUnpackSkipPixels(GLint skipPixels)
887 {
888         mState.unpackInfo.skipPixels = skipPixels;
889 }
890
891 void Context::setUnpackSkipRows(GLint skipRows)
892 {
893         mState.unpackInfo.skipRows = skipRows;
894 }
895
896 void Context::setUnpackSkipImages(GLint skipImages)
897 {
898         mState.unpackInfo.skipImages = skipImages;
899 }
900
901 GLuint Context::createBuffer()
902 {
903         return mResourceManager->createBuffer();
904 }
905
906 GLuint Context::createProgram()
907 {
908         return mResourceManager->createProgram();
909 }
910
911 GLuint Context::createShader(GLenum type)
912 {
913         return mResourceManager->createShader(type);
914 }
915
916 GLuint Context::createTexture()
917 {
918         return mResourceManager->createTexture();
919 }
920
921 GLuint Context::createRenderbuffer()
922 {
923         return mResourceManager->createRenderbuffer();
924 }
925
926 // Returns an unused framebuffer name
927 GLuint Context::createFramebuffer()
928 {
929         return mFramebufferNameSpace.allocate();
930 }
931
932 GLuint Context::createFence()
933 {
934         return mFenceNameSpace.allocate(new Fence());
935 }
936
937 // Returns an unused query name
938 GLuint Context::createQuery()
939 {
940         return mQueryNameSpace.allocate();
941 }
942
943 // Returns an unused vertex array name
944 GLuint Context::createVertexArray()
945 {
946         return mVertexArrayNameSpace.allocate();
947 }
948
949 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
950 {
951         GLuint handle = mResourceManager->createFenceSync(condition, flags);
952
953         return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
954 }
955
956 // Returns an unused transform feedback name
957 GLuint Context::createTransformFeedback()
958 {
959         return mTransformFeedbackNameSpace.allocate();
960 }
961
962 // Returns an unused sampler name
963 GLuint Context::createSampler()
964 {
965         return mResourceManager->createSampler();
966 }
967
968 void Context::deleteBuffer(GLuint buffer)
969 {
970         detachBuffer(buffer);
971
972         mResourceManager->deleteBuffer(buffer);
973 }
974
975 void Context::deleteShader(GLuint shader)
976 {
977         mResourceManager->deleteShader(shader);
978 }
979
980 void Context::deleteProgram(GLuint program)
981 {
982         mResourceManager->deleteProgram(program);
983 }
984
985 void Context::deleteTexture(GLuint texture)
986 {
987         detachTexture(texture);
988
989         mResourceManager->deleteTexture(texture);
990 }
991
992 void Context::deleteRenderbuffer(GLuint renderbuffer)
993 {
994         if(mResourceManager->getRenderbuffer(renderbuffer))
995         {
996                 detachRenderbuffer(renderbuffer);
997         }
998
999         mResourceManager->deleteRenderbuffer(renderbuffer);
1000 }
1001
1002 void Context::deleteFramebuffer(GLuint framebuffer)
1003 {
1004         detachFramebuffer(framebuffer);
1005
1006         Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1007
1008         if(framebufferObject)
1009         {
1010                 delete framebufferObject;
1011         }
1012 }
1013
1014 void Context::deleteFence(GLuint fence)
1015 {
1016         Fence *fenceObject = mFenceNameSpace.remove(fence);
1017
1018         if(fenceObject)
1019         {
1020                 delete fenceObject;
1021         }
1022 }
1023
1024 void Context::deleteQuery(GLuint query)
1025 {
1026         Query *queryObject = mQueryNameSpace.remove(query);
1027
1028         if(queryObject)
1029         {
1030                 queryObject->release();
1031         }
1032 }
1033
1034 void Context::deleteVertexArray(GLuint vertexArray)
1035 {
1036         // [OpenGL ES 3.0.2] section 2.10 page 43:
1037         // If a vertex array object that is currently bound is deleted, the binding
1038         // for that object reverts to zero and the default vertex array becomes current.
1039         if(getCurrentVertexArray()->name == vertexArray)
1040         {
1041                 bindVertexArray(0);
1042         }
1043
1044         VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1045
1046         if(vertexArrayObject)
1047         {
1048                 delete vertexArrayObject;
1049         }
1050 }
1051
1052 void Context::deleteFenceSync(GLsync fenceSync)
1053 {
1054         // The spec specifies the underlying Fence object is not deleted until all current
1055         // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1056         // and since our API is currently designed for being called from a single thread, we can delete
1057         // the fence immediately.
1058         mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1059 }
1060
1061 void Context::deleteTransformFeedback(GLuint transformFeedback)
1062 {
1063         TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1064
1065         if(transformFeedbackObject)
1066         {
1067                 delete transformFeedbackObject;
1068         }
1069 }
1070
1071 void Context::deleteSampler(GLuint sampler)
1072 {
1073         detachSampler(sampler);
1074
1075         mResourceManager->deleteSampler(sampler);
1076 }
1077
1078 Buffer *Context::getBuffer(GLuint handle) const
1079 {
1080         return mResourceManager->getBuffer(handle);
1081 }
1082
1083 Shader *Context::getShader(GLuint handle) const
1084 {
1085         return mResourceManager->getShader(handle);
1086 }
1087
1088 Program *Context::getProgram(GLuint handle) const
1089 {
1090         return mResourceManager->getProgram(handle);
1091 }
1092
1093 Texture *Context::getTexture(GLuint handle) const
1094 {
1095         return mResourceManager->getTexture(handle);
1096 }
1097
1098 Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1099 {
1100         return mResourceManager->getRenderbuffer(handle);
1101 }
1102
1103 Framebuffer *Context::getReadFramebuffer() const
1104 {
1105         return getFramebuffer(mState.readFramebuffer);
1106 }
1107
1108 Framebuffer *Context::getDrawFramebuffer() const
1109 {
1110         return getFramebuffer(mState.drawFramebuffer);
1111 }
1112
1113 void Context::bindArrayBuffer(unsigned int buffer)
1114 {
1115         mResourceManager->checkBufferAllocation(buffer);
1116
1117         mState.arrayBuffer = getBuffer(buffer);
1118 }
1119
1120 void Context::bindElementArrayBuffer(unsigned int buffer)
1121 {
1122         mResourceManager->checkBufferAllocation(buffer);
1123
1124         getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1125 }
1126
1127 void Context::bindCopyReadBuffer(GLuint buffer)
1128 {
1129         mResourceManager->checkBufferAllocation(buffer);
1130
1131         mState.copyReadBuffer = getBuffer(buffer);
1132 }
1133
1134 void Context::bindCopyWriteBuffer(GLuint buffer)
1135 {
1136         mResourceManager->checkBufferAllocation(buffer);
1137
1138         mState.copyWriteBuffer = getBuffer(buffer);
1139 }
1140
1141 void Context::bindPixelPackBuffer(GLuint buffer)
1142 {
1143         mResourceManager->checkBufferAllocation(buffer);
1144
1145         mState.pixelPackBuffer = getBuffer(buffer);
1146 }
1147
1148 void Context::bindPixelUnpackBuffer(GLuint buffer)
1149 {
1150         mResourceManager->checkBufferAllocation(buffer);
1151
1152         mState.pixelUnpackBuffer = getBuffer(buffer);
1153 }
1154
1155 void Context::bindTransformFeedbackBuffer(GLuint buffer)
1156 {
1157         mResourceManager->checkBufferAllocation(buffer);
1158
1159         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1160
1161         if(transformFeedback)
1162         {
1163                 transformFeedback->setGenericBuffer(getBuffer(buffer));
1164         }
1165 }
1166
1167 void Context::bindTexture2D(GLuint texture)
1168 {
1169         mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1170
1171         mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture);
1172 }
1173
1174 void Context::bindTextureCubeMap(GLuint texture)
1175 {
1176         mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1177
1178         mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture);
1179 }
1180
1181 void Context::bindTextureExternal(GLuint texture)
1182 {
1183         mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL);
1184
1185         mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture);
1186 }
1187
1188 void Context::bindTexture3D(GLuint texture)
1189 {
1190         mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1191
1192         mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture);
1193 }
1194
1195 void Context::bindTexture2DArray(GLuint texture)
1196 {
1197         mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1198
1199         mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture);
1200 }
1201
1202 void Context::bindReadFramebuffer(GLuint framebuffer)
1203 {
1204         if(!getFramebuffer(framebuffer))
1205         {
1206                 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1207         }
1208
1209         mState.readFramebuffer = framebuffer;
1210 }
1211
1212 void Context::bindDrawFramebuffer(GLuint framebuffer)
1213 {
1214         if(!getFramebuffer(framebuffer))
1215         {
1216                 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1217         }
1218
1219         mState.drawFramebuffer = framebuffer;
1220 }
1221
1222 void Context::bindRenderbuffer(GLuint renderbuffer)
1223 {
1224         mResourceManager->checkRenderbufferAllocation(renderbuffer);
1225
1226         mState.renderbuffer = getRenderbuffer(renderbuffer);
1227 }
1228
1229 void Context::bindVertexArray(GLuint array)
1230 {
1231         VertexArray *vertexArray = getVertexArray(array);
1232
1233         if(!vertexArray)
1234         {
1235                 vertexArray = new VertexArray(array);
1236                 mVertexArrayNameSpace.insert(array, vertexArray);
1237         }
1238
1239         mState.vertexArray = array;
1240 }
1241
1242 void Context::bindGenericUniformBuffer(GLuint buffer)
1243 {
1244         mResourceManager->checkBufferAllocation(buffer);
1245
1246         mState.genericUniformBuffer = getBuffer(buffer);
1247 }
1248
1249 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1250 {
1251         mResourceManager->checkBufferAllocation(buffer);
1252
1253         Buffer* bufferObject = getBuffer(buffer);
1254         mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size));
1255 }
1256
1257 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1258 {
1259         mResourceManager->checkBufferAllocation(buffer);
1260
1261         getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1262 }
1263
1264 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1265 {
1266         mResourceManager->checkBufferAllocation(buffer);
1267
1268         Buffer* bufferObject = getBuffer(buffer);
1269         getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1270 }
1271
1272 void Context::bindTransformFeedback(GLuint id)
1273 {
1274         if(!getTransformFeedback(id))
1275         {
1276                 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1277         }
1278
1279         mState.transformFeedback = id;
1280 }
1281
1282 bool Context::bindSampler(GLuint unit, GLuint sampler)
1283 {
1284         mResourceManager->checkSamplerAllocation(sampler);
1285
1286         Sampler* samplerObject = getSampler(sampler);
1287
1288         mState.sampler[unit] = samplerObject;
1289
1290         return !!samplerObject;
1291 }
1292
1293 void Context::useProgram(GLuint program)
1294 {
1295         GLuint priorProgram = mState.currentProgram;
1296         mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
1297
1298         if(priorProgram != program)
1299         {
1300                 Program *newProgram = mResourceManager->getProgram(program);
1301                 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1302
1303                 if(newProgram)
1304                 {
1305                         newProgram->addRef();
1306                 }
1307
1308                 if(oldProgram)
1309                 {
1310                         oldProgram->release();
1311                 }
1312         }
1313 }
1314
1315 void Context::beginQuery(GLenum target, GLuint query)
1316 {
1317         // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1318         // of zero, if the active query object name for <target> is non-zero (for the
1319         // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1320         // the active query for either target is non-zero), if <id> is the name of an
1321         // existing query object whose type does not match <target>, or if <id> is the
1322         // active query object name for any query type, the error INVALID_OPERATION is
1323         // generated.
1324
1325         // Ensure no other queries are active
1326         // NOTE: If other queries than occlusion are supported, we will need to check
1327         // separately that:
1328         //    a) The query ID passed is not the current active query for any target/type
1329         //    b) There are no active queries for the requested target (and in the case
1330         //       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1331         //       no query may be active for either if glBeginQuery targets either.
1332         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1333         {
1334                 if(mState.activeQuery[i])
1335                 {
1336                         return error(GL_INVALID_OPERATION);
1337                 }
1338         }
1339
1340         QueryType qType;
1341         switch(target)
1342         {
1343         case GL_ANY_SAMPLES_PASSED_EXT:
1344                 qType = QUERY_ANY_SAMPLES_PASSED;
1345                 break;
1346         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1347                 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1348                 break;
1349         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1350                 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1351                 break;
1352         default:
1353                 UNREACHABLE(target);
1354                 return error(GL_INVALID_ENUM);
1355         }
1356
1357         Query *queryObject = createQuery(query, target);
1358
1359         // Check that name was obtained with glGenQueries
1360         if(!queryObject)
1361         {
1362                 return error(GL_INVALID_OPERATION);
1363         }
1364
1365         // Check for type mismatch
1366         if(queryObject->getType() != target)
1367         {
1368                 return error(GL_INVALID_OPERATION);
1369         }
1370
1371         // Set query as active for specified target
1372         mState.activeQuery[qType] = queryObject;
1373
1374         // Begin query
1375         queryObject->begin();
1376 }
1377
1378 void Context::endQuery(GLenum target)
1379 {
1380         QueryType qType;
1381
1382         switch(target)
1383         {
1384         case GL_ANY_SAMPLES_PASSED_EXT:                qType = QUERY_ANY_SAMPLES_PASSED;                    break;
1385         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:   qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;       break;
1386         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1387         default: UNREACHABLE(target); return;
1388         }
1389
1390         Query *queryObject = mState.activeQuery[qType];
1391
1392         if(!queryObject)
1393         {
1394                 return error(GL_INVALID_OPERATION);
1395         }
1396
1397         queryObject->end();
1398
1399         mState.activeQuery[qType] = nullptr;
1400 }
1401
1402 void Context::setFramebufferZero(Framebuffer *buffer)
1403 {
1404         delete mFramebufferNameSpace.remove(0);
1405         mFramebufferNameSpace.insert(0, buffer);
1406 }
1407
1408 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1409 {
1410         Renderbuffer *renderbufferObject = mState.renderbuffer;
1411         renderbufferObject->setStorage(renderbuffer);
1412 }
1413
1414 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1415 {
1416         return mFramebufferNameSpace.find(handle);
1417 }
1418
1419 Fence *Context::getFence(unsigned int handle) const
1420 {
1421         return mFenceNameSpace.find(handle);
1422 }
1423
1424 FenceSync *Context::getFenceSync(GLsync handle) const
1425 {
1426         return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1427 }
1428
1429 Query *Context::getQuery(unsigned int handle) const
1430 {
1431         return mQueryNameSpace.find(handle);
1432 }
1433
1434 Query *Context::createQuery(unsigned int handle, GLenum type)
1435 {
1436         if(!mQueryNameSpace.isReserved(handle))
1437         {
1438                 return nullptr;
1439         }
1440         else
1441         {
1442                 Query *query = mQueryNameSpace.find(handle);
1443                 if(!query)
1444                 {
1445                         query = new Query(handle, type);
1446                         query->addRef();
1447                         mQueryNameSpace.insert(handle, query);
1448                 }
1449
1450                 return query;
1451         }
1452 }
1453
1454 VertexArray *Context::getVertexArray(GLuint array) const
1455 {
1456         return mVertexArrayNameSpace.find(array);
1457 }
1458
1459 VertexArray *Context::getCurrentVertexArray() const
1460 {
1461         return getVertexArray(mState.vertexArray);
1462 }
1463
1464 bool Context::isVertexArray(GLuint array) const
1465 {
1466         return mVertexArrayNameSpace.isReserved(array);
1467 }
1468
1469 bool Context::hasZeroDivisor() const
1470 {
1471         // Verify there is at least one active attribute with a divisor of zero
1472         es2::Program *programObject = getCurrentProgram();
1473         for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1474         {
1475                 bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1476                 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1477                 {
1478                         return true;
1479                 }
1480         }
1481
1482         return false;
1483 }
1484
1485 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1486 {
1487         return mTransformFeedbackNameSpace.find(transformFeedback);
1488 }
1489
1490 Sampler *Context::getSampler(GLuint sampler) const
1491 {
1492         return mResourceManager->getSampler(sampler);
1493 }
1494
1495 bool Context::isSampler(GLuint sampler) const
1496 {
1497         return mResourceManager->isSampler(sampler);
1498 }
1499
1500 Buffer *Context::getArrayBuffer() const
1501 {
1502         return mState.arrayBuffer;
1503 }
1504
1505 Buffer *Context::getElementArrayBuffer() const
1506 {
1507         return getCurrentVertexArray()->getElementArrayBuffer();
1508 }
1509
1510 Buffer *Context::getCopyReadBuffer() const
1511 {
1512         return mState.copyReadBuffer;
1513 }
1514
1515 Buffer *Context::getCopyWriteBuffer() const
1516 {
1517         return mState.copyWriteBuffer;
1518 }
1519
1520 Buffer *Context::getPixelPackBuffer() const
1521 {
1522         return mState.pixelPackBuffer;
1523 }
1524
1525 Buffer *Context::getPixelUnpackBuffer() const
1526 {
1527         return mState.pixelUnpackBuffer;
1528 }
1529
1530 Buffer *Context::getGenericUniformBuffer() const
1531 {
1532         return mState.genericUniformBuffer;
1533 }
1534
1535 const GLvoid* Context::getPixels(const GLvoid* data) const
1536 {
1537         es2::Buffer* unpackBuffer = getPixelUnpackBuffer();
1538         const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr;
1539         return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data;
1540 }
1541
1542 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1543 {
1544         switch(target)
1545         {
1546         case GL_ARRAY_BUFFER:
1547                 *buffer = getArrayBuffer();
1548                 break;
1549         case GL_ELEMENT_ARRAY_BUFFER:
1550                 *buffer = getElementArrayBuffer();
1551                 break;
1552         case GL_COPY_READ_BUFFER:
1553                 if(clientVersion >= 3)
1554                 {
1555                         *buffer = getCopyReadBuffer();
1556                         break;
1557                 }
1558                 else return false;
1559         case GL_COPY_WRITE_BUFFER:
1560                 if(clientVersion >= 3)
1561                 {
1562                         *buffer = getCopyWriteBuffer();
1563                         break;
1564                 }
1565                 else return false;
1566         case GL_PIXEL_PACK_BUFFER:
1567                 if(clientVersion >= 3)
1568                 {
1569                         *buffer = getPixelPackBuffer();
1570                         break;
1571                 }
1572                 else return false;
1573         case GL_PIXEL_UNPACK_BUFFER:
1574                 if(clientVersion >= 3)
1575                 {
1576                         *buffer = getPixelUnpackBuffer();
1577                         break;
1578                 }
1579                 else return false;
1580         case GL_TRANSFORM_FEEDBACK_BUFFER:
1581                 if(clientVersion >= 3)
1582                 {
1583                         TransformFeedback* transformFeedback = getTransformFeedback();
1584                         *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1585                         break;
1586                 }
1587                 else return false;
1588         case GL_UNIFORM_BUFFER:
1589                 if(clientVersion >= 3)
1590                 {
1591                         *buffer = getGenericUniformBuffer();
1592                         break;
1593                 }
1594                 else return false;
1595         default:
1596                 return false;
1597         }
1598         return true;
1599 }
1600
1601 TransformFeedback *Context::getTransformFeedback() const
1602 {
1603         return getTransformFeedback(mState.transformFeedback);
1604 }
1605
1606 Program *Context::getCurrentProgram() const
1607 {
1608         return mResourceManager->getProgram(mState.currentProgram);
1609 }
1610
1611 Texture2D *Context::getTexture2D() const
1612 {
1613         return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1614 }
1615
1616 Texture3D *Context::getTexture3D() const
1617 {
1618         return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1619 }
1620
1621 Texture2DArray *Context::getTexture2DArray() const
1622 {
1623         return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1624 }
1625
1626 TextureCubeMap *Context::getTextureCubeMap() const
1627 {
1628         return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1629 }
1630
1631 TextureExternal *Context::getTextureExternal() const
1632 {
1633         return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1634 }
1635
1636 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1637 {
1638         GLuint texid = mState.samplerTexture[type][sampler].name();
1639
1640         if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
1641         {
1642                 switch(type)
1643                 {
1644                 case TEXTURE_2D: return mTexture2DZero;
1645                 case TEXTURE_3D: return mTexture3DZero;
1646                 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1647                 case TEXTURE_CUBE: return mTextureCubeMapZero;
1648                 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1649                 default: UNREACHABLE(type);
1650                 }
1651         }
1652
1653         return mState.samplerTexture[type][sampler];
1654 }
1655
1656 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1657 {
1658         mResourceManager->checkSamplerAllocation(sampler);
1659
1660         Sampler *samplerObject = getSampler(sampler);
1661         ASSERT(samplerObject);
1662
1663         switch(pname)
1664         {
1665         case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(param));       break;
1666         case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(param));       break;
1667         case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(param));           break;
1668         case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(param));           break;
1669         case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(param));           break;
1670         case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(static_cast<GLfloat>(param));         break;
1671         case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(static_cast<GLfloat>(param));         break;
1672         case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(param));  break;
1673         case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(param));  break;
1674         default:                       UNREACHABLE(pname); break;
1675         }
1676 }
1677
1678 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1679 {
1680         mResourceManager->checkSamplerAllocation(sampler);
1681
1682         Sampler *samplerObject = getSampler(sampler);
1683         ASSERT(samplerObject);
1684
1685         switch(pname)
1686         {
1687         case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(roundf(param)));       break;
1688         case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(roundf(param)));       break;
1689         case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(roundf(param)));           break;
1690         case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(roundf(param)));           break;
1691         case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(roundf(param)));           break;
1692         case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(param);                                       break;
1693         case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(param);                                       break;
1694         case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param)));  break;
1695         case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param)));  break;
1696         default:                       UNREACHABLE(pname); break;
1697         }
1698 }
1699
1700 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1701 {
1702         mResourceManager->checkSamplerAllocation(sampler);
1703
1704         Sampler *samplerObject = getSampler(sampler);
1705         ASSERT(samplerObject);
1706
1707         switch(pname)
1708         {
1709         case GL_TEXTURE_MIN_FILTER:    return static_cast<GLint>(samplerObject->getMinFilter());
1710         case GL_TEXTURE_MAG_FILTER:    return static_cast<GLint>(samplerObject->getMagFilter());
1711         case GL_TEXTURE_WRAP_S:        return static_cast<GLint>(samplerObject->getWrapS());
1712         case GL_TEXTURE_WRAP_T:        return static_cast<GLint>(samplerObject->getWrapT());
1713         case GL_TEXTURE_WRAP_R:        return static_cast<GLint>(samplerObject->getWrapR());
1714         case GL_TEXTURE_MIN_LOD:       return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1715         case GL_TEXTURE_MAX_LOD:       return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1716         case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLint>(samplerObject->getComparisonMode());
1717         case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLint>(samplerObject->getComparisonFunc());
1718         default:                       UNREACHABLE(pname); return 0;
1719         }
1720 }
1721
1722 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1723 {
1724         mResourceManager->checkSamplerAllocation(sampler);
1725
1726         Sampler *samplerObject = getSampler(sampler);
1727         ASSERT(samplerObject);
1728
1729         switch(pname)
1730         {
1731         case GL_TEXTURE_MIN_FILTER:    return static_cast<GLfloat>(samplerObject->getMinFilter());
1732         case GL_TEXTURE_MAG_FILTER:    return static_cast<GLfloat>(samplerObject->getMagFilter());
1733         case GL_TEXTURE_WRAP_S:        return static_cast<GLfloat>(samplerObject->getWrapS());
1734         case GL_TEXTURE_WRAP_T:        return static_cast<GLfloat>(samplerObject->getWrapT());
1735         case GL_TEXTURE_WRAP_R:        return static_cast<GLfloat>(samplerObject->getWrapR());
1736         case GL_TEXTURE_MIN_LOD:       return samplerObject->getMinLod();
1737         case GL_TEXTURE_MAX_LOD:       return samplerObject->getMaxLod();
1738         case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLfloat>(samplerObject->getComparisonMode());
1739         case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLfloat>(samplerObject->getComparisonFunc());
1740         default:                       UNREACHABLE(pname); return 0;
1741         }
1742 }
1743
1744 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1745 {
1746         switch(pname)
1747         {
1748         case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
1749         case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
1750         case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
1751         case GL_COLOR_WRITEMASK:
1752                 params[0] = mState.colorMaskRed;
1753                 params[1] = mState.colorMaskGreen;
1754                 params[2] = mState.colorMaskBlue;
1755                 params[3] = mState.colorMaskAlpha;
1756                 break;
1757         case GL_CULL_FACE:                *params = mState.cullFaceEnabled;                  break;
1758         case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;         break;
1759         case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled;     break;
1760         case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;            break;
1761         case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;               break;
1762         case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;               break;
1763         case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;                 break;
1764         case GL_BLEND:                    *params = mState.blendEnabled;                     break;
1765         case GL_DITHER:                   *params = mState.ditherEnabled;                    break;
1766         case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1767         case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscardEnabled;         break;
1768         case GL_TRANSFORM_FEEDBACK_ACTIVE:
1769                 {
1770                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1771                         if(transformFeedback)
1772                         {
1773                                 *params = transformFeedback->isActive();
1774                                 break;
1775                         }
1776                         else return false;
1777                 }
1778          case GL_TRANSFORM_FEEDBACK_PAUSED:
1779                 {
1780                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1781                         if(transformFeedback)
1782                         {
1783                                 *params = transformFeedback->isPaused();
1784                                 break;
1785                         }
1786                         else return false;
1787                 }
1788         default:
1789                 return false;
1790         }
1791
1792         return true;
1793 }
1794
1795 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1796 {
1797         // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1798         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1799         // GetIntegerv as its native query function. As it would require conversion in any
1800         // case, this should make no difference to the calling application.
1801         switch(pname)
1802         {
1803         case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
1804         case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
1805         case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
1806         case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
1807         case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
1808         case GL_ALIASED_LINE_WIDTH_RANGE:
1809                 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1810                 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1811                 break;
1812         case GL_ALIASED_POINT_SIZE_RANGE:
1813                 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1814                 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1815                 break;
1816         case GL_DEPTH_RANGE:
1817                 params[0] = mState.zNear;
1818                 params[1] = mState.zFar;
1819                 break;
1820         case GL_COLOR_CLEAR_VALUE:
1821                 params[0] = mState.colorClearValue.red;
1822                 params[1] = mState.colorClearValue.green;
1823                 params[2] = mState.colorClearValue.blue;
1824                 params[3] = mState.colorClearValue.alpha;
1825                 break;
1826         case GL_BLEND_COLOR:
1827                 params[0] = mState.blendColor.red;
1828                 params[1] = mState.blendColor.green;
1829                 params[2] = mState.blendColor.blue;
1830                 params[3] = mState.blendColor.alpha;
1831                 break;
1832         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1833                 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1834                 break;
1835         default:
1836                 return false;
1837         }
1838
1839         return true;
1840 }
1841
1842 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1843 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1844
1845 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1846 {
1847         // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1848         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1849         // GetIntegerv as its native query function. As it would require conversion in any
1850         // case, this should make no difference to the calling application. You may find it in
1851         // Context::getFloatv.
1852         switch(pname)
1853         {
1854         case GL_MAX_VERTEX_ATTRIBS:               *params = MAX_VERTEX_ATTRIBS;               return true;
1855         case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = MAX_VERTEX_UNIFORM_VECTORS;       return true;
1856         case GL_MAX_VARYING_VECTORS:              *params = MAX_VARYING_VECTORS;              return true;
1857         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true;
1858         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS;   return true;
1859         case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = MAX_TEXTURE_IMAGE_UNITS;          return true;
1860         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = MAX_FRAGMENT_UNIFORM_VECTORS;     return true;
1861         case GL_MAX_RENDERBUFFER_SIZE:            *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true;
1862         case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    return true;
1863         case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          return true;
1864         case GL_ARRAY_BUFFER_BINDING:             *params = getArrayBufferName();                 return true;
1865         case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = getElementArrayBufferName();          return true;
1866 //      case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1867         case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               return true;
1868         case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               return true;
1869         case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.name();           return true;
1870         case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                return true;
1871         case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 return true;
1872         case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackInfo.alignment;          return true;
1873         case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            return true;
1874         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true;
1875         case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); return true;
1876         case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   return true;
1877         case GL_STENCIL_REF:                      *params = mState.stencilRef;                    return true;
1878         case GL_STENCIL_VALUE_MASK:               *params = sw::clampToSignedInt(mState.stencilMask); return true;
1879         case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               return true;
1880         case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                return true;
1881         case GL_STENCIL_BACK_VALUE_MASK:          *params = sw::clampToSignedInt(mState.stencilBackMask); return true;
1882         case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   return true;
1883         case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          return true;
1884         case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          return true;
1885         case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               return true;
1886         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      return true;
1887         case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      return true;
1888         case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     return true;
1889         case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                return true;
1890         case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              return true;
1891         case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  return true;
1892         case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                return true;
1893         case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              return true;
1894         case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            return true;
1895         case GL_STENCIL_WRITEMASK:                *params = sw::clampToSignedInt(mState.stencilWritemask); return true;
1896         case GL_STENCIL_BACK_WRITEMASK:           *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true;
1897         case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             return true;
1898         case GL_SUBPIXEL_BITS:                    *params = 4;                                    return true;
1899         case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;          return true;
1900         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true;
1901         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;           return true;
1902         case GL_MAX_SAMPLES_ANGLE:                *params = IMPLEMENTATION_MAX_SAMPLES;               return true;
1903         case GL_SAMPLE_BUFFERS:
1904         case GL_SAMPLES:
1905                 {
1906                         Framebuffer *framebuffer = getDrawFramebuffer();
1907                         int width, height, samples;
1908
1909                         if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1910                         {
1911                                 switch(pname)
1912                                 {
1913                                 case GL_SAMPLE_BUFFERS:
1914                                         if(samples > 1)
1915                                         {
1916                                                 *params = 1;
1917                                         }
1918                                         else
1919                                         {
1920                                                 *params = 0;
1921                                         }
1922                                         break;
1923                                 case GL_SAMPLES:
1924                                         *params = samples;
1925                                         break;
1926                                 }
1927                         }
1928                         else
1929                         {
1930                                 *params = 0;
1931                         }
1932                 }
1933                 return true;
1934         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1935                 {
1936                         Framebuffer *framebuffer = getReadFramebuffer();
1937                         *params = framebuffer->getImplementationColorReadType();
1938                 }
1939                 return true;
1940         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1941                 {
1942                         Framebuffer *framebuffer = getReadFramebuffer();
1943                         *params = framebuffer->getImplementationColorReadFormat();
1944                 }
1945                 return true;
1946         case GL_MAX_VIEWPORT_DIMS:
1947                 {
1948                         int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1949                         params[0] = maxDimension;
1950                         params[1] = maxDimension;
1951                 }
1952                 return true;
1953         case GL_COMPRESSED_TEXTURE_FORMATS:
1954                 {
1955                         for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1956                         {
1957                                 params[i] = compressedTextureFormats[i];
1958                         }
1959                 }
1960                 return true;
1961         case GL_VIEWPORT:
1962                 params[0] = mState.viewportX;
1963                 params[1] = mState.viewportY;
1964                 params[2] = mState.viewportWidth;
1965                 params[3] = mState.viewportHeight;
1966                 return true;
1967         case GL_SCISSOR_BOX:
1968                 params[0] = mState.scissorX;
1969                 params[1] = mState.scissorY;
1970                 params[2] = mState.scissorWidth;
1971                 params[3] = mState.scissorHeight;
1972                 return true;
1973         case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 return true;
1974         case GL_FRONT_FACE:                       *params = mState.frontFace;                return true;
1975         case GL_RED_BITS:
1976         case GL_GREEN_BITS:
1977         case GL_BLUE_BITS:
1978         case GL_ALPHA_BITS:
1979                 {
1980                         Framebuffer *framebuffer = getDrawFramebuffer();
1981                         Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
1982
1983                         if(colorbuffer)
1984                         {
1985                                 switch(pname)
1986                                 {
1987                                 case GL_RED_BITS:   *params = colorbuffer->getRedSize();   return true;
1988                                 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true;
1989                                 case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  return true;
1990                                 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true;
1991                                 }
1992                         }
1993                         else
1994                         {
1995                                 *params = 0;
1996                         }
1997                 }
1998                 return true;
1999         case GL_DEPTH_BITS:
2000                 {
2001                         Framebuffer *framebuffer = getDrawFramebuffer();
2002                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2003
2004                         if(depthbuffer)
2005                         {
2006                                 *params = depthbuffer->getDepthSize();
2007                         }
2008                         else
2009                         {
2010                                 *params = 0;
2011                         }
2012                 }
2013                 return true;
2014         case GL_STENCIL_BITS:
2015                 {
2016                         Framebuffer *framebuffer = getDrawFramebuffer();
2017                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2018
2019                         if(stencilbuffer)
2020                         {
2021                                 *params = stencilbuffer->getStencilSize();
2022                         }
2023                         else
2024                         {
2025                                 *params = 0;
2026                         }
2027                 }
2028                 return true;
2029         case GL_TEXTURE_BINDING_2D:
2030                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2031                 {
2032                         error(GL_INVALID_OPERATION);
2033                         return false;
2034                 }
2035
2036                 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2037                 return true;
2038         case GL_TEXTURE_BINDING_CUBE_MAP:
2039                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2040                 {
2041                         error(GL_INVALID_OPERATION);
2042                         return false;
2043                 }
2044
2045                 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2046                 return true;
2047         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2048                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2049                 {
2050                         error(GL_INVALID_OPERATION);
2051                         return false;
2052                 }
2053
2054                 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2055                 return true;
2056         case GL_TEXTURE_BINDING_3D_OES:
2057                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2058                 {
2059                         error(GL_INVALID_OPERATION);
2060                         return false;
2061                 }
2062
2063                 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2064                 return true;
2065         case GL_DRAW_BUFFER0:
2066         case GL_DRAW_BUFFER1:
2067         case GL_DRAW_BUFFER2:
2068         case GL_DRAW_BUFFER3:
2069         case GL_DRAW_BUFFER4:
2070         case GL_DRAW_BUFFER5:
2071         case GL_DRAW_BUFFER6:
2072         case GL_DRAW_BUFFER7:
2073         case GL_DRAW_BUFFER8:
2074         case GL_DRAW_BUFFER9:
2075         case GL_DRAW_BUFFER10:
2076         case GL_DRAW_BUFFER11:
2077         case GL_DRAW_BUFFER12:
2078         case GL_DRAW_BUFFER13:
2079         case GL_DRAW_BUFFER14:
2080         case GL_DRAW_BUFFER15:
2081                 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS)
2082                 {
2083                         *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2084                 }
2085                 else
2086                 {
2087                         return false;
2088                 }
2089                 return true;
2090         case GL_MAX_DRAW_BUFFERS:
2091                 *params = MAX_DRAW_BUFFERS;
2092                 return true;
2093         default:
2094                 break;
2095         }
2096
2097         if(clientVersion >= 3)
2098         {
2099                 switch(pname)
2100                 {
2101                 case GL_TEXTURE_BINDING_2D_ARRAY:
2102                         if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2103                         {
2104                                 error(GL_INVALID_OPERATION);
2105                                 return false;
2106                         }
2107
2108                         *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2109                         return true;
2110                 case GL_COPY_READ_BUFFER_BINDING:
2111                         *params = mState.copyReadBuffer.name();
2112                         return true;
2113                 case GL_COPY_WRITE_BUFFER_BINDING:
2114                         *params = mState.copyWriteBuffer.name();
2115                         return true;
2116                 case GL_MAJOR_VERSION:
2117                         *params = clientVersion;
2118                         return true;
2119                 case GL_MAX_3D_TEXTURE_SIZE:
2120                         *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2121                         return true;
2122                 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2123                         *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2124                         return true;
2125                 case GL_MAX_COLOR_ATTACHMENTS: // Note: not supported in OES_framebuffer_object
2126                         *params = MAX_COLOR_ATTACHMENTS;
2127                         return true;
2128                 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2129                         *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2130                         return true;
2131                 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2132                         *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS;
2133                         return true;
2134                 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2135                         *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2136                         return true;
2137                 case GL_MAX_ELEMENT_INDEX:
2138                         *params = MAX_ELEMENT_INDEX;
2139                         return true;
2140                 case GL_MAX_ELEMENTS_INDICES:
2141                         *params = MAX_ELEMENTS_INDICES;
2142                         return true;
2143                 case GL_MAX_ELEMENTS_VERTICES:
2144                         *params = MAX_ELEMENTS_VERTICES;
2145                         return true;
2146                 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2147                         *params = MAX_FRAGMENT_INPUT_VECTORS * 4;
2148                         return true;
2149                 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2150                         *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2151                         return true;
2152                 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2153                         *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2154                         return true;
2155                 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2156                         UNIMPLEMENTED();
2157                         *params = MAX_PROGRAM_TEXEL_OFFSET;
2158                         return true;
2159                 case GL_MAX_SERVER_WAIT_TIMEOUT:
2160                         UNIMPLEMENTED();
2161                         *params = 0;
2162                         return true;
2163                 case GL_MAX_TEXTURE_LOD_BIAS:
2164                         UNIMPLEMENTED();
2165                         *params = 2;
2166                         return true;
2167                 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2168                         *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2169                         return true;
2170                 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2171                         *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2172                         return true;
2173                 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2174                         *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2175                         return true;
2176                 case GL_MAX_UNIFORM_BLOCK_SIZE:
2177                         *params = MAX_UNIFORM_BLOCK_SIZE;
2178                         return true;
2179                 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2180                         *params = MAX_UNIFORM_BUFFER_BINDINGS;
2181                         return true;
2182                 case GL_MAX_VARYING_COMPONENTS:
2183                         UNIMPLEMENTED();
2184                         // FIXME: should be MAX_VARYING_VECTORS * 4, but MAX_VARYING_VECTORS
2185                         // must be increased (see MAX_VERTEX_OUTPUTS and MAX_FRAGMENT_INPUTS)
2186                         *params = 60;
2187                         return true;
2188                 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2189                         *params = MAX_VERTEX_OUTPUT_VECTORS * 4;
2190                         return true;
2191                 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2192                         *params = MAX_VERTEX_UNIFORM_BLOCKS;
2193                         return true;
2194                 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2195                         *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2196                         return true;
2197                 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2198                         UNIMPLEMENTED();
2199                         *params = MIN_PROGRAM_TEXEL_OFFSET;
2200                         return true;
2201                 case GL_MINOR_VERSION:
2202                         *params = 0;
2203                         return true;
2204                 case GL_NUM_EXTENSIONS:
2205                         GLuint numExtensions;
2206                         getExtensions(0, &numExtensions);
2207                         *params = numExtensions;
2208                         return true;
2209                 case GL_NUM_PROGRAM_BINARY_FORMATS:
2210                         *params = NUM_PROGRAM_BINARY_FORMATS;
2211                         return true;
2212                 case GL_PACK_ROW_LENGTH:
2213                         *params = mState.packRowLength;
2214                         return true;
2215                 case GL_PACK_SKIP_PIXELS:
2216                         *params = mState.packSkipPixels;
2217                         return true;
2218                 case GL_PACK_SKIP_ROWS:
2219                         *params = mState.packSkipRows;
2220                         return true;
2221                 case GL_PIXEL_PACK_BUFFER_BINDING:
2222                         *params = mState.pixelPackBuffer.name();
2223                         return true;
2224                 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2225                         *params = mState.pixelUnpackBuffer.name();
2226                         return true;
2227                 case GL_PROGRAM_BINARY_FORMATS:
2228                         // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input
2229                         // should be a 0 sized array, so don't write to params
2230                         return true;
2231                 case GL_READ_BUFFER:
2232                         *params = getReadFramebuffer()->getReadBuffer();
2233                         return true;
2234                 case GL_SAMPLER_BINDING:
2235                         *params = mState.sampler[mState.activeSampler].name();
2236                         return true;
2237                 case GL_UNIFORM_BUFFER_BINDING:
2238                         *params = mState.genericUniformBuffer.name();
2239                         return true;
2240                 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2241                         *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2242                         return true;
2243                 case GL_UNIFORM_BUFFER_SIZE:
2244                         *params = static_cast<T>(mState.genericUniformBuffer->size());
2245                         return true;
2246                 case GL_UNIFORM_BUFFER_START:
2247                         *params = static_cast<T>(mState.genericUniformBuffer->offset());
2248                         return true;
2249                 case GL_UNPACK_IMAGE_HEIGHT:
2250                         *params = mState.unpackInfo.imageHeight;
2251                         return true;
2252                 case GL_UNPACK_ROW_LENGTH:
2253                         *params = mState.unpackInfo.rowLength;
2254                         return true;
2255                 case GL_UNPACK_SKIP_IMAGES:
2256                         *params = mState.unpackInfo.skipImages;
2257                         return true;
2258                 case GL_UNPACK_SKIP_PIXELS:
2259                         *params = mState.unpackInfo.skipPixels;
2260                         return true;
2261                 case GL_UNPACK_SKIP_ROWS:
2262                         *params = mState.unpackInfo.skipRows;
2263                         return true;
2264                 case GL_VERTEX_ARRAY_BINDING:
2265                         *params = getCurrentVertexArray()->name;
2266                         return true;
2267                 case GL_TRANSFORM_FEEDBACK_BINDING:
2268                         {
2269                                 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2270                                 if(transformFeedback)
2271                                 {
2272                                         *params = transformFeedback->name;
2273                                 }
2274                                 else
2275                                 {
2276                                         return false;
2277                                 }
2278                         }
2279                         return true;
2280                 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2281                         {
2282                                 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2283                                 if(transformFeedback)
2284                                 {
2285                                         *params = transformFeedback->getGenericBufferName();
2286                                 }
2287                                 else
2288                                 {
2289                                         return false;
2290                                 }
2291                         }
2292                         return true;
2293                 default:
2294                         break;
2295                 }
2296         }
2297
2298         return false;
2299 }
2300
2301 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2302 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2303
2304 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2305 {
2306         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2307         if(!transformFeedback)
2308         {
2309                 return false;
2310         }
2311
2312         switch(pname)
2313         {
2314         case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2315                 *param = transformFeedback->name;
2316                 break;
2317         case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2318                 *param = transformFeedback->isActive();
2319                 break;
2320         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2321                 *param = transformFeedback->getBufferName(index);
2322                 break;
2323         case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2324                 *param = transformFeedback->isPaused();
2325                 break;
2326         case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2327                 if(transformFeedback->getBuffer(index))
2328                 {
2329                         *param = transformFeedback->getSize(index);
2330                         break;
2331                 }
2332                 else return false;
2333         case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2334                 if(transformFeedback->getBuffer(index))
2335                 {
2336                         *param = transformFeedback->getOffset(index);
2337                 break;
2338                 }
2339                 else return false;
2340         default:
2341                 return false;
2342         }
2343
2344         return true;
2345 }
2346
2347 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2348 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2349
2350 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2351 {
2352         const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2353
2354         switch(pname)
2355         {
2356         case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2357                 *param = uniformBuffer.get().name();
2358                 break;
2359         case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2360                 *param = uniformBuffer.getSize();
2361                 break;
2362         case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2363                 *param = uniformBuffer.getOffset();
2364                 break;
2365         default:
2366                 return false;
2367         }
2368
2369         return true;
2370 }
2371
2372 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2373 {
2374         // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2375         // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2376         // to the fact that it is stored internally as a float, and so would require conversion
2377         // if returned from Context::getIntegerv. Since this conversion is already implemented
2378         // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2379         // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2380         // application.
2381         switch(pname)
2382         {
2383         case GL_COMPRESSED_TEXTURE_FORMATS:
2384                 {
2385                         *type = GL_INT;
2386                         *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2387                 }
2388                 break;
2389         case GL_SHADER_BINARY_FORMATS:
2390                 {
2391                         *type = GL_INT;
2392                         *numParams = 0;
2393                 }
2394                 break;
2395         case GL_MAX_VERTEX_ATTRIBS:
2396         case GL_MAX_VERTEX_UNIFORM_VECTORS:
2397         case GL_MAX_VARYING_VECTORS:
2398         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2399         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2400         case GL_MAX_TEXTURE_IMAGE_UNITS:
2401         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2402         case GL_MAX_RENDERBUFFER_SIZE:
2403         case GL_NUM_SHADER_BINARY_FORMATS:
2404         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2405         case GL_ARRAY_BUFFER_BINDING:
2406         case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2407         case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2408         case GL_RENDERBUFFER_BINDING:
2409         case GL_CURRENT_PROGRAM:
2410         case GL_PACK_ALIGNMENT:
2411         case GL_UNPACK_ALIGNMENT:
2412         case GL_GENERATE_MIPMAP_HINT:
2413         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2414         case GL_RED_BITS:
2415         case GL_GREEN_BITS:
2416         case GL_BLUE_BITS:
2417         case GL_ALPHA_BITS:
2418         case GL_DEPTH_BITS:
2419         case GL_STENCIL_BITS:
2420         case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2421         case GL_CULL_FACE_MODE:
2422         case GL_FRONT_FACE:
2423         case GL_ACTIVE_TEXTURE:
2424         case GL_STENCIL_FUNC:
2425         case GL_STENCIL_VALUE_MASK:
2426         case GL_STENCIL_REF:
2427         case GL_STENCIL_FAIL:
2428         case GL_STENCIL_PASS_DEPTH_FAIL:
2429         case GL_STENCIL_PASS_DEPTH_PASS:
2430         case GL_STENCIL_BACK_FUNC:
2431         case GL_STENCIL_BACK_VALUE_MASK:
2432         case GL_STENCIL_BACK_REF:
2433         case GL_STENCIL_BACK_FAIL:
2434         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2435         case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2436         case GL_DEPTH_FUNC:
2437         case GL_BLEND_SRC_RGB:
2438         case GL_BLEND_SRC_ALPHA:
2439         case GL_BLEND_DST_RGB:
2440         case GL_BLEND_DST_ALPHA:
2441         case GL_BLEND_EQUATION_RGB:
2442         case GL_BLEND_EQUATION_ALPHA:
2443         case GL_STENCIL_WRITEMASK:
2444         case GL_STENCIL_BACK_WRITEMASK:
2445         case GL_STENCIL_CLEAR_VALUE:
2446         case GL_SUBPIXEL_BITS:
2447         case GL_MAX_TEXTURE_SIZE:
2448         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2449         case GL_SAMPLE_BUFFERS:
2450         case GL_SAMPLES:
2451         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2452         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2453         case GL_TEXTURE_BINDING_2D:
2454         case GL_TEXTURE_BINDING_CUBE_MAP:
2455         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2456         case GL_TEXTURE_BINDING_3D_OES:
2457         case GL_COPY_READ_BUFFER_BINDING:
2458         case GL_COPY_WRITE_BUFFER_BINDING:
2459         case GL_DRAW_BUFFER0:
2460         case GL_DRAW_BUFFER1:
2461         case GL_DRAW_BUFFER2:
2462         case GL_DRAW_BUFFER3:
2463         case GL_DRAW_BUFFER4:
2464         case GL_DRAW_BUFFER5:
2465         case GL_DRAW_BUFFER6:
2466         case GL_DRAW_BUFFER7:
2467         case GL_DRAW_BUFFER8:
2468         case GL_DRAW_BUFFER9:
2469         case GL_DRAW_BUFFER10:
2470         case GL_DRAW_BUFFER11:
2471         case GL_DRAW_BUFFER12:
2472         case GL_DRAW_BUFFER13:
2473         case GL_DRAW_BUFFER14:
2474         case GL_DRAW_BUFFER15:
2475         case GL_MAJOR_VERSION:
2476         case GL_MAX_3D_TEXTURE_SIZE:
2477         case GL_MAX_ARRAY_TEXTURE_LAYERS:
2478         case GL_MAX_COLOR_ATTACHMENTS:
2479         case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2480         case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2481         case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2482         case GL_MAX_DRAW_BUFFERS:
2483         case GL_MAX_ELEMENT_INDEX:
2484         case GL_MAX_ELEMENTS_INDICES:
2485         case GL_MAX_ELEMENTS_VERTICES:
2486         case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2487         case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2488         case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2489         case GL_MAX_PROGRAM_TEXEL_OFFSET:
2490         case GL_MAX_SERVER_WAIT_TIMEOUT:
2491         case GL_MAX_TEXTURE_LOD_BIAS:
2492         case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2493         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2494         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2495         case GL_MAX_UNIFORM_BLOCK_SIZE:
2496         case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2497         case GL_MAX_VARYING_COMPONENTS:
2498         case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2499         case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2500         case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2501         case GL_MIN_PROGRAM_TEXEL_OFFSET:
2502         case GL_MINOR_VERSION:
2503         case GL_NUM_EXTENSIONS:
2504         case GL_NUM_PROGRAM_BINARY_FORMATS:
2505         case GL_PACK_ROW_LENGTH:
2506         case GL_PACK_SKIP_PIXELS:
2507         case GL_PACK_SKIP_ROWS:
2508         case GL_PIXEL_PACK_BUFFER_BINDING:
2509         case GL_PIXEL_UNPACK_BUFFER_BINDING:
2510         case GL_PROGRAM_BINARY_FORMATS:
2511         case GL_READ_BUFFER:
2512         case GL_SAMPLER_BINDING:
2513         case GL_TEXTURE_BINDING_2D_ARRAY:
2514         case GL_UNIFORM_BUFFER_BINDING:
2515         case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2516         case GL_UNIFORM_BUFFER_SIZE:
2517         case GL_UNIFORM_BUFFER_START:
2518         case GL_UNPACK_IMAGE_HEIGHT:
2519         case GL_UNPACK_ROW_LENGTH:
2520         case GL_UNPACK_SKIP_IMAGES:
2521         case GL_UNPACK_SKIP_PIXELS:
2522         case GL_UNPACK_SKIP_ROWS:
2523         case GL_VERTEX_ARRAY_BINDING:
2524         case GL_TRANSFORM_FEEDBACK_BINDING:
2525         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2526                 {
2527                         *type = GL_INT;
2528                         *numParams = 1;
2529                 }
2530                 break;
2531         case GL_MAX_SAMPLES_ANGLE:
2532                 {
2533                         *type = GL_INT;
2534                         *numParams = 1;
2535                 }
2536                 break;
2537         case GL_MAX_VIEWPORT_DIMS:
2538                 {
2539                         *type = GL_INT;
2540                         *numParams = 2;
2541                 }
2542                 break;
2543         case GL_VIEWPORT:
2544         case GL_SCISSOR_BOX:
2545                 {
2546                         *type = GL_INT;
2547                         *numParams = 4;
2548                 }
2549                 break;
2550         case GL_SHADER_COMPILER:
2551         case GL_SAMPLE_COVERAGE_INVERT:
2552         case GL_DEPTH_WRITEMASK:
2553         case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
2554         case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
2555         case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2556         case GL_SAMPLE_COVERAGE:
2557         case GL_SCISSOR_TEST:
2558         case GL_STENCIL_TEST:
2559         case GL_DEPTH_TEST:
2560         case GL_BLEND:
2561         case GL_DITHER:
2562         case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2563         case GL_RASTERIZER_DISCARD:
2564         case GL_TRANSFORM_FEEDBACK_ACTIVE:
2565         case GL_TRANSFORM_FEEDBACK_PAUSED:
2566                 {
2567                         *type = GL_BOOL;
2568                         *numParams = 1;
2569                 }
2570                 break;
2571         case GL_COLOR_WRITEMASK:
2572                 {
2573                         *type = GL_BOOL;
2574                         *numParams = 4;
2575                 }
2576                 break;
2577         case GL_POLYGON_OFFSET_FACTOR:
2578         case GL_POLYGON_OFFSET_UNITS:
2579         case GL_SAMPLE_COVERAGE_VALUE:
2580         case GL_DEPTH_CLEAR_VALUE:
2581         case GL_LINE_WIDTH:
2582                 {
2583                         *type = GL_FLOAT;
2584                         *numParams = 1;
2585                 }
2586                 break;
2587         case GL_ALIASED_LINE_WIDTH_RANGE:
2588         case GL_ALIASED_POINT_SIZE_RANGE:
2589         case GL_DEPTH_RANGE:
2590                 {
2591                         *type = GL_FLOAT;
2592                         *numParams = 2;
2593                 }
2594                 break;
2595         case GL_COLOR_CLEAR_VALUE:
2596         case GL_BLEND_COLOR:
2597                 {
2598                         *type = GL_FLOAT;
2599                         *numParams = 4;
2600                 }
2601                 break;
2602         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2603                 *type = GL_FLOAT;
2604                 *numParams = 1;
2605                 break;
2606         default:
2607                 return false;
2608         }
2609
2610         return true;
2611 }
2612
2613 void Context::applyScissor(int width, int height)
2614 {
2615         if(mState.scissorTestEnabled)
2616         {
2617                 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2618                 scissor.clip(0, 0, width, height);
2619
2620                 device->setScissorRect(scissor);
2621                 device->setScissorEnable(true);
2622         }
2623         else
2624         {
2625                 device->setScissorEnable(false);
2626         }
2627 }
2628
2629 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2630 bool Context::applyRenderTarget()
2631 {
2632         Framebuffer *framebuffer = getDrawFramebuffer();
2633         int width, height, samples;
2634
2635         if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2636         {
2637                 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2638         }
2639
2640         for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2641         {
2642                 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2643                 {
2644                         egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2645                         device->setRenderTarget(i, renderTarget);
2646                         if(renderTarget) renderTarget->release();
2647                 }
2648                 else
2649                 {
2650                         device->setRenderTarget(i, nullptr);
2651                 }
2652         }
2653
2654         egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2655         device->setDepthBuffer(depthBuffer);
2656         if(depthBuffer) depthBuffer->release();
2657
2658         egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2659         device->setStencilBuffer(stencilBuffer);
2660         if(stencilBuffer) stencilBuffer->release();
2661
2662         Viewport viewport;
2663         float zNear = clamp01(mState.zNear);
2664         float zFar = clamp01(mState.zFar);
2665
2666         viewport.x0 = mState.viewportX;
2667         viewport.y0 = mState.viewportY;
2668         viewport.width = mState.viewportWidth;
2669         viewport.height = mState.viewportHeight;
2670         viewport.minZ = zNear;
2671         viewport.maxZ = zFar;
2672
2673         device->setViewport(viewport);
2674
2675         applyScissor(width, height);
2676
2677         Program *program = getCurrentProgram();
2678
2679         if(program)
2680         {
2681                 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2682                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2683                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2684                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2685         }
2686
2687         return true;
2688 }
2689
2690 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2691 void Context::applyState(GLenum drawMode)
2692 {
2693         Framebuffer *framebuffer = getDrawFramebuffer();
2694
2695         if(mState.cullFaceEnabled)
2696         {
2697                 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2698         }
2699         else
2700         {
2701                 device->setCullMode(sw::CULL_NONE);
2702         }
2703
2704         if(mDepthStateDirty)
2705         {
2706                 if(mState.depthTestEnabled)
2707                 {
2708                         device->setDepthBufferEnable(true);
2709                         device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2710                 }
2711                 else
2712                 {
2713                         device->setDepthBufferEnable(false);
2714                 }
2715
2716                 mDepthStateDirty = false;
2717         }
2718
2719         if(mBlendStateDirty)
2720         {
2721                 if(mState.blendEnabled)
2722                 {
2723                         device->setAlphaBlendEnable(true);
2724                         device->setSeparateAlphaBlendEnable(true);
2725
2726                         device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2727
2728                         device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2729                         device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2730                         device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2731
2732                         device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2733                         device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2734                         device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2735                 }
2736                 else
2737                 {
2738                         device->setAlphaBlendEnable(false);
2739                 }
2740
2741                 mBlendStateDirty = false;
2742         }
2743
2744         if(mStencilStateDirty || mFrontFaceDirty)
2745         {
2746                 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2747                 {
2748                         device->setStencilEnable(true);
2749                         device->setTwoSidedStencil(true);
2750
2751                         // get the maximum size of the stencil ref
2752                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2753                         GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2754
2755                         if(mState.frontFace == GL_CCW)
2756                         {
2757                                 device->setStencilWriteMask(mState.stencilWritemask);
2758                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2759
2760                                 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2761                                 device->setStencilMask(mState.stencilMask);
2762
2763                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2764                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2765                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2766
2767                                 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2768                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2769
2770                                 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2771                                 device->setStencilMaskCCW(mState.stencilBackMask);
2772
2773                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2774                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2775                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2776                         }
2777                         else
2778                         {
2779                                 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2780                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2781
2782                                 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2783                                 device->setStencilMaskCCW(mState.stencilMask);
2784
2785                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2786                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2787                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2788
2789                                 device->setStencilWriteMask(mState.stencilBackWritemask);
2790                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2791
2792                                 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2793                                 device->setStencilMask(mState.stencilBackMask);
2794
2795                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2796                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2797                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2798                         }
2799                 }
2800                 else
2801                 {
2802                         device->setStencilEnable(false);
2803                 }
2804
2805                 mStencilStateDirty = false;
2806                 mFrontFaceDirty = false;
2807         }
2808
2809         if(mMaskStateDirty)
2810         {
2811                 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2812                 {
2813                         device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2814                 }
2815
2816                 device->setDepthWriteEnable(mState.depthMask);
2817
2818                 mMaskStateDirty = false;
2819         }
2820
2821         if(mPolygonOffsetStateDirty)
2822         {
2823                 if(mState.polygonOffsetFillEnabled)
2824                 {
2825                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2826                         if(depthbuffer)
2827                         {
2828                                 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2829                                 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2830                                 device->setDepthBias(depthBias);
2831                         }
2832                 }
2833                 else
2834                 {
2835                         device->setSlopeDepthBias(0);
2836                         device->setDepthBias(0);
2837                 }
2838
2839                 mPolygonOffsetStateDirty = false;
2840         }
2841
2842         if(mSampleStateDirty)
2843         {
2844                 if(mState.sampleAlphaToCoverageEnabled)
2845                 {
2846                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2847                 }
2848                 else
2849                 {
2850                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2851                 }
2852
2853                 if(mState.sampleCoverageEnabled)
2854                 {
2855                         unsigned int mask = 0;
2856                         if(mState.sampleCoverageValue != 0)
2857                         {
2858                                 int width, height, samples;
2859                                 framebuffer->completeness(width, height, samples);
2860
2861                                 float threshold = 0.5f;
2862
2863                                 for(int i = 0; i < samples; i++)
2864                                 {
2865                                         mask <<= 1;
2866
2867                                         if((i + 1) * mState.sampleCoverageValue >= threshold)
2868                                         {
2869                                                 threshold += 1.0f;
2870                                                 mask |= 1;
2871                                         }
2872                                 }
2873                         }
2874
2875                         if(mState.sampleCoverageInvert)
2876                         {
2877                                 mask = ~mask;
2878                         }
2879
2880                         device->setMultiSampleMask(mask);
2881                 }
2882                 else
2883                 {
2884                         device->setMultiSampleMask(0xFFFFFFFF);
2885                 }
2886
2887                 mSampleStateDirty = false;
2888         }
2889
2890         if(mDitherStateDirty)
2891         {
2892         //      UNIMPLEMENTED();   // FIXME
2893
2894                 mDitherStateDirty = false;
2895         }
2896
2897         device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2898 }
2899
2900 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2901 {
2902         TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2903
2904         GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2905         if(err != GL_NO_ERROR)
2906         {
2907                 return err;
2908         }
2909
2910         Program *program = getCurrentProgram();
2911
2912         device->resetInputStreams(false);
2913
2914         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2915         {
2916                 if(program->getAttributeStream(i) == -1)
2917                 {
2918                         continue;
2919                 }
2920
2921                 sw::Resource *resource = attributes[i].vertexBuffer;
2922                 const void *buffer = (char*)resource->data() + attributes[i].offset;
2923
2924                 int stride = attributes[i].stride;
2925
2926                 buffer = (char*)buffer + stride * base;
2927
2928                 sw::Stream attribute(resource, buffer, stride);
2929
2930                 attribute.type = attributes[i].type;
2931                 attribute.count = attributes[i].count;
2932                 attribute.normalized = attributes[i].normalized;
2933
2934                 int stream = program->getAttributeStream(i);
2935                 device->setInputStream(stream, attribute);
2936         }
2937
2938         return GL_NO_ERROR;
2939 }
2940
2941 // Applies the indices and element array bindings
2942 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2943 {
2944         GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo);
2945
2946         if(err == GL_NO_ERROR)
2947         {
2948                 device->setIndexBuffer(indexInfo->indexBuffer);
2949         }
2950
2951         return err;
2952 }
2953
2954 // Applies the shaders and shader constants
2955 void Context::applyShaders()
2956 {
2957         Program *programObject = getCurrentProgram();
2958         sw::VertexShader *vertexShader = programObject->getVertexShader();
2959         sw::PixelShader *pixelShader = programObject->getPixelShader();
2960
2961         device->setVertexShader(vertexShader);
2962         device->setPixelShader(pixelShader);
2963
2964         if(programObject->getSerial() != mAppliedProgramSerial)
2965         {
2966                 programObject->dirtyAllUniforms();
2967                 mAppliedProgramSerial = programObject->getSerial();
2968         }
2969
2970         programObject->applyTransformFeedback(getTransformFeedback());
2971         programObject->applyUniformBuffers(mState.uniformBuffers);
2972         programObject->applyUniforms();
2973 }
2974
2975 void Context::applyTextures()
2976 {
2977         applyTextures(sw::SAMPLER_PIXEL);
2978         applyTextures(sw::SAMPLER_VERTEX);
2979 }
2980
2981 void Context::applyTextures(sw::SamplerType samplerType)
2982 {
2983         Program *programObject = getCurrentProgram();
2984
2985         int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS;   // Range of samplers of given sampler type
2986
2987         for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
2988         {
2989                 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex);   // OpenGL texture image unit index
2990
2991                 if(textureUnit != -1)
2992                 {
2993                         TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
2994
2995                         Texture *texture = getSamplerTexture(textureUnit, textureType);
2996
2997                         if(texture->isSamplerComplete())
2998                         {
2999                                 GLenum wrapS, wrapT, wrapR, minFilter, magFilter;
3000                                 GLfloat minLOD, maxLOD;
3001
3002                                 Sampler *samplerObject = mState.sampler[textureUnit];
3003                                 if(samplerObject)
3004                                 {
3005                                         wrapS = samplerObject->getWrapS();
3006                                         wrapT = samplerObject->getWrapT();
3007                                         wrapR = samplerObject->getWrapR();
3008                                         minFilter = samplerObject->getMinFilter();
3009                                         magFilter = samplerObject->getMagFilter();
3010                                         minLOD = samplerObject->getMinLod();
3011                                         maxLOD = samplerObject->getMaxLod();
3012                                 }
3013                                 else
3014                                 {
3015                                         wrapS = texture->getWrapS();
3016                                         wrapT = texture->getWrapT();
3017                                         wrapR = texture->getWrapR();
3018                                         minFilter = texture->getMinFilter();
3019                                         magFilter = texture->getMagFilter();
3020                                         minLOD = texture->getMinLOD();
3021                                         maxLOD = texture->getMaxLOD();
3022                                 }
3023                                 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3024
3025                                 GLint baseLevel = texture->getBaseLevel();
3026                                 GLint maxLevel = texture->getMaxLevel();
3027                                 GLenum swizzleR = texture->getSwizzleR();
3028                                 GLenum swizzleG = texture->getSwizzleG();
3029                                 GLenum swizzleB = texture->getSwizzleB();
3030                                 GLenum swizzleA = texture->getSwizzleA();
3031
3032                                 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3033                                 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3034                                 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3035                                 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3036                                 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3037                                 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3038                                 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3039                                 device->setMinLod(samplerType, samplerIndex, minLOD);
3040                                 device->setMaxLod(samplerType, samplerIndex, maxLOD);
3041                                 device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3042                                 device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3043
3044                                 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3045                                 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3046                                 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3047
3048                                 applyTexture(samplerType, samplerIndex, texture);
3049                         }
3050                         else
3051                         {
3052                                 applyTexture(samplerType, samplerIndex, nullptr);
3053                         }
3054                 }
3055                 else
3056                 {
3057                         applyTexture(samplerType, samplerIndex, nullptr);
3058                 }
3059         }
3060 }
3061
3062 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3063 {
3064         Program *program = getCurrentProgram();
3065         int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3066         bool textureUsed = false;
3067
3068         if(type == sw::SAMPLER_PIXEL)
3069         {
3070                 textureUsed = program->getPixelShader()->usesSampler(index);
3071         }
3072         else if(type == sw::SAMPLER_VERTEX)
3073         {
3074                 textureUsed = program->getVertexShader()->usesSampler(index);
3075         }
3076         else UNREACHABLE(type);
3077
3078         sw::Resource *resource = 0;
3079
3080         if(baseTexture && textureUsed)
3081         {
3082                 resource = baseTexture->getResource();
3083         }
3084
3085         device->setTextureResource(sampler, resource);
3086
3087         if(baseTexture && textureUsed)
3088         {
3089                 int levelCount = baseTexture->getLevelCount();
3090
3091                 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
3092                 {
3093                         Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3094
3095                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3096                         {
3097                                 int surfaceLevel = mipmapLevel;
3098
3099                                 if(surfaceLevel < 0)
3100                                 {
3101                                         surfaceLevel = 0;
3102                                 }
3103                                 else if(surfaceLevel >= levelCount)
3104                                 {
3105                                         surfaceLevel = levelCount - 1;
3106                                 }
3107
3108                                 egl::Image *surface = texture->getImage(surfaceLevel);
3109                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3110                         }
3111                 }
3112                 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES)
3113                 {
3114                         Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3115
3116                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3117                         {
3118                                 int surfaceLevel = mipmapLevel;
3119
3120                                 if(surfaceLevel < 0)
3121                                 {
3122                                         surfaceLevel = 0;
3123                                 }
3124                                 else if(surfaceLevel >= levelCount)
3125                                 {
3126                                         surfaceLevel = levelCount - 1;
3127                                 }
3128
3129                                 egl::Image *surface = texture->getImage(surfaceLevel);
3130                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3131                         }
3132                 }
3133                 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY)
3134                 {
3135                         Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3136
3137                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3138                         {
3139                                 int surfaceLevel = mipmapLevel;
3140
3141                                 if(surfaceLevel < 0)
3142                                 {
3143                                         surfaceLevel = 0;
3144                                 }
3145                                 else if(surfaceLevel >= levelCount)
3146                                 {
3147                                         surfaceLevel = levelCount - 1;
3148                                 }
3149
3150                                 egl::Image *surface = texture->getImage(surfaceLevel);
3151                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3152                         }
3153                 }
3154                 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP)
3155                 {
3156                         for(int face = 0; face < 6; face++)
3157                         {
3158                                 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3159
3160                                 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3161                                 {
3162                                         int surfaceLevel = mipmapLevel;
3163
3164                                         if(surfaceLevel < 0)
3165                                         {
3166                                                 surfaceLevel = 0;
3167                                         }
3168                                         else if(surfaceLevel >= levelCount)
3169                                         {
3170                                                 surfaceLevel = levelCount - 1;
3171                                         }
3172
3173                                         egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3174                                         device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3175                                 }
3176                         }
3177                 }
3178                 else UNIMPLEMENTED();
3179         }
3180         else
3181         {
3182                 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3183         }
3184 }
3185
3186 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3187 {
3188         Framebuffer *framebuffer = getReadFramebuffer();
3189         int framebufferWidth, framebufferHeight, framebufferSamples;
3190
3191         if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3192         {
3193                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3194         }
3195
3196         if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3197         {
3198                 return error(GL_INVALID_OPERATION);
3199         }
3200
3201         GLenum readFormat = GL_NONE;
3202         GLenum readType = GL_NONE;
3203         switch(format)
3204         {
3205         case GL_DEPTH_COMPONENT:
3206                 readFormat = framebuffer->getDepthReadFormat();
3207                 readType = framebuffer->getDepthReadType();
3208                 break;
3209         default:
3210                 readFormat = framebuffer->getImplementationColorReadFormat();
3211                 readType = framebuffer->getImplementationColorReadType();
3212                 break;
3213         }
3214
3215         if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion))
3216         {
3217                 return error(GL_INVALID_OPERATION);
3218         }
3219
3220         GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width;
3221         GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment);
3222         GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight;
3223         pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3224         pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels);
3225
3226         // Sized query sanity check
3227         if(bufSize)
3228         {
3229                 int requiredSize = outputPitch * height;
3230                 if(requiredSize > *bufSize)
3231                 {
3232                         return error(GL_INVALID_OPERATION);
3233                 }
3234         }
3235
3236         egl::Image *renderTarget = nullptr;
3237         switch(format)
3238         {
3239         case GL_DEPTH_COMPONENT:
3240                 renderTarget = framebuffer->getDepthBuffer();
3241                 break;
3242         default:
3243                 renderTarget = framebuffer->getReadRenderTarget();
3244                 break;
3245         }
3246
3247         if(!renderTarget)
3248         {
3249                 return error(GL_INVALID_OPERATION);
3250         }
3251
3252         sw::Rect rect = {x, y, x + width, y + height};
3253         sw::Rect dstRect = { 0, 0, width, height };
3254         rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
3255
3256         sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3257         sw::SliceRect sliceRect(rect);
3258         sw::SliceRect dstSliceRect(dstRect);
3259         device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false);
3260
3261         renderTarget->release();
3262 }
3263
3264 void Context::clear(GLbitfield mask)
3265 {
3266         if(mState.rasterizerDiscardEnabled)
3267         {
3268                 return;
3269         }
3270
3271         Framebuffer *framebuffer = getDrawFramebuffer();
3272
3273         if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3274         {
3275                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3276         }
3277
3278         if(!applyRenderTarget())
3279         {
3280                 return;
3281         }
3282
3283         if(mask & GL_COLOR_BUFFER_BIT)
3284         {
3285                 unsigned int rgbaMask = getColorMask();
3286
3287                 if(rgbaMask != 0)
3288                 {
3289                         device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3290                 }
3291         }
3292
3293         if(mask & GL_DEPTH_BUFFER_BIT)
3294         {
3295                 if(mState.depthMask != 0)
3296                 {
3297                         float depth = clamp01(mState.depthClearValue);
3298                         device->clearDepth(depth);
3299                 }
3300         }
3301
3302         if(mask & GL_STENCIL_BUFFER_BIT)
3303         {
3304                 if(mState.stencilWritemask != 0)
3305                 {
3306                         int stencil = mState.stencilClearValue & 0x000000FF;
3307                         device->clearStencil(stencil, mState.stencilWritemask);
3308                 }
3309         }
3310 }
3311
3312 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3313 {
3314         unsigned int rgbaMask = getColorMask();
3315         if(rgbaMask && !mState.rasterizerDiscardEnabled)
3316         {
3317                 Framebuffer *framebuffer = getDrawFramebuffer();
3318                 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3319
3320                 if(colorbuffer)
3321                 {
3322                         sw::SliceRect clearRect = colorbuffer->getRect();
3323
3324                         if(mState.scissorTestEnabled)
3325                         {
3326                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3327                         }
3328
3329                         device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3330
3331                         colorbuffer->release();
3332                 }
3333         }
3334 }
3335
3336 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3337 {
3338         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3339 }
3340
3341 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3342 {
3343         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3344 }
3345
3346 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3347 {
3348         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3349 }
3350
3351 void Context::clearDepthBuffer(const GLfloat value)
3352 {
3353         if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3354         {
3355                 Framebuffer *framebuffer = getDrawFramebuffer();
3356                 egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3357
3358                 if(depthbuffer)
3359                 {
3360                         float depth = clamp01(value);
3361                         sw::SliceRect clearRect = depthbuffer->getRect();
3362
3363                         if(mState.scissorTestEnabled)
3364                         {
3365                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3366                         }
3367
3368                         depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3369
3370                         depthbuffer->release();
3371                 }
3372         }
3373 }
3374
3375 void Context::clearStencilBuffer(const GLint value)
3376 {
3377         if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3378         {
3379                 Framebuffer *framebuffer = getDrawFramebuffer();
3380                 egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3381
3382                 if(stencilbuffer)
3383                 {
3384                         unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3385                         sw::SliceRect clearRect = stencilbuffer->getRect();
3386
3387                         if(mState.scissorTestEnabled)
3388                         {
3389                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3390                         }
3391
3392                         stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3393
3394                         stencilbuffer->release();
3395                 }
3396         }
3397 }
3398
3399 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3400 {
3401         if(!mState.currentProgram)
3402         {
3403                 return error(GL_INVALID_OPERATION);
3404         }
3405
3406         sw::DrawType primitiveType;
3407         int primitiveCount;
3408         int verticesPerPrimitive;
3409
3410         if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3411                 return error(GL_INVALID_ENUM);
3412
3413         if(primitiveCount <= 0)
3414         {
3415                 return;
3416         }
3417
3418         if(!applyRenderTarget())
3419         {
3420                 return;
3421         }
3422
3423         applyState(mode);
3424
3425         for(int i = 0; i < instanceCount; ++i)
3426         {
3427                 device->setInstanceID(i);
3428
3429                 GLenum err = applyVertexBuffer(0, first, count, i);
3430                 if(err != GL_NO_ERROR)
3431                 {
3432                         return error(err);
3433                 }
3434
3435                 applyShaders();
3436                 applyTextures();
3437
3438                 if(!getCurrentProgram()->validateSamplers(false))
3439                 {
3440                         return error(GL_INVALID_OPERATION);
3441                 }
3442
3443                 TransformFeedback* transformFeedback = getTransformFeedback();
3444                 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3445                 {
3446                         device->drawPrimitive(primitiveType, primitiveCount);
3447                 }
3448                 if(transformFeedback)
3449                 {
3450                         transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3451                 }
3452         }
3453 }
3454
3455 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3456 {
3457         if(!mState.currentProgram)
3458         {
3459                 return error(GL_INVALID_OPERATION);
3460         }
3461
3462         if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3463         {
3464                 return error(GL_INVALID_OPERATION);
3465         }
3466
3467         sw::DrawType primitiveType;
3468         int primitiveCount;
3469         int verticesPerPrimitive;
3470
3471         if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3472                 return error(GL_INVALID_ENUM);
3473
3474         if(primitiveCount <= 0)
3475         {
3476                 return;
3477         }
3478
3479         if(!applyRenderTarget())
3480         {
3481                 return;
3482         }
3483
3484         applyState(mode);
3485
3486         for(int i = 0; i < instanceCount; ++i)
3487         {
3488                 device->setInstanceID(i);
3489
3490                 TranslatedIndexData indexInfo;
3491                 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3492                 if(err != GL_NO_ERROR)
3493                 {
3494                         return error(err);
3495                 }
3496
3497                 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3498                 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3499                 if(err != GL_NO_ERROR)
3500                 {
3501                         return error(err);
3502                 }
3503
3504                 applyShaders();
3505                 applyTextures();
3506
3507                 if(!getCurrentProgram()->validateSamplers(false))
3508                 {
3509                         return error(GL_INVALID_OPERATION);
3510                 }
3511
3512                 TransformFeedback* transformFeedback = getTransformFeedback();
3513                 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3514                 {
3515                         device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount);
3516                 }
3517                 if(transformFeedback)
3518                 {
3519                         transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3520                 }
3521         }
3522 }
3523
3524 void Context::finish()
3525 {
3526         device->finish();
3527 }
3528
3529 void Context::flush()
3530 {
3531         // We don't queue anything without processing it as fast as possible
3532 }
3533
3534 void Context::recordInvalidEnum()
3535 {
3536         mInvalidEnum = true;
3537 }
3538
3539 void Context::recordInvalidValue()
3540 {
3541         mInvalidValue = true;
3542 }
3543
3544 void Context::recordInvalidOperation()
3545 {
3546         mInvalidOperation = true;
3547 }
3548
3549 void Context::recordOutOfMemory()
3550 {
3551         mOutOfMemory = true;
3552 }
3553
3554 void Context::recordInvalidFramebufferOperation()
3555 {
3556         mInvalidFramebufferOperation = true;
3557 }
3558
3559 // Get one of the recorded errors and clear its flag, if any.
3560 // [OpenGL ES 2.0.24] section 2.5 page 13.
3561 GLenum Context::getError()
3562 {
3563         if(mInvalidEnum)
3564         {
3565                 mInvalidEnum = false;
3566
3567                 return GL_INVALID_ENUM;
3568         }
3569
3570         if(mInvalidValue)
3571         {
3572                 mInvalidValue = false;
3573
3574                 return GL_INVALID_VALUE;
3575         }
3576
3577         if(mInvalidOperation)
3578         {
3579                 mInvalidOperation = false;
3580
3581                 return GL_INVALID_OPERATION;
3582         }
3583
3584         if(mOutOfMemory)
3585         {
3586                 mOutOfMemory = false;
3587
3588                 return GL_OUT_OF_MEMORY;
3589         }
3590
3591         if(mInvalidFramebufferOperation)
3592         {
3593                 mInvalidFramebufferOperation = false;
3594
3595                 return GL_INVALID_FRAMEBUFFER_OPERATION;
3596         }
3597
3598         return GL_NO_ERROR;
3599 }
3600
3601 int Context::getSupportedMultisampleCount(int requested)
3602 {
3603         int supported = 0;
3604
3605         for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3606         {
3607                 if(supported >= requested)
3608                 {
3609                         return supported;
3610                 }
3611
3612                 supported = multisampleCount[i];
3613         }
3614
3615         return supported;
3616 }
3617
3618 void Context::detachBuffer(GLuint buffer)
3619 {
3620         // [OpenGL ES 2.0.24] section 2.9 page 22:
3621         // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3622         // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3623
3624         if(mState.copyReadBuffer.name() == buffer)
3625         {
3626                 mState.copyReadBuffer = nullptr;
3627         }
3628
3629         if(mState.copyWriteBuffer.name() == buffer)
3630         {
3631                 mState.copyWriteBuffer = nullptr;
3632         }
3633
3634         if(mState.pixelPackBuffer.name() == buffer)
3635         {
3636                 mState.pixelPackBuffer = nullptr;
3637         }
3638
3639         if(mState.pixelUnpackBuffer.name() == buffer)
3640         {
3641                 mState.pixelUnpackBuffer = nullptr;
3642         }
3643
3644         if(mState.genericUniformBuffer.name() == buffer)
3645         {
3646                 mState.genericUniformBuffer = nullptr;
3647         }
3648
3649         if(getArrayBufferName() == buffer)
3650         {
3651                 mState.arrayBuffer = nullptr;
3652         }
3653
3654         // Only detach from the current transform feedback
3655         TransformFeedback* currentTransformFeedback = getTransformFeedback();
3656         if(currentTransformFeedback)
3657         {
3658                 currentTransformFeedback->detachBuffer(buffer);
3659         }
3660
3661         // Only detach from the current vertex array
3662         VertexArray* currentVertexArray = getCurrentVertexArray();
3663         if(currentVertexArray)
3664         {
3665                 currentVertexArray->detachBuffer(buffer);
3666         }
3667
3668         for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3669         {
3670                 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3671                 {
3672                         mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3673                 }
3674         }
3675 }
3676
3677 void Context::detachTexture(GLuint texture)
3678 {
3679         // [OpenGL ES 2.0.24] section 3.8 page 84:
3680         // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3681         // rebound to texture object zero
3682
3683         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3684         {
3685                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3686                 {
3687                         if(mState.samplerTexture[type][sampler].name() == texture)
3688                         {
3689                                 mState.samplerTexture[type][sampler] = nullptr;
3690                         }
3691                 }
3692         }
3693
3694         // [OpenGL ES 2.0.24] section 4.4 page 112:
3695         // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3696         // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3697         // image was attached in the currently bound framebuffer.
3698
3699         Framebuffer *readFramebuffer = getReadFramebuffer();
3700         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3701
3702         if(readFramebuffer)
3703         {
3704                 readFramebuffer->detachTexture(texture);
3705         }
3706
3707         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3708         {
3709                 drawFramebuffer->detachTexture(texture);
3710         }
3711 }
3712
3713 void Context::detachFramebuffer(GLuint framebuffer)
3714 {
3715         // [OpenGL ES 2.0.24] section 4.4 page 107:
3716         // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3717         // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3718
3719         if(mState.readFramebuffer == framebuffer)
3720         {
3721                 bindReadFramebuffer(0);
3722         }
3723
3724         if(mState.drawFramebuffer == framebuffer)
3725         {
3726                 bindDrawFramebuffer(0);
3727         }
3728 }
3729
3730 void Context::detachRenderbuffer(GLuint renderbuffer)
3731 {
3732         // [OpenGL ES 2.0.24] section 4.4 page 109:
3733         // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3734         // had been executed with the target RENDERBUFFER and name of zero.
3735
3736         if(mState.renderbuffer.name() == renderbuffer)
3737         {
3738                 bindRenderbuffer(0);
3739         }
3740
3741         // [OpenGL ES 2.0.24] section 4.4 page 111:
3742         // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3743         // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3744         // point to which this image was attached in the currently bound framebuffer.
3745
3746         Framebuffer *readFramebuffer = getReadFramebuffer();
3747         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3748
3749         if(readFramebuffer)
3750         {
3751                 readFramebuffer->detachRenderbuffer(renderbuffer);
3752         }
3753
3754         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3755         {
3756                 drawFramebuffer->detachRenderbuffer(renderbuffer);
3757         }
3758 }
3759
3760 void Context::detachSampler(GLuint sampler)
3761 {
3762         // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3763         // If a sampler object that is currently bound to one or more texture units is
3764         // deleted, it is as though BindSampler is called once for each texture unit to
3765         // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3766         for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3767         {
3768                 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3769                 if(samplerBinding.name() == sampler)
3770                 {
3771                         samplerBinding = nullptr;
3772                 }
3773         }
3774 }
3775
3776 bool Context::cullSkipsDraw(GLenum drawMode)
3777 {
3778         return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3779 }
3780
3781 bool Context::isTriangleMode(GLenum drawMode)
3782 {
3783         switch(drawMode)
3784         {
3785         case GL_TRIANGLES:
3786         case GL_TRIANGLE_FAN:
3787         case GL_TRIANGLE_STRIP:
3788                 return true;
3789         case GL_POINTS:
3790         case GL_LINES:
3791         case GL_LINE_LOOP:
3792         case GL_LINE_STRIP:
3793                 return false;
3794         default: UNREACHABLE(drawMode);
3795         }
3796
3797         return false;
3798 }
3799
3800 void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3801 {
3802         ASSERT(index < MAX_VERTEX_ATTRIBS);
3803
3804         mState.vertexAttribute[index].setCurrentValue(values);
3805
3806         mVertexDataManager->dirtyCurrentValue(index);
3807 }
3808
3809 void Context::setVertexAttrib(GLuint index, const GLint *values)
3810 {
3811         ASSERT(index < MAX_VERTEX_ATTRIBS);
3812
3813         mState.vertexAttribute[index].setCurrentValue(values);
3814
3815         mVertexDataManager->dirtyCurrentValue(index);
3816 }
3817
3818 void Context::setVertexAttrib(GLuint index, const GLuint *values)
3819 {
3820         ASSERT(index < MAX_VERTEX_ATTRIBS);
3821
3822         mState.vertexAttribute[index].setCurrentValue(values);
3823
3824         mVertexDataManager->dirtyCurrentValue(index);
3825 }
3826
3827 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3828                               GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3829                               GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit)
3830 {
3831         Framebuffer *readFramebuffer = getReadFramebuffer();
3832         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3833
3834         int readBufferWidth, readBufferHeight, readBufferSamples;
3835         int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3836
3837         if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3838            !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3839         {
3840                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3841         }
3842
3843         if(drawBufferSamples > 1)
3844         {
3845                 return error(GL_INVALID_OPERATION);
3846         }
3847
3848         sw::SliceRect sourceRect;
3849         sw::SliceRect destRect;
3850         bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3851         bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3852
3853         if(srcX0 < srcX1)
3854         {
3855                 sourceRect.x0 = srcX0;
3856                 sourceRect.x1 = srcX1;
3857         }
3858         else
3859         {
3860                 sourceRect.x0 = srcX1;
3861                 sourceRect.x1 = srcX0;
3862         }
3863
3864         if(dstX0 < dstX1)
3865         {
3866                 destRect.x0 = dstX0;
3867                 destRect.x1 = dstX1;
3868         }
3869         else
3870         {
3871                 destRect.x0 = dstX1;
3872                 destRect.x1 = dstX0;
3873         }
3874
3875         if(srcY0 < srcY1)
3876         {
3877                 sourceRect.y0 = srcY0;
3878                 sourceRect.y1 = srcY1;
3879         }
3880         else
3881         {
3882                 sourceRect.y0 = srcY1;
3883                 sourceRect.y1 = srcY0;
3884         }
3885
3886         if(dstY0 < dstY1)
3887         {
3888                 destRect.y0 = dstY0;
3889                 destRect.y1 = dstY1;
3890         }
3891         else
3892         {
3893                 destRect.y0 = dstY1;
3894                 destRect.y1 = dstY0;
3895         }
3896
3897         sw::Rect sourceScissoredRect = sourceRect;
3898         sw::Rect destScissoredRect = destRect;
3899
3900         if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test
3901         {
3902                 if(destRect.x0 < mState.scissorX)
3903                 {
3904                         int xDiff = mState.scissorX - destRect.x0;
3905                         destScissoredRect.x0 = mState.scissorX;
3906                         sourceScissoredRect.x0 += xDiff;
3907                 }
3908
3909                 if(destRect.x1 > mState.scissorX + mState.scissorWidth)
3910                 {
3911                         int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth);
3912                         destScissoredRect.x1 = mState.scissorX + mState.scissorWidth;
3913                         sourceScissoredRect.x1 -= xDiff;
3914                 }
3915
3916                 if(destRect.y0 < mState.scissorY)
3917                 {
3918                         int yDiff = mState.scissorY - destRect.y0;
3919                         destScissoredRect.y0 = mState.scissorY;
3920                         sourceScissoredRect.y0 += yDiff;
3921                 }
3922
3923                 if(destRect.y1 > mState.scissorY + mState.scissorHeight)
3924                 {
3925                         int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight);
3926                         destScissoredRect.y1 = mState.scissorY + mState.scissorHeight;
3927                         sourceScissoredRect.y1 -= yDiff;
3928                 }
3929         }
3930
3931         sw::Rect sourceTrimmedRect = sourceScissoredRect;
3932         sw::Rect destTrimmedRect = destScissoredRect;
3933
3934         // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3935         // the actual draw and read surfaces.
3936         if(sourceTrimmedRect.x0 < 0)
3937         {
3938                 int xDiff = 0 - sourceTrimmedRect.x0;
3939                 sourceTrimmedRect.x0 = 0;
3940                 destTrimmedRect.x0 += xDiff;
3941         }
3942
3943         if(sourceTrimmedRect.x1 > readBufferWidth)
3944         {
3945                 int xDiff = sourceTrimmedRect.x1 - readBufferWidth;
3946                 sourceTrimmedRect.x1 = readBufferWidth;
3947                 destTrimmedRect.x1 -= xDiff;
3948         }
3949
3950         if(sourceTrimmedRect.y0 < 0)
3951         {
3952                 int yDiff = 0 - sourceTrimmedRect.y0;
3953                 sourceTrimmedRect.y0 = 0;
3954                 destTrimmedRect.y0 += yDiff;
3955         }
3956
3957         if(sourceTrimmedRect.y1 > readBufferHeight)
3958         {
3959                 int yDiff = sourceTrimmedRect.y1 - readBufferHeight;
3960                 sourceTrimmedRect.y1 = readBufferHeight;
3961                 destTrimmedRect.y1 -= yDiff;
3962         }
3963
3964         if(destTrimmedRect.x0 < 0)
3965         {
3966                 int xDiff = 0 - destTrimmedRect.x0;
3967                 destTrimmedRect.x0 = 0;
3968                 sourceTrimmedRect.x0 += xDiff;
3969         }
3970
3971         if(destTrimmedRect.x1 > drawBufferWidth)
3972         {
3973                 int xDiff = destTrimmedRect.x1 - drawBufferWidth;
3974                 destTrimmedRect.x1 = drawBufferWidth;
3975                 sourceTrimmedRect.x1 -= xDiff;
3976         }
3977
3978         if(destTrimmedRect.y0 < 0)
3979         {
3980                 int yDiff = 0 - destTrimmedRect.y0;
3981                 destTrimmedRect.y0 = 0;
3982                 sourceTrimmedRect.y0 += yDiff;
3983         }
3984
3985         if(destTrimmedRect.y1 > drawBufferHeight)
3986         {
3987                 int yDiff = destTrimmedRect.y1 - drawBufferHeight;
3988                 destTrimmedRect.y1 = drawBufferHeight;
3989                 sourceTrimmedRect.y1 -= yDiff;
3990         }
3991
3992         bool partialBufferCopy = false;
3993
3994         if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
3995            sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
3996            destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
3997            destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
3998            sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
3999         {
4000                 partialBufferCopy = true;
4001         }
4002
4003         bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1);
4004         bool blitRenderTarget = false;
4005         bool blitDepth = false;
4006         bool blitStencil = false;
4007
4008         if(mask & GL_COLOR_BUFFER_BIT)
4009         {
4010                 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex());
4011                 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4012                 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4013                 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4014                 if(!validReadType || !validDrawType)
4015                 {
4016                         return error(GL_INVALID_OPERATION);
4017                 }
4018
4019                 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds)
4020                 {
4021                         return error(GL_INVALID_OPERATION);
4022                 }
4023
4024                 blitRenderTarget = true;
4025         }
4026
4027         if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4028         {
4029                 Renderbuffer *readDSBuffer = nullptr;
4030                 Renderbuffer *drawDSBuffer = nullptr;
4031
4032                 if(mask & GL_DEPTH_BUFFER_BIT)
4033                 {
4034                         if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4035                         {
4036                                 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType();
4037                                 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType();
4038                                 if((readDepthBufferType != drawDepthBufferType) &&
4039                                    !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType)))
4040                                 {
4041                                         return error(GL_INVALID_OPERATION);
4042                                 }
4043
4044                                 blitDepth = true;
4045                                 readDSBuffer = readFramebuffer->getDepthbuffer();
4046                                 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4047                         }
4048                 }
4049
4050                 if(mask & GL_STENCIL_BUFFER_BIT)
4051                 {
4052                         if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4053                         {
4054                                 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType();
4055                                 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType();
4056                                 if((readStencilBufferType != drawStencilBufferType) &&
4057                                    !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType)))
4058                                 {
4059                                         return error(GL_INVALID_OPERATION);
4060                                 }
4061
4062                                 blitStencil = true;
4063                                 readDSBuffer = readFramebuffer->getStencilbuffer();
4064                                 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4065                         }
4066                 }
4067
4068                 if(partialBufferCopy && !allowPartialDepthStencilBlit)
4069                 {
4070                         ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit.");
4071                         return error(GL_INVALID_OPERATION);   // Only whole-buffer copies are permitted
4072                 }
4073
4074                 // OpenGL ES 3.0.4 spec, p.199:
4075                 // ...an INVALID_OPERATION error is generated if the formats of the read
4076                 // and draw framebuffers are not identical or if the source and destination 
4077                 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds.
4078                 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an
4079                 // INVALID_OPERATION error is generated.
4080                 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4081                    ((readDSBuffer && readDSBuffer->getSamples() > 1) &&
4082                     (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat()))))
4083                 {
4084                         return error(GL_INVALID_OPERATION);
4085                 }
4086         }
4087
4088         if(blitRenderTarget || blitDepth || blitStencil)
4089         {
4090                 if(blitRenderTarget)
4091                 {
4092                         egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4093                         egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4094
4095                         if(flipX)
4096                         {
4097                                 swap(destRect.x0, destRect.x1);
4098                         }
4099                         if(flipy)
4100                         {
4101                                 swap(destRect.y0, destRect.y1);
4102                         }
4103
4104                         bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER);
4105
4106                         readRenderTarget->release();
4107                         drawRenderTarget->release();
4108
4109                         if(!success)
4110                         {
4111                                 ERR("BlitFramebuffer failed.");
4112                                 return;
4113                         }
4114                 }
4115
4116                 if(blitDepth)
4117                 {
4118                         egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer();
4119                         egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer();
4120
4121                         bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER);
4122
4123                         readRenderTarget->release();
4124                         drawRenderTarget->release();
4125
4126                         if(!success)
4127                         {
4128                                 ERR("BlitFramebuffer failed.");
4129                                 return;
4130                         }
4131                 }
4132
4133                 if(blitStencil)
4134                 {
4135                         egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer();
4136                         egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer();
4137
4138                         bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER);
4139
4140                         readRenderTarget->release();
4141                         drawRenderTarget->release();
4142
4143                         if(!success)
4144                         {
4145                                 ERR("BlitFramebuffer failed.");
4146                                 return;
4147                         }
4148                 }
4149         }
4150 }
4151
4152 void Context::bindTexImage(egl::Surface *surface)
4153 {
4154         es2::Texture2D *textureObject = getTexture2D();
4155
4156         if(textureObject)
4157         {
4158                 textureObject->bindTexImage(surface);
4159         }
4160 }
4161
4162 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4163 {
4164         GLenum textureTarget = GL_NONE;
4165
4166         switch(target)
4167         {
4168         case EGL_GL_TEXTURE_2D_KHR:
4169                 textureTarget = GL_TEXTURE_2D;
4170                 break;
4171         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4172         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4173         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4174         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4175         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4176         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4177                 textureTarget = GL_TEXTURE_CUBE_MAP;
4178                 break;
4179         case EGL_GL_RENDERBUFFER_KHR:
4180                 break;
4181         default:
4182                 return EGL_BAD_PARAMETER;
4183         }
4184
4185         if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4186         {
4187                 return EGL_BAD_MATCH;
4188         }
4189
4190         if(textureTarget != GL_NONE)
4191         {
4192                 es2::Texture *texture = getTexture(name);
4193
4194                 if(!texture || texture->getTarget() != textureTarget)
4195                 {
4196                         return EGL_BAD_PARAMETER;
4197                 }
4198
4199                 if(texture->isShared(textureTarget, textureLevel))   // Bound to an EGLSurface or already an EGLImage sibling
4200                 {
4201                         return EGL_BAD_ACCESS;
4202                 }
4203
4204                 if(textureLevel != 0 && !texture->isSamplerComplete())
4205                 {
4206                         return EGL_BAD_PARAMETER;
4207                 }
4208
4209                 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1))
4210                 {
4211                         return EGL_BAD_PARAMETER;
4212                 }
4213         }
4214         else if(target == EGL_GL_RENDERBUFFER_KHR)
4215         {
4216                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4217
4218                 if(!renderbuffer)
4219                 {
4220                         return EGL_BAD_PARAMETER;
4221                 }
4222
4223                 if(renderbuffer->isShared())   // Already an EGLImage sibling
4224                 {
4225                         return EGL_BAD_ACCESS;
4226                 }
4227         }
4228         else UNREACHABLE(target);
4229
4230         return EGL_SUCCESS;
4231 }
4232
4233 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4234 {
4235         GLenum textureTarget = GL_NONE;
4236
4237         switch(target)
4238         {
4239         case EGL_GL_TEXTURE_2D_KHR:                  textureTarget = GL_TEXTURE_2D;                  break;
4240         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4241         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4242         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4243         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4244         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4245         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4246         }
4247
4248         if(textureTarget != GL_NONE)
4249         {
4250                 es2::Texture *texture = getTexture(name);
4251
4252                 return texture->createSharedImage(textureTarget, textureLevel);
4253         }
4254         else if(target == EGL_GL_RENDERBUFFER_KHR)
4255         {
4256                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4257
4258                 return renderbuffer->createSharedImage();
4259         }
4260         else UNREACHABLE(target);
4261
4262         return nullptr;
4263 }
4264
4265 egl::Image *Context::getSharedImage(GLeglImageOES image)
4266 {
4267         return display->getSharedImage(image);
4268 }
4269
4270 Device *Context::getDevice()
4271 {
4272         return device;
4273 }
4274
4275 const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const
4276 {
4277         // Keep list sorted in following order:
4278         // OES extensions
4279         // EXT extensions
4280         // Vendor extensions
4281         static const GLubyte* extensions[] = {
4282                 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture",
4283                 (const GLubyte*)"GL_OES_depth24",
4284                 (const GLubyte*)"GL_OES_depth32",
4285                 (const GLubyte*)"GL_OES_depth_texture",
4286                 (const GLubyte*)"GL_OES_depth_texture_cube_map",
4287                 (const GLubyte*)"GL_OES_EGL_image",
4288                 (const GLubyte*)"GL_OES_EGL_image_external",
4289                 (const GLubyte*)"GL_OES_EGL_sync",
4290                 (const GLubyte*)"GL_OES_element_index_uint",
4291                 (const GLubyte*)"GL_OES_framebuffer_object",
4292                 (const GLubyte*)"GL_OES_packed_depth_stencil",
4293                 (const GLubyte*)"GL_OES_rgb8_rgba8",
4294                 (const GLubyte*)"GL_OES_standard_derivatives",
4295                 (const GLubyte*)"GL_OES_texture_float",
4296                 (const GLubyte*)"GL_OES_texture_float_linear",
4297                 (const GLubyte*)"GL_OES_texture_half_float",
4298                 (const GLubyte*)"GL_OES_texture_half_float_linear",
4299                 (const GLubyte*)"GL_OES_texture_npot",
4300                 (const GLubyte*)"GL_OES_texture_3D",
4301                 (const GLubyte*)"GL_EXT_blend_minmax",
4302                 (const GLubyte*)"GL_EXT_color_buffer_half_float",
4303                 (const GLubyte*)"GL_EXT_draw_buffers",
4304                 (const GLubyte*)"GL_EXT_occlusion_query_boolean",
4305                 (const GLubyte*)"GL_EXT_read_format_bgra",
4306 #if (S3TC_SUPPORT)
4307                 (const GLubyte*)"GL_EXT_texture_compression_dxt1",
4308 #endif
4309                 (const GLubyte*)"GL_EXT_texture_filter_anisotropic",
4310                 (const GLubyte*)"GL_EXT_texture_format_BGRA8888",
4311                 (const GLubyte*)"GL_ANGLE_framebuffer_blit",
4312                 (const GLubyte*)"GL_NV_framebuffer_blit",
4313                 (const GLubyte*)"GL_ANGLE_framebuffer_multisample",
4314 #if (S3TC_SUPPORT)
4315                 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3",
4316                 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5",
4317 #endif
4318                 (const GLubyte*)"GL_NV_fence",
4319                 (const GLubyte*)"GL_NV_read_depth",
4320                 (const GLubyte*)"GL_EXT_instanced_arrays",
4321                 (const GLubyte*)"GL_ANGLE_instanced_arrays",
4322         };
4323         static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions);
4324
4325         if(numExt)
4326         {
4327                 *numExt = numExtensions;
4328                 return nullptr;
4329         }
4330
4331         if(index == GL_INVALID_INDEX)
4332         {
4333                 static GLubyte* extensionsCat = nullptr;
4334                 if(!extensionsCat && (numExtensions > 0))
4335                 {
4336                         size_t totalLength = numExtensions; // 1 space between each extension name + terminating null
4337                         for(unsigned int i = 0; i < numExtensions; i++)
4338                         {
4339                                 totalLength += strlen(reinterpret_cast<const char*>(extensions[i]));
4340                         }
4341                         extensionsCat = new GLubyte[totalLength];
4342                         extensionsCat[0] = '\0';
4343                         for(unsigned int i = 0; i < numExtensions; i++)
4344                         {
4345                                 if(i != 0)
4346                                 {
4347                                         strcat(reinterpret_cast<char*>(extensionsCat), " ");
4348                                 }
4349                                 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i]));
4350                         }
4351                 }
4352                 return extensionsCat;
4353         }
4354
4355         if(index >= numExtensions)
4356         {
4357                 return nullptr;
4358         }
4359
4360         return extensions[index];
4361 }
4362
4363 }
4364
4365 egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion)
4366 {
4367         ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion);   // Should be checked by eglCreateContext
4368         return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion);
4369 }