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Refactor maximum texture dimensions.
[android-x86/external-swiftshader.git] / src / OpenGL / libGLESv2 / Context.cpp
1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14
15 // Context.cpp: Implements the es2::Context class, managing all GL state and performing
16 // rendering operations. It is the GLES2 specific implementation of EGLContext.
17
18 #include "Context.h"
19
20 #include "main.h"
21 #include "mathutil.h"
22 #include "utilities.h"
23 #include "ResourceManager.h"
24 #include "Buffer.h"
25 #include "Fence.h"
26 #include "Framebuffer.h"
27 #include "Program.h"
28 #include "Query.h"
29 #include "Renderbuffer.h"
30 #include "Sampler.h"
31 #include "Shader.h"
32 #include "Texture.h"
33 #include "TransformFeedback.h"
34 #include "VertexArray.h"
35 #include "VertexDataManager.h"
36 #include "IndexDataManager.h"
37 #include "libEGL/Display.h"
38 #include "common/Surface.hpp"
39 #include "Common/Half.hpp"
40
41 #include <EGL/eglext.h>
42
43 #include <algorithm>
44 #include <string>
45
46 namespace es2
47 {
48 Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config)
49         : egl::Context(display), clientVersion(clientVersion), config(config)
50 {
51         sw::Context *context = new sw::Context();
52         device = new es2::Device(context);
53
54         setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
55
56         mState.depthClearValue = 1.0f;
57         mState.stencilClearValue = 0;
58
59         mState.cullFaceEnabled = false;
60         mState.cullMode = GL_BACK;
61         mState.frontFace = GL_CCW;
62         mState.depthTestEnabled = false;
63         mState.depthFunc = GL_LESS;
64         mState.blendEnabled = false;
65         mState.sourceBlendRGB = GL_ONE;
66         mState.sourceBlendAlpha = GL_ONE;
67         mState.destBlendRGB = GL_ZERO;
68         mState.destBlendAlpha = GL_ZERO;
69         mState.blendEquationRGB = GL_FUNC_ADD;
70         mState.blendEquationAlpha = GL_FUNC_ADD;
71         mState.blendColor.red = 0;
72         mState.blendColor.green = 0;
73         mState.blendColor.blue = 0;
74         mState.blendColor.alpha = 0;
75         mState.stencilTestEnabled = false;
76         mState.stencilFunc = GL_ALWAYS;
77         mState.stencilRef = 0;
78         mState.stencilMask = 0xFFFFFFFFu;
79         mState.stencilWritemask = 0xFFFFFFFFu;
80         mState.stencilBackFunc = GL_ALWAYS;
81         mState.stencilBackRef = 0;
82         mState.stencilBackMask = 0xFFFFFFFFu;
83         mState.stencilBackWritemask = 0xFFFFFFFFu;
84         mState.stencilFail = GL_KEEP;
85         mState.stencilPassDepthFail = GL_KEEP;
86         mState.stencilPassDepthPass = GL_KEEP;
87         mState.stencilBackFail = GL_KEEP;
88         mState.stencilBackPassDepthFail = GL_KEEP;
89         mState.stencilBackPassDepthPass = GL_KEEP;
90         mState.polygonOffsetFillEnabled = false;
91         mState.polygonOffsetFactor = 0.0f;
92         mState.polygonOffsetUnits = 0.0f;
93         mState.sampleAlphaToCoverageEnabled = false;
94         mState.sampleCoverageEnabled = false;
95         mState.sampleCoverageValue = 1.0f;
96         mState.sampleCoverageInvert = false;
97         mState.scissorTestEnabled = false;
98         mState.ditherEnabled = true;
99         mState.primitiveRestartFixedIndexEnabled = false;
100         mState.rasterizerDiscardEnabled = false;
101         mState.generateMipmapHint = GL_DONT_CARE;
102         mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
103         mState.textureFilteringHint = GL_DONT_CARE;
104
105         mState.lineWidth = 1.0f;
106
107         mState.viewportX = 0;
108         mState.viewportY = 0;
109         mState.viewportWidth = 0;
110         mState.viewportHeight = 0;
111         mState.zNear = 0.0f;
112         mState.zFar = 1.0f;
113
114         mState.scissorX = 0;
115         mState.scissorY = 0;
116         mState.scissorWidth = 0;
117         mState.scissorHeight = 0;
118
119         mState.colorMaskRed = true;
120         mState.colorMaskGreen = true;
121         mState.colorMaskBlue = true;
122         mState.colorMaskAlpha = true;
123         mState.depthMask = true;
124
125         if(shareContext)
126         {
127                 mResourceManager = shareContext->mResourceManager;
128                 mResourceManager->addRef();
129         }
130         else
131         {
132                 mResourceManager = new ResourceManager();
133         }
134
135         // [OpenGL ES 2.0.24] section 3.7 page 83:
136         // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
137         // and cube map texture state vectors respectively associated with them.
138         // In order that access to these initial textures not be lost, they are treated as texture
139         // objects all of whose names are 0.
140
141         mTexture2DZero = new Texture2D(0);
142         mTexture3DZero = new Texture3D(0);
143         mTexture2DArrayZero = new Texture2DArray(0);
144         mTextureCubeMapZero = new TextureCubeMap(0);
145         mTexture2DRectZero = new Texture2DRect(0);
146         mTextureExternalZero = new TextureExternal(0);
147
148         mState.activeSampler = 0;
149
150         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
151         {
152                 bindTexture((TextureType)type, 0);
153         }
154
155         bindVertexArray(0);
156         bindArrayBuffer(0);
157         bindElementArrayBuffer(0);
158         bindReadFramebuffer(0);
159         bindDrawFramebuffer(0);
160         bindRenderbuffer(0);
161         bindGenericUniformBuffer(0);
162         bindTransformFeedback(0);
163
164         mState.currentProgram = 0;
165
166         mVertexDataManager = nullptr;
167         mIndexDataManager = nullptr;
168
169         mInvalidEnum = false;
170         mInvalidValue = false;
171         mInvalidOperation = false;
172         mOutOfMemory = false;
173         mInvalidFramebufferOperation = false;
174
175         mHasBeenCurrent = false;
176
177         markAllStateDirty();
178 }
179
180 Context::~Context()
181 {
182         if(mState.currentProgram != 0)
183         {
184                 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
185                 if(programObject)
186                 {
187                         programObject->release();
188                 }
189                 mState.currentProgram = 0;
190         }
191
192         while(!mFramebufferNameSpace.empty())
193         {
194                 deleteFramebuffer(mFramebufferNameSpace.firstName());
195         }
196
197         while(!mFenceNameSpace.empty())
198         {
199                 deleteFence(mFenceNameSpace.firstName());
200         }
201
202         while(!mQueryNameSpace.empty())
203         {
204                 deleteQuery(mQueryNameSpace.firstName());
205         }
206
207         while(!mVertexArrayNameSpace.empty())
208         {
209                 deleteVertexArray(mVertexArrayNameSpace.lastName());
210         }
211
212         while(!mTransformFeedbackNameSpace.empty())
213         {
214                 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
215         }
216
217         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
218         {
219                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
220                 {
221                         mState.samplerTexture[type][sampler] = nullptr;
222                 }
223         }
224
225         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
226         {
227                 mState.vertexAttribute[i].mBoundBuffer = nullptr;
228         }
229
230         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
231         {
232                 mState.activeQuery[i] = nullptr;
233         }
234
235         mState.arrayBuffer = nullptr;
236         mState.copyReadBuffer = nullptr;
237         mState.copyWriteBuffer = nullptr;
238         mState.pixelPackBuffer = nullptr;
239         mState.pixelUnpackBuffer = nullptr;
240         mState.genericUniformBuffer = nullptr;
241
242         for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) {
243                 mState.uniformBuffers[i].set(nullptr, 0, 0);
244         }
245
246         mState.renderbuffer = nullptr;
247
248         for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
249         {
250                 mState.sampler[i] = nullptr;
251         }
252
253         mTexture2DZero = nullptr;
254         mTexture3DZero = nullptr;
255         mTexture2DArrayZero = nullptr;
256         mTextureCubeMapZero = nullptr;
257         mTexture2DRectZero = nullptr;
258         mTextureExternalZero = nullptr;
259
260         delete mVertexDataManager;
261         delete mIndexDataManager;
262
263         mResourceManager->release();
264         delete device;
265 }
266
267 void Context::makeCurrent(gl::Surface *surface)
268 {
269         if(!mHasBeenCurrent)
270         {
271                 mVertexDataManager = new VertexDataManager(this);
272                 mIndexDataManager = new IndexDataManager();
273
274                 mState.viewportX = 0;
275                 mState.viewportY = 0;
276                 mState.viewportWidth = surface ? surface->getWidth() : 0;
277                 mState.viewportHeight = surface ? surface->getHeight() : 0;
278
279                 mState.scissorX = 0;
280                 mState.scissorY = 0;
281                 mState.scissorWidth = surface ? surface->getWidth() : 0;
282                 mState.scissorHeight = surface ? surface->getHeight() : 0;
283
284                 mHasBeenCurrent = true;
285         }
286
287         if(surface)
288         {
289                 // Wrap the existing resources into GL objects and assign them to the '0' names
290                 egl::Image *defaultRenderTarget = surface->getRenderTarget();
291                 egl::Image *depthStencil = surface->getDepthStencil();
292
293                 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
294                 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
295                 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
296
297                 setFramebufferZero(framebufferZero);
298
299                 if(defaultRenderTarget)
300                 {
301                         defaultRenderTarget->release();
302                 }
303
304                 if(depthStencil)
305                 {
306                         depthStencil->release();
307                 }
308         }
309         else
310         {
311                 setFramebufferZero(nullptr);
312         }
313
314         markAllStateDirty();
315 }
316
317 EGLint Context::getClientVersion() const
318 {
319         return clientVersion;
320 }
321
322 EGLint Context::getConfigID() const
323 {
324         return config->mConfigID;
325 }
326
327 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
328 void Context::markAllStateDirty()
329 {
330         mAppliedProgramSerial = 0;
331
332         mDepthStateDirty = true;
333         mMaskStateDirty = true;
334         mBlendStateDirty = true;
335         mStencilStateDirty = true;
336         mPolygonOffsetStateDirty = true;
337         mSampleStateDirty = true;
338         mDitherStateDirty = true;
339         mFrontFaceDirty = true;
340 }
341
342 void Context::setClearColor(float red, float green, float blue, float alpha)
343 {
344         mState.colorClearValue.red = red;
345         mState.colorClearValue.green = green;
346         mState.colorClearValue.blue = blue;
347         mState.colorClearValue.alpha = alpha;
348 }
349
350 void Context::setClearDepth(float depth)
351 {
352         mState.depthClearValue = depth;
353 }
354
355 void Context::setClearStencil(int stencil)
356 {
357         mState.stencilClearValue = stencil;
358 }
359
360 void Context::setCullFaceEnabled(bool enabled)
361 {
362         mState.cullFaceEnabled = enabled;
363 }
364
365 bool Context::isCullFaceEnabled() const
366 {
367         return mState.cullFaceEnabled;
368 }
369
370 void Context::setCullMode(GLenum mode)
371 {
372    mState.cullMode = mode;
373 }
374
375 void Context::setFrontFace(GLenum front)
376 {
377         if(mState.frontFace != front)
378         {
379                 mState.frontFace = front;
380                 mFrontFaceDirty = true;
381         }
382 }
383
384 void Context::setDepthTestEnabled(bool enabled)
385 {
386         if(mState.depthTestEnabled != enabled)
387         {
388                 mState.depthTestEnabled = enabled;
389                 mDepthStateDirty = true;
390         }
391 }
392
393 bool Context::isDepthTestEnabled() const
394 {
395         return mState.depthTestEnabled;
396 }
397
398 void Context::setDepthFunc(GLenum depthFunc)
399 {
400         if(mState.depthFunc != depthFunc)
401         {
402                 mState.depthFunc = depthFunc;
403                 mDepthStateDirty = true;
404         }
405 }
406
407 void Context::setDepthRange(float zNear, float zFar)
408 {
409         mState.zNear = zNear;
410         mState.zFar = zFar;
411 }
412
413 void Context::setBlendEnabled(bool enabled)
414 {
415         if(mState.blendEnabled != enabled)
416         {
417                 mState.blendEnabled = enabled;
418                 mBlendStateDirty = true;
419         }
420 }
421
422 bool Context::isBlendEnabled() const
423 {
424         return mState.blendEnabled;
425 }
426
427 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
428 {
429         if(mState.sourceBlendRGB != sourceRGB ||
430            mState.sourceBlendAlpha != sourceAlpha ||
431            mState.destBlendRGB != destRGB ||
432            mState.destBlendAlpha != destAlpha)
433         {
434                 mState.sourceBlendRGB = sourceRGB;
435                 mState.destBlendRGB = destRGB;
436                 mState.sourceBlendAlpha = sourceAlpha;
437                 mState.destBlendAlpha = destAlpha;
438                 mBlendStateDirty = true;
439         }
440 }
441
442 void Context::setBlendColor(float red, float green, float blue, float alpha)
443 {
444         if(mState.blendColor.red != red ||
445            mState.blendColor.green != green ||
446            mState.blendColor.blue != blue ||
447            mState.blendColor.alpha != alpha)
448         {
449                 mState.blendColor.red = red;
450                 mState.blendColor.green = green;
451                 mState.blendColor.blue = blue;
452                 mState.blendColor.alpha = alpha;
453                 mBlendStateDirty = true;
454         }
455 }
456
457 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
458 {
459         if(mState.blendEquationRGB != rgbEquation ||
460            mState.blendEquationAlpha != alphaEquation)
461         {
462                 mState.blendEquationRGB = rgbEquation;
463                 mState.blendEquationAlpha = alphaEquation;
464                 mBlendStateDirty = true;
465         }
466 }
467
468 void Context::setStencilTestEnabled(bool enabled)
469 {
470         if(mState.stencilTestEnabled != enabled)
471         {
472                 mState.stencilTestEnabled = enabled;
473                 mStencilStateDirty = true;
474         }
475 }
476
477 bool Context::isStencilTestEnabled() const
478 {
479         return mState.stencilTestEnabled;
480 }
481
482 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
483 {
484         if(mState.stencilFunc != stencilFunc ||
485            mState.stencilRef != stencilRef ||
486            mState.stencilMask != stencilMask)
487         {
488                 mState.stencilFunc = stencilFunc;
489                 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
490                 mState.stencilMask = stencilMask;
491                 mStencilStateDirty = true;
492         }
493 }
494
495 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
496 {
497         if(mState.stencilBackFunc != stencilBackFunc ||
498            mState.stencilBackRef != stencilBackRef ||
499            mState.stencilBackMask != stencilBackMask)
500         {
501                 mState.stencilBackFunc = stencilBackFunc;
502                 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
503                 mState.stencilBackMask = stencilBackMask;
504                 mStencilStateDirty = true;
505         }
506 }
507
508 void Context::setStencilWritemask(GLuint stencilWritemask)
509 {
510         if(mState.stencilWritemask != stencilWritemask)
511         {
512                 mState.stencilWritemask = stencilWritemask;
513                 mStencilStateDirty = true;
514         }
515 }
516
517 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
518 {
519         if(mState.stencilBackWritemask != stencilBackWritemask)
520         {
521                 mState.stencilBackWritemask = stencilBackWritemask;
522                 mStencilStateDirty = true;
523         }
524 }
525
526 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
527 {
528         if(mState.stencilFail != stencilFail ||
529            mState.stencilPassDepthFail != stencilPassDepthFail ||
530            mState.stencilPassDepthPass != stencilPassDepthPass)
531         {
532                 mState.stencilFail = stencilFail;
533                 mState.stencilPassDepthFail = stencilPassDepthFail;
534                 mState.stencilPassDepthPass = stencilPassDepthPass;
535                 mStencilStateDirty = true;
536         }
537 }
538
539 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
540 {
541         if(mState.stencilBackFail != stencilBackFail ||
542            mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
543            mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
544         {
545                 mState.stencilBackFail = stencilBackFail;
546                 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
547                 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
548                 mStencilStateDirty = true;
549         }
550 }
551
552 void Context::setPolygonOffsetFillEnabled(bool enabled)
553 {
554         if(mState.polygonOffsetFillEnabled != enabled)
555         {
556                 mState.polygonOffsetFillEnabled = enabled;
557                 mPolygonOffsetStateDirty = true;
558         }
559 }
560
561 bool Context::isPolygonOffsetFillEnabled() const
562 {
563         return mState.polygonOffsetFillEnabled;
564 }
565
566 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
567 {
568         if(mState.polygonOffsetFactor != factor ||
569            mState.polygonOffsetUnits != units)
570         {
571                 mState.polygonOffsetFactor = factor;
572                 mState.polygonOffsetUnits = units;
573                 mPolygonOffsetStateDirty = true;
574         }
575 }
576
577 void Context::setSampleAlphaToCoverageEnabled(bool enabled)
578 {
579         if(mState.sampleAlphaToCoverageEnabled != enabled)
580         {
581                 mState.sampleAlphaToCoverageEnabled = enabled;
582                 mSampleStateDirty = true;
583         }
584 }
585
586 bool Context::isSampleAlphaToCoverageEnabled() const
587 {
588         return mState.sampleAlphaToCoverageEnabled;
589 }
590
591 void Context::setSampleCoverageEnabled(bool enabled)
592 {
593         if(mState.sampleCoverageEnabled != enabled)
594         {
595                 mState.sampleCoverageEnabled = enabled;
596                 mSampleStateDirty = true;
597         }
598 }
599
600 bool Context::isSampleCoverageEnabled() const
601 {
602         return mState.sampleCoverageEnabled;
603 }
604
605 void Context::setSampleCoverageParams(GLclampf value, bool invert)
606 {
607         if(mState.sampleCoverageValue != value ||
608            mState.sampleCoverageInvert != invert)
609         {
610                 mState.sampleCoverageValue = value;
611                 mState.sampleCoverageInvert = invert;
612                 mSampleStateDirty = true;
613         }
614 }
615
616 void Context::setScissorTestEnabled(bool enabled)
617 {
618         mState.scissorTestEnabled = enabled;
619 }
620
621 bool Context::isScissorTestEnabled() const
622 {
623         return mState.scissorTestEnabled;
624 }
625
626 void Context::setDitherEnabled(bool enabled)
627 {
628         if(mState.ditherEnabled != enabled)
629         {
630                 mState.ditherEnabled = enabled;
631                 mDitherStateDirty = true;
632         }
633 }
634
635 bool Context::isDitherEnabled() const
636 {
637         return mState.ditherEnabled;
638 }
639
640 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
641 {
642         mState.primitiveRestartFixedIndexEnabled = enabled;
643 }
644
645 bool Context::isPrimitiveRestartFixedIndexEnabled() const
646 {
647         return mState.primitiveRestartFixedIndexEnabled;
648 }
649
650 void Context::setRasterizerDiscardEnabled(bool enabled)
651 {
652         mState.rasterizerDiscardEnabled = enabled;
653 }
654
655 bool Context::isRasterizerDiscardEnabled() const
656 {
657         return mState.rasterizerDiscardEnabled;
658 }
659
660 void Context::setLineWidth(GLfloat width)
661 {
662         mState.lineWidth = width;
663         device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
664 }
665
666 void Context::setGenerateMipmapHint(GLenum hint)
667 {
668         mState.generateMipmapHint = hint;
669 }
670
671 void Context::setFragmentShaderDerivativeHint(GLenum hint)
672 {
673         mState.fragmentShaderDerivativeHint = hint;
674         // TODO: Propagate the hint to shader translator so we can write
675         // ddx, ddx_coarse, or ddx_fine depending on the hint.
676         // Ignore for now. It is valid for implementations to ignore hint.
677 }
678
679 void Context::setTextureFilteringHint(GLenum hint)
680 {
681         mState.textureFilteringHint = hint;
682 }
683
684 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
685 {
686         mState.viewportX = x;
687         mState.viewportY = y;
688         mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);     // GL_MAX_VIEWPORT_DIMS[0]
689         mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);   // GL_MAX_VIEWPORT_DIMS[1]
690 }
691
692 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
693 {
694         mState.scissorX = x;
695         mState.scissorY = y;
696         mState.scissorWidth = width;
697         mState.scissorHeight = height;
698 }
699
700 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
701 {
702         if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
703            mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
704         {
705                 mState.colorMaskRed = red;
706                 mState.colorMaskGreen = green;
707                 mState.colorMaskBlue = blue;
708                 mState.colorMaskAlpha = alpha;
709                 mMaskStateDirty = true;
710         }
711 }
712
713 unsigned int Context::getColorMask() const
714 {
715         return (mState.colorMaskRed ? 0x1 : 0) |
716                (mState.colorMaskGreen ? 0x2 : 0) |
717                (mState.colorMaskBlue ? 0x4 : 0) |
718                (mState.colorMaskAlpha ? 0x8 : 0);
719 }
720
721 void Context::setDepthMask(bool mask)
722 {
723         if(mState.depthMask != mask)
724         {
725                 mState.depthMask = mask;
726                 mMaskStateDirty = true;
727         }
728 }
729
730 void Context::setActiveSampler(unsigned int active)
731 {
732         mState.activeSampler = active;
733 }
734
735 GLuint Context::getReadFramebufferName() const
736 {
737         return mState.readFramebuffer;
738 }
739
740 GLuint Context::getDrawFramebufferName() const
741 {
742         return mState.drawFramebuffer;
743 }
744
745 GLuint Context::getRenderbufferName() const
746 {
747         return mState.renderbuffer.name();
748 }
749
750 void Context::setFramebufferReadBuffer(GLuint buf)
751 {
752         Framebuffer *framebuffer = getReadFramebuffer();
753
754         if(framebuffer)
755         {
756                 framebuffer->setReadBuffer(buf);
757         }
758         else
759         {
760                 return error(GL_INVALID_OPERATION);
761         }
762 }
763
764 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
765 {
766         Framebuffer *drawFramebuffer = getDrawFramebuffer();
767
768         if(drawFramebuffer)
769         {
770                 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
771                 {
772                         drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
773                 }
774         }
775         else
776         {
777                 return error(GL_INVALID_OPERATION);
778         }
779 }
780
781 GLuint Context::getArrayBufferName() const
782 {
783         return mState.arrayBuffer.name();
784 }
785
786 GLuint Context::getElementArrayBufferName() const
787 {
788         Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
789         return elementArrayBuffer ? elementArrayBuffer->name : 0;
790 }
791
792 GLuint Context::getActiveQuery(GLenum target) const
793 {
794         Query *queryObject = nullptr;
795
796         switch(target)
797         {
798         case GL_ANY_SAMPLES_PASSED_EXT:
799                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
800                 break;
801         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
802                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
803                 break;
804         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
805                 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
806                 break;
807         default:
808                 ASSERT(false);
809         }
810
811         if(queryObject)
812         {
813                 return queryObject->name;
814         }
815
816         return 0;
817 }
818
819 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
820 {
821         getCurrentVertexArray()->enableAttribute(attribNum, enabled);
822 }
823
824 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
825 {
826         getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
827 }
828
829 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
830 {
831         return getCurrentVertexArray()->getVertexAttribute(attribNum);
832 }
833
834 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type,
835                                    bool normalized, bool pureInteger, GLsizei stride, const void *pointer)
836 {
837         getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer);
838 }
839
840 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
841 {
842         return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
843 }
844
845 const VertexAttributeArray &Context::getVertexArrayAttributes()
846 {
847         return getCurrentVertexArray()->getVertexAttributes();
848 }
849
850 const VertexAttributeArray &Context::getCurrentVertexAttributes()
851 {
852         return mState.vertexAttribute;
853 }
854
855 void Context::setPackAlignment(GLint alignment)
856 {
857         mState.packParameters.alignment = alignment;
858 }
859
860 void Context::setUnpackAlignment(GLint alignment)
861 {
862         mState.unpackParameters.alignment = alignment;
863 }
864
865 const gl::PixelStorageModes &Context::getUnpackParameters() const
866 {
867         return mState.unpackParameters;
868 }
869
870 void Context::setPackRowLength(GLint rowLength)
871 {
872         mState.packParameters.rowLength = rowLength;
873 }
874
875 void Context::setPackSkipPixels(GLint skipPixels)
876 {
877         mState.packParameters.skipPixels = skipPixels;
878 }
879
880 void Context::setPackSkipRows(GLint skipRows)
881 {
882         mState.packParameters.skipRows = skipRows;
883 }
884
885 void Context::setUnpackRowLength(GLint rowLength)
886 {
887         mState.unpackParameters.rowLength = rowLength;
888 }
889
890 void Context::setUnpackImageHeight(GLint imageHeight)
891 {
892         mState.unpackParameters.imageHeight = imageHeight;
893 }
894
895 void Context::setUnpackSkipPixels(GLint skipPixels)
896 {
897         mState.unpackParameters.skipPixels = skipPixels;
898 }
899
900 void Context::setUnpackSkipRows(GLint skipRows)
901 {
902         mState.unpackParameters.skipRows = skipRows;
903 }
904
905 void Context::setUnpackSkipImages(GLint skipImages)
906 {
907         mState.unpackParameters.skipImages = skipImages;
908 }
909
910 GLuint Context::createBuffer()
911 {
912         return mResourceManager->createBuffer();
913 }
914
915 GLuint Context::createProgram()
916 {
917         return mResourceManager->createProgram();
918 }
919
920 GLuint Context::createShader(GLenum type)
921 {
922         return mResourceManager->createShader(type);
923 }
924
925 GLuint Context::createTexture()
926 {
927         return mResourceManager->createTexture();
928 }
929
930 GLuint Context::createRenderbuffer()
931 {
932         return mResourceManager->createRenderbuffer();
933 }
934
935 // Returns an unused framebuffer name
936 GLuint Context::createFramebuffer()
937 {
938         return mFramebufferNameSpace.allocate();
939 }
940
941 GLuint Context::createFence()
942 {
943         return mFenceNameSpace.allocate(new Fence());
944 }
945
946 // Returns an unused query name
947 GLuint Context::createQuery()
948 {
949         return mQueryNameSpace.allocate();
950 }
951
952 // Returns an unused vertex array name
953 GLuint Context::createVertexArray()
954 {
955         return mVertexArrayNameSpace.allocate();
956 }
957
958 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
959 {
960         GLuint handle = mResourceManager->createFenceSync(condition, flags);
961
962         return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
963 }
964
965 // Returns an unused transform feedback name
966 GLuint Context::createTransformFeedback()
967 {
968         return mTransformFeedbackNameSpace.allocate();
969 }
970
971 // Returns an unused sampler name
972 GLuint Context::createSampler()
973 {
974         return mResourceManager->createSampler();
975 }
976
977 void Context::deleteBuffer(GLuint buffer)
978 {
979         detachBuffer(buffer);
980
981         mResourceManager->deleteBuffer(buffer);
982 }
983
984 void Context::deleteShader(GLuint shader)
985 {
986         mResourceManager->deleteShader(shader);
987 }
988
989 void Context::deleteProgram(GLuint program)
990 {
991         mResourceManager->deleteProgram(program);
992 }
993
994 void Context::deleteTexture(GLuint texture)
995 {
996         detachTexture(texture);
997
998         mResourceManager->deleteTexture(texture);
999 }
1000
1001 void Context::deleteRenderbuffer(GLuint renderbuffer)
1002 {
1003         if(mResourceManager->getRenderbuffer(renderbuffer))
1004         {
1005                 detachRenderbuffer(renderbuffer);
1006         }
1007
1008         mResourceManager->deleteRenderbuffer(renderbuffer);
1009 }
1010
1011 void Context::deleteFramebuffer(GLuint framebuffer)
1012 {
1013         detachFramebuffer(framebuffer);
1014
1015         Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1016
1017         if(framebufferObject)
1018         {
1019                 delete framebufferObject;
1020         }
1021 }
1022
1023 void Context::deleteFence(GLuint fence)
1024 {
1025         Fence *fenceObject = mFenceNameSpace.remove(fence);
1026
1027         if(fenceObject)
1028         {
1029                 delete fenceObject;
1030         }
1031 }
1032
1033 void Context::deleteQuery(GLuint query)
1034 {
1035         Query *queryObject = mQueryNameSpace.remove(query);
1036
1037         if(queryObject)
1038         {
1039                 queryObject->release();
1040         }
1041 }
1042
1043 void Context::deleteVertexArray(GLuint vertexArray)
1044 {
1045         // [OpenGL ES 3.0.2] section 2.10 page 43:
1046         // If a vertex array object that is currently bound is deleted, the binding
1047         // for that object reverts to zero and the default vertex array becomes current.
1048         if(getCurrentVertexArray()->name == vertexArray)
1049         {
1050                 bindVertexArray(0);
1051         }
1052
1053         VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1054
1055         if(vertexArrayObject)
1056         {
1057                 delete vertexArrayObject;
1058         }
1059 }
1060
1061 void Context::deleteFenceSync(GLsync fenceSync)
1062 {
1063         // The spec specifies the underlying Fence object is not deleted until all current
1064         // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1065         // and since our API is currently designed for being called from a single thread, we can delete
1066         // the fence immediately.
1067         mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1068 }
1069
1070 void Context::deleteTransformFeedback(GLuint transformFeedback)
1071 {
1072         TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1073
1074         if(transformFeedbackObject)
1075         {
1076                 delete transformFeedbackObject;
1077         }
1078 }
1079
1080 void Context::deleteSampler(GLuint sampler)
1081 {
1082         detachSampler(sampler);
1083
1084         mResourceManager->deleteSampler(sampler);
1085 }
1086
1087 Buffer *Context::getBuffer(GLuint handle) const
1088 {
1089         return mResourceManager->getBuffer(handle);
1090 }
1091
1092 Shader *Context::getShader(GLuint handle) const
1093 {
1094         return mResourceManager->getShader(handle);
1095 }
1096
1097 Program *Context::getProgram(GLuint handle) const
1098 {
1099         return mResourceManager->getProgram(handle);
1100 }
1101
1102 Texture *Context::getTexture(GLuint handle) const
1103 {
1104         return mResourceManager->getTexture(handle);
1105 }
1106
1107 Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1108 {
1109         return mResourceManager->getRenderbuffer(handle);
1110 }
1111
1112 Framebuffer *Context::getReadFramebuffer() const
1113 {
1114         return getFramebuffer(mState.readFramebuffer);
1115 }
1116
1117 Framebuffer *Context::getDrawFramebuffer() const
1118 {
1119         return getFramebuffer(mState.drawFramebuffer);
1120 }
1121
1122 void Context::bindArrayBuffer(unsigned int buffer)
1123 {
1124         mResourceManager->checkBufferAllocation(buffer);
1125
1126         mState.arrayBuffer = getBuffer(buffer);
1127 }
1128
1129 void Context::bindElementArrayBuffer(unsigned int buffer)
1130 {
1131         mResourceManager->checkBufferAllocation(buffer);
1132
1133         getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1134 }
1135
1136 void Context::bindCopyReadBuffer(GLuint buffer)
1137 {
1138         mResourceManager->checkBufferAllocation(buffer);
1139
1140         mState.copyReadBuffer = getBuffer(buffer);
1141 }
1142
1143 void Context::bindCopyWriteBuffer(GLuint buffer)
1144 {
1145         mResourceManager->checkBufferAllocation(buffer);
1146
1147         mState.copyWriteBuffer = getBuffer(buffer);
1148 }
1149
1150 void Context::bindPixelPackBuffer(GLuint buffer)
1151 {
1152         mResourceManager->checkBufferAllocation(buffer);
1153
1154         mState.pixelPackBuffer = getBuffer(buffer);
1155 }
1156
1157 void Context::bindPixelUnpackBuffer(GLuint buffer)
1158 {
1159         mResourceManager->checkBufferAllocation(buffer);
1160
1161         mState.pixelUnpackBuffer = getBuffer(buffer);
1162 }
1163
1164 void Context::bindTransformFeedbackBuffer(GLuint buffer)
1165 {
1166         mResourceManager->checkBufferAllocation(buffer);
1167
1168         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1169
1170         if(transformFeedback)
1171         {
1172                 transformFeedback->setGenericBuffer(getBuffer(buffer));
1173         }
1174 }
1175
1176 void Context::bindTexture(TextureType type, GLuint texture)
1177 {
1178         mResourceManager->checkTextureAllocation(texture, type);
1179
1180         mState.samplerTexture[type][mState.activeSampler] = getTexture(texture);
1181 }
1182
1183 void Context::bindReadFramebuffer(GLuint framebuffer)
1184 {
1185         if(!getFramebuffer(framebuffer))
1186         {
1187                 if(framebuffer == 0)
1188                 {
1189                         mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer());
1190                 }
1191                 else
1192                 {
1193                         mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1194                 }
1195         }
1196
1197         mState.readFramebuffer = framebuffer;
1198 }
1199
1200 void Context::bindDrawFramebuffer(GLuint framebuffer)
1201 {
1202         if(!getFramebuffer(framebuffer))
1203         {
1204                 if(framebuffer == 0)
1205                 {
1206                         mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer());
1207                 }
1208                 else
1209                 {
1210                         mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1211                 }
1212         }
1213
1214         mState.drawFramebuffer = framebuffer;
1215 }
1216
1217 void Context::bindRenderbuffer(GLuint renderbuffer)
1218 {
1219         mResourceManager->checkRenderbufferAllocation(renderbuffer);
1220
1221         mState.renderbuffer = getRenderbuffer(renderbuffer);
1222 }
1223
1224 void Context::bindVertexArray(GLuint array)
1225 {
1226         VertexArray *vertexArray = getVertexArray(array);
1227
1228         if(!vertexArray)
1229         {
1230                 vertexArray = new VertexArray(array);
1231                 mVertexArrayNameSpace.insert(array, vertexArray);
1232         }
1233
1234         mState.vertexArray = array;
1235 }
1236
1237 void Context::bindGenericUniformBuffer(GLuint buffer)
1238 {
1239         mResourceManager->checkBufferAllocation(buffer);
1240
1241         mState.genericUniformBuffer = getBuffer(buffer);
1242 }
1243
1244 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1245 {
1246         mResourceManager->checkBufferAllocation(buffer);
1247
1248         Buffer* bufferObject = getBuffer(buffer);
1249         mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size));
1250 }
1251
1252 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1253 {
1254         mResourceManager->checkBufferAllocation(buffer);
1255
1256         getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1257 }
1258
1259 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1260 {
1261         mResourceManager->checkBufferAllocation(buffer);
1262
1263         Buffer* bufferObject = getBuffer(buffer);
1264         getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1265 }
1266
1267 void Context::bindTransformFeedback(GLuint id)
1268 {
1269         if(!getTransformFeedback(id))
1270         {
1271                 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1272         }
1273
1274         mState.transformFeedback = id;
1275 }
1276
1277 bool Context::bindSampler(GLuint unit, GLuint sampler)
1278 {
1279         mResourceManager->checkSamplerAllocation(sampler);
1280
1281         Sampler* samplerObject = getSampler(sampler);
1282
1283         mState.sampler[unit] = samplerObject;
1284
1285         return !!samplerObject;
1286 }
1287
1288 void Context::useProgram(GLuint program)
1289 {
1290         GLuint priorProgram = mState.currentProgram;
1291         mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
1292
1293         if(priorProgram != program)
1294         {
1295                 Program *newProgram = mResourceManager->getProgram(program);
1296                 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1297
1298                 if(newProgram)
1299                 {
1300                         newProgram->addRef();
1301                 }
1302
1303                 if(oldProgram)
1304                 {
1305                         oldProgram->release();
1306                 }
1307         }
1308 }
1309
1310 void Context::beginQuery(GLenum target, GLuint query)
1311 {
1312         // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1313         // of zero, if the active query object name for <target> is non-zero (for the
1314         // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1315         // the active query for either target is non-zero), if <id> is the name of an
1316         // existing query object whose type does not match <target>, or if <id> is the
1317         // active query object name for any query type, the error INVALID_OPERATION is
1318         // generated.
1319
1320         // Ensure no other queries are active
1321         // NOTE: If other queries than occlusion are supported, we will need to check
1322         // separately that:
1323         //    a) The query ID passed is not the current active query for any target/type
1324         //    b) There are no active queries for the requested target (and in the case
1325         //       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1326         //       no query may be active for either if glBeginQuery targets either.
1327         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1328         {
1329                 if(mState.activeQuery[i])
1330                 {
1331                         switch(mState.activeQuery[i]->getType())
1332                         {
1333                         case GL_ANY_SAMPLES_PASSED_EXT:
1334                         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1335                                 if((target == GL_ANY_SAMPLES_PASSED_EXT) ||
1336                                    (target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT))
1337                                 {
1338                                         return error(GL_INVALID_OPERATION);
1339                                 }
1340                                 break;
1341                         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1342                                 if(target == GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN)
1343                                 {
1344                                         return error(GL_INVALID_OPERATION);
1345                                 }
1346                                 break;
1347                         default:
1348                                 break;
1349                         }
1350                 }
1351         }
1352
1353         QueryType qType;
1354         switch(target)
1355         {
1356         case GL_ANY_SAMPLES_PASSED_EXT:
1357                 qType = QUERY_ANY_SAMPLES_PASSED;
1358                 break;
1359         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1360                 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1361                 break;
1362         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1363                 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1364                 break;
1365         default:
1366                 UNREACHABLE(target);
1367                 return error(GL_INVALID_ENUM);
1368         }
1369
1370         Query *queryObject = createQuery(query, target);
1371
1372         // Check that name was obtained with glGenQueries
1373         if(!queryObject)
1374         {
1375                 return error(GL_INVALID_OPERATION);
1376         }
1377
1378         // Check for type mismatch
1379         if(queryObject->getType() != target)
1380         {
1381                 return error(GL_INVALID_OPERATION);
1382         }
1383
1384         // Set query as active for specified target
1385         mState.activeQuery[qType] = queryObject;
1386
1387         // Begin query
1388         queryObject->begin();
1389 }
1390
1391 void Context::endQuery(GLenum target)
1392 {
1393         QueryType qType;
1394
1395         switch(target)
1396         {
1397         case GL_ANY_SAMPLES_PASSED_EXT:                qType = QUERY_ANY_SAMPLES_PASSED;                    break;
1398         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:   qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;       break;
1399         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1400         default: UNREACHABLE(target); return;
1401         }
1402
1403         Query *queryObject = mState.activeQuery[qType];
1404
1405         if(!queryObject)
1406         {
1407                 return error(GL_INVALID_OPERATION);
1408         }
1409
1410         queryObject->end();
1411
1412         mState.activeQuery[qType] = nullptr;
1413 }
1414
1415 void Context::setFramebufferZero(Framebuffer *buffer)
1416 {
1417         delete mFramebufferNameSpace.remove(0);
1418         mFramebufferNameSpace.insert(0, buffer);
1419 }
1420
1421 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1422 {
1423         Renderbuffer *renderbufferObject = mState.renderbuffer;
1424         renderbufferObject->setStorage(renderbuffer);
1425 }
1426
1427 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1428 {
1429         return mFramebufferNameSpace.find(handle);
1430 }
1431
1432 Fence *Context::getFence(unsigned int handle) const
1433 {
1434         return mFenceNameSpace.find(handle);
1435 }
1436
1437 FenceSync *Context::getFenceSync(GLsync handle) const
1438 {
1439         return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1440 }
1441
1442 Query *Context::getQuery(unsigned int handle) const
1443 {
1444         return mQueryNameSpace.find(handle);
1445 }
1446
1447 Query *Context::createQuery(unsigned int handle, GLenum type)
1448 {
1449         if(!mQueryNameSpace.isReserved(handle))
1450         {
1451                 return nullptr;
1452         }
1453         else
1454         {
1455                 Query *query = mQueryNameSpace.find(handle);
1456                 if(!query)
1457                 {
1458                         query = new Query(handle, type);
1459                         query->addRef();
1460                         mQueryNameSpace.insert(handle, query);
1461                 }
1462
1463                 return query;
1464         }
1465 }
1466
1467 VertexArray *Context::getVertexArray(GLuint array) const
1468 {
1469         return mVertexArrayNameSpace.find(array);
1470 }
1471
1472 VertexArray *Context::getCurrentVertexArray() const
1473 {
1474         return getVertexArray(mState.vertexArray);
1475 }
1476
1477 bool Context::isVertexArray(GLuint array) const
1478 {
1479         return mVertexArrayNameSpace.isReserved(array);
1480 }
1481
1482 bool Context::hasZeroDivisor() const
1483 {
1484         // Verify there is at least one active attribute with a divisor of zero
1485         es2::Program *programObject = getCurrentProgram();
1486         for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1487         {
1488                 bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1489                 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1490                 {
1491                         return true;
1492                 }
1493         }
1494
1495         return false;
1496 }
1497
1498 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1499 {
1500         return mTransformFeedbackNameSpace.find(transformFeedback);
1501 }
1502
1503 bool Context::isTransformFeedback(GLuint array) const
1504 {
1505         return mTransformFeedbackNameSpace.isReserved(array);
1506 }
1507
1508 Sampler *Context::getSampler(GLuint sampler) const
1509 {
1510         return mResourceManager->getSampler(sampler);
1511 }
1512
1513 bool Context::isSampler(GLuint sampler) const
1514 {
1515         return mResourceManager->isSampler(sampler);
1516 }
1517
1518 Buffer *Context::getArrayBuffer() const
1519 {
1520         return mState.arrayBuffer;
1521 }
1522
1523 Buffer *Context::getElementArrayBuffer() const
1524 {
1525         return getCurrentVertexArray()->getElementArrayBuffer();
1526 }
1527
1528 Buffer *Context::getCopyReadBuffer() const
1529 {
1530         return mState.copyReadBuffer;
1531 }
1532
1533 Buffer *Context::getCopyWriteBuffer() const
1534 {
1535         return mState.copyWriteBuffer;
1536 }
1537
1538 Buffer *Context::getPixelPackBuffer() const
1539 {
1540         return mState.pixelPackBuffer;
1541 }
1542
1543 Buffer *Context::getPixelUnpackBuffer() const
1544 {
1545         return mState.pixelUnpackBuffer;
1546 }
1547
1548 Buffer *Context::getGenericUniformBuffer() const
1549 {
1550         return mState.genericUniformBuffer;
1551 }
1552
1553 GLsizei Context::getRequiredBufferSize(GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type) const
1554 {
1555         GLsizei inputWidth = (mState.unpackParameters.rowLength == 0) ? width : mState.unpackParameters.rowLength;
1556         GLsizei inputPitch = gl::ComputePitch(inputWidth, format, type, mState.unpackParameters.alignment);
1557         GLsizei inputHeight = (mState.unpackParameters.imageHeight == 0) ? height : mState.unpackParameters.imageHeight;
1558         return inputPitch * inputHeight * depth;
1559 }
1560
1561 GLenum Context::getPixels(const GLvoid **pixels, GLenum type, GLsizei imageSize) const
1562 {
1563         if(mState.pixelUnpackBuffer)
1564         {
1565                 ASSERT(mState.pixelUnpackBuffer->name != 0);
1566
1567                 if(mState.pixelUnpackBuffer->isMapped())
1568                 {
1569                         return GL_INVALID_OPERATION;
1570                 }
1571
1572                 size_t offset = static_cast<size_t>((ptrdiff_t)(*pixels));
1573
1574                 if(offset % GetTypeSize(type) != 0)
1575                 {
1576                         return GL_INVALID_OPERATION;
1577                 }
1578
1579                 if(offset > mState.pixelUnpackBuffer->size())
1580                 {
1581                         return GL_INVALID_OPERATION;
1582                 }
1583
1584                 if(mState.pixelUnpackBuffer->size() - offset < static_cast<size_t>(imageSize))
1585                 {
1586                         return GL_INVALID_OPERATION;
1587                 }
1588
1589                 *pixels = static_cast<const unsigned char*>(mState.pixelUnpackBuffer->data()) + offset;
1590         }
1591
1592         return GL_NO_ERROR;
1593 }
1594
1595 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1596 {
1597         switch(target)
1598         {
1599         case GL_ARRAY_BUFFER:
1600                 *buffer = getArrayBuffer();
1601                 break;
1602         case GL_ELEMENT_ARRAY_BUFFER:
1603                 *buffer = getElementArrayBuffer();
1604                 break;
1605         case GL_COPY_READ_BUFFER:
1606                 if(clientVersion >= 3)
1607                 {
1608                         *buffer = getCopyReadBuffer();
1609                         break;
1610                 }
1611                 else return false;
1612         case GL_COPY_WRITE_BUFFER:
1613                 if(clientVersion >= 3)
1614                 {
1615                         *buffer = getCopyWriteBuffer();
1616                         break;
1617                 }
1618                 else return false;
1619         case GL_PIXEL_PACK_BUFFER:
1620                 if(clientVersion >= 3)
1621                 {
1622                         *buffer = getPixelPackBuffer();
1623                         break;
1624                 }
1625                 else return false;
1626         case GL_PIXEL_UNPACK_BUFFER:
1627                 if(clientVersion >= 3)
1628                 {
1629                         *buffer = getPixelUnpackBuffer();
1630                         break;
1631                 }
1632                 else return false;
1633         case GL_TRANSFORM_FEEDBACK_BUFFER:
1634                 if(clientVersion >= 3)
1635                 {
1636                         TransformFeedback* transformFeedback = getTransformFeedback();
1637                         *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1638                         break;
1639                 }
1640                 else return false;
1641         case GL_UNIFORM_BUFFER:
1642                 if(clientVersion >= 3)
1643                 {
1644                         *buffer = getGenericUniformBuffer();
1645                         break;
1646                 }
1647                 else return false;
1648         default:
1649                 return false;
1650         }
1651         return true;
1652 }
1653
1654 TransformFeedback *Context::getTransformFeedback() const
1655 {
1656         return getTransformFeedback(mState.transformFeedback);
1657 }
1658
1659 Program *Context::getCurrentProgram() const
1660 {
1661         return mResourceManager->getProgram(mState.currentProgram);
1662 }
1663
1664 Texture2D *Context::getTexture2D() const
1665 {
1666         return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1667 }
1668
1669 Texture2D *Context::getTexture2D(GLenum target) const
1670 {
1671         switch(target)
1672         {
1673         case GL_TEXTURE_2D:            return getTexture2D();
1674         case GL_TEXTURE_RECTANGLE_ARB: return getTexture2DRect();
1675         case GL_TEXTURE_EXTERNAL_OES:  return getTextureExternal();
1676         default:                       UNREACHABLE(target);
1677         }
1678
1679         return nullptr;
1680 }
1681
1682 Texture3D *Context::getTexture3D() const
1683 {
1684         return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1685 }
1686
1687 Texture2DArray *Context::getTexture2DArray() const
1688 {
1689         return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1690 }
1691
1692 TextureCubeMap *Context::getTextureCubeMap() const
1693 {
1694         return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1695 }
1696
1697 Texture2DRect *Context::getTexture2DRect() const
1698 {
1699         return static_cast<Texture2DRect*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_RECT));
1700 }
1701
1702 TextureExternal *Context::getTextureExternal() const
1703 {
1704         return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1705 }
1706
1707 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1708 {
1709         GLuint texid = mState.samplerTexture[type][sampler].name();
1710
1711         if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
1712         {
1713                 switch(type)
1714                 {
1715                 case TEXTURE_2D: return mTexture2DZero;
1716                 case TEXTURE_3D: return mTexture3DZero;
1717                 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1718                 case TEXTURE_CUBE: return mTextureCubeMapZero;
1719                 case TEXTURE_2D_RECT: return mTexture2DRectZero;
1720                 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1721                 default: UNREACHABLE(type);
1722                 }
1723         }
1724
1725         return mState.samplerTexture[type][sampler];
1726 }
1727
1728 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1729 {
1730         mResourceManager->checkSamplerAllocation(sampler);
1731
1732         Sampler *samplerObject = getSampler(sampler);
1733         ASSERT(samplerObject);
1734
1735         switch(pname)
1736         {
1737         case GL_TEXTURE_MIN_FILTER:   samplerObject->setMinFilter(static_cast<GLenum>(param));   break;
1738         case GL_TEXTURE_MAG_FILTER:   samplerObject->setMagFilter(static_cast<GLenum>(param));   break;
1739         case GL_TEXTURE_WRAP_S:       samplerObject->setWrapS(static_cast<GLenum>(param));       break;
1740         case GL_TEXTURE_WRAP_T:       samplerObject->setWrapT(static_cast<GLenum>(param));       break;
1741         case GL_TEXTURE_WRAP_R:       samplerObject->setWrapR(static_cast<GLenum>(param));       break;
1742         case GL_TEXTURE_MIN_LOD:      samplerObject->setMinLod(static_cast<GLfloat>(param));     break;
1743         case GL_TEXTURE_MAX_LOD:      samplerObject->setMaxLod(static_cast<GLfloat>(param));     break;
1744         case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(param)); break;
1745         case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break;
1746         default:                      UNREACHABLE(pname); break;
1747         }
1748 }
1749
1750 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1751 {
1752         mResourceManager->checkSamplerAllocation(sampler);
1753
1754         Sampler *samplerObject = getSampler(sampler);
1755         ASSERT(samplerObject);
1756
1757         switch(pname)
1758         {
1759         case GL_TEXTURE_MIN_FILTER:   samplerObject->setMinFilter(static_cast<GLenum>(roundf(param)));   break;
1760         case GL_TEXTURE_MAG_FILTER:   samplerObject->setMagFilter(static_cast<GLenum>(roundf(param)));   break;
1761         case GL_TEXTURE_WRAP_S:       samplerObject->setWrapS(static_cast<GLenum>(roundf(param)));       break;
1762         case GL_TEXTURE_WRAP_T:       samplerObject->setWrapT(static_cast<GLenum>(roundf(param)));       break;
1763         case GL_TEXTURE_WRAP_R:       samplerObject->setWrapR(static_cast<GLenum>(roundf(param)));       break;
1764         case GL_TEXTURE_MIN_LOD:      samplerObject->setMinLod(param);                                   break;
1765         case GL_TEXTURE_MAX_LOD:      samplerObject->setMaxLod(param);                                   break;
1766         case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(roundf(param))); break;
1767         case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(roundf(param))); break;
1768         default:                      UNREACHABLE(pname); break;
1769         }
1770 }
1771
1772 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1773 {
1774         mResourceManager->checkSamplerAllocation(sampler);
1775
1776         Sampler *samplerObject = getSampler(sampler);
1777         ASSERT(samplerObject);
1778
1779         switch(pname)
1780         {
1781         case GL_TEXTURE_MIN_FILTER:   return static_cast<GLint>(samplerObject->getMinFilter());
1782         case GL_TEXTURE_MAG_FILTER:   return static_cast<GLint>(samplerObject->getMagFilter());
1783         case GL_TEXTURE_WRAP_S:       return static_cast<GLint>(samplerObject->getWrapS());
1784         case GL_TEXTURE_WRAP_T:       return static_cast<GLint>(samplerObject->getWrapT());
1785         case GL_TEXTURE_WRAP_R:       return static_cast<GLint>(samplerObject->getWrapR());
1786         case GL_TEXTURE_MIN_LOD:      return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1787         case GL_TEXTURE_MAX_LOD:      return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1788         case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getCompareMode());
1789         case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc());
1790         default:                      UNREACHABLE(pname); return 0;
1791         }
1792 }
1793
1794 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1795 {
1796         mResourceManager->checkSamplerAllocation(sampler);
1797
1798         Sampler *samplerObject = getSampler(sampler);
1799         ASSERT(samplerObject);
1800
1801         switch(pname)
1802         {
1803         case GL_TEXTURE_MIN_FILTER:   return static_cast<GLfloat>(samplerObject->getMinFilter());
1804         case GL_TEXTURE_MAG_FILTER:   return static_cast<GLfloat>(samplerObject->getMagFilter());
1805         case GL_TEXTURE_WRAP_S:       return static_cast<GLfloat>(samplerObject->getWrapS());
1806         case GL_TEXTURE_WRAP_T:       return static_cast<GLfloat>(samplerObject->getWrapT());
1807         case GL_TEXTURE_WRAP_R:       return static_cast<GLfloat>(samplerObject->getWrapR());
1808         case GL_TEXTURE_MIN_LOD:      return samplerObject->getMinLod();
1809         case GL_TEXTURE_MAX_LOD:      return samplerObject->getMaxLod();
1810         case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getCompareMode());
1811         case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc());
1812         default:                      UNREACHABLE(pname); return 0;
1813         }
1814 }
1815
1816 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1817 {
1818         switch(pname)
1819         {
1820         case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
1821         case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
1822         case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
1823         case GL_COLOR_WRITEMASK:
1824                 params[0] = mState.colorMaskRed;
1825                 params[1] = mState.colorMaskGreen;
1826                 params[2] = mState.colorMaskBlue;
1827                 params[3] = mState.colorMaskAlpha;
1828                 break;
1829         case GL_CULL_FACE:                *params = mState.cullFaceEnabled;                  break;
1830         case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;         break;
1831         case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled;     break;
1832         case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;            break;
1833         case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;               break;
1834         case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;               break;
1835         case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;                 break;
1836         case GL_BLEND:                    *params = mState.blendEnabled;                     break;
1837         case GL_DITHER:                   *params = mState.ditherEnabled;                    break;
1838         case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1839         case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscardEnabled;         break;
1840         case GL_TRANSFORM_FEEDBACK_ACTIVE:
1841                 {
1842                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1843                         if(transformFeedback)
1844                         {
1845                                 *params = transformFeedback->isActive();
1846                                 break;
1847                         }
1848                         else return false;
1849                 }
1850          case GL_TRANSFORM_FEEDBACK_PAUSED:
1851                 {
1852                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1853                         if(transformFeedback)
1854                         {
1855                                 *params = transformFeedback->isPaused();
1856                                 break;
1857                         }
1858                         else return false;
1859                 }
1860         default:
1861                 return false;
1862         }
1863
1864         return true;
1865 }
1866
1867 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1868 {
1869         // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1870         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1871         // GetIntegerv as its native query function. As it would require conversion in any
1872         // case, this should make no difference to the calling application.
1873         switch(pname)
1874         {
1875         case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
1876         case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
1877         case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
1878         case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
1879         case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
1880         case GL_ALIASED_LINE_WIDTH_RANGE:
1881                 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1882                 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1883                 break;
1884         case GL_ALIASED_POINT_SIZE_RANGE:
1885                 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1886                 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1887                 break;
1888         case GL_DEPTH_RANGE:
1889                 params[0] = mState.zNear;
1890                 params[1] = mState.zFar;
1891                 break;
1892         case GL_COLOR_CLEAR_VALUE:
1893                 params[0] = mState.colorClearValue.red;
1894                 params[1] = mState.colorClearValue.green;
1895                 params[2] = mState.colorClearValue.blue;
1896                 params[3] = mState.colorClearValue.alpha;
1897                 break;
1898         case GL_BLEND_COLOR:
1899                 params[0] = mState.blendColor.red;
1900                 params[1] = mState.blendColor.green;
1901                 params[2] = mState.blendColor.blue;
1902                 params[3] = mState.blendColor.alpha;
1903                 break;
1904         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1905                 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1906                 break;
1907         default:
1908                 return false;
1909         }
1910
1911         return true;
1912 }
1913
1914 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1915 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1916
1917 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1918 {
1919         // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1920         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1921         // GetIntegerv as its native query function. As it would require conversion in any
1922         // case, this should make no difference to the calling application. You may find it in
1923         // Context::getFloatv.
1924         switch(pname)
1925         {
1926         case GL_MAX_VERTEX_ATTRIBS:               *params = MAX_VERTEX_ATTRIBS;               return true;
1927         case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = MAX_VERTEX_UNIFORM_VECTORS;       return true;
1928         case GL_MAX_VARYING_VECTORS:              *params = MAX_VARYING_VECTORS;              return true;
1929         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true;
1930         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS;   return true;
1931         case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = MAX_TEXTURE_IMAGE_UNITS;          return true;
1932         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = MAX_FRAGMENT_UNIFORM_VECTORS;     return true;
1933         case GL_MAX_RENDERBUFFER_SIZE:            *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true;
1934         case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    return true;
1935         case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          return true;
1936         case GL_ARRAY_BUFFER_BINDING:             *params = getArrayBufferName();                 return true;
1937         case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = getElementArrayBufferName();          return true;
1938 //      case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1939         case GL_DRAW_FRAMEBUFFER_BINDING:         *params = mState.drawFramebuffer;               return true;
1940         case GL_READ_FRAMEBUFFER_BINDING:         *params = mState.readFramebuffer;               return true;
1941         case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.name();           return true;
1942         case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                return true;
1943         case GL_PACK_ALIGNMENT:                   *params = mState.packParameters.alignment;                 return true;
1944         case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackParameters.alignment;          return true;
1945         case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            return true;
1946         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true;
1947         case GL_TEXTURE_FILTERING_HINT_CHROMIUM:  *params = mState.textureFilteringHint;          return true;
1948         case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); return true;
1949         case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   return true;
1950         case GL_STENCIL_REF:                      *params = mState.stencilRef;                    return true;
1951         case GL_STENCIL_VALUE_MASK:               *params = sw::clampToSignedInt(mState.stencilMask); return true;
1952         case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               return true;
1953         case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                return true;
1954         case GL_STENCIL_BACK_VALUE_MASK:          *params = sw::clampToSignedInt(mState.stencilBackMask); return true;
1955         case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   return true;
1956         case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          return true;
1957         case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          return true;
1958         case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               return true;
1959         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      return true;
1960         case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      return true;
1961         case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     return true;
1962         case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                return true;
1963         case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              return true;
1964         case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  return true;
1965         case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                return true;
1966         case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              return true;
1967         case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            return true;
1968         case GL_STENCIL_WRITEMASK:                *params = sw::clampToSignedInt(mState.stencilWritemask); return true;
1969         case GL_STENCIL_BACK_WRITEMASK:           *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true;
1970         case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             return true;
1971         case GL_SUBPIXEL_BITS:                    *params = 4;                                    return true;
1972         case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB:
1973         case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;          return true;
1974         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true;
1975         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;           return true;
1976         case GL_MAX_SAMPLES:                      *params = IMPLEMENTATION_MAX_SAMPLES;               return true;
1977         case GL_SAMPLE_BUFFERS:
1978         case GL_SAMPLES:
1979                 {
1980                         Framebuffer *framebuffer = getDrawFramebuffer();
1981                         int width, height, samples;
1982
1983                         if(framebuffer && (framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE))
1984                         {
1985                                 switch(pname)
1986                                 {
1987                                 case GL_SAMPLE_BUFFERS:
1988                                         if(samples > 1)
1989                                         {
1990                                                 *params = 1;
1991                                         }
1992                                         else
1993                                         {
1994                                                 *params = 0;
1995                                         }
1996                                         break;
1997                                 case GL_SAMPLES:
1998                                         *params = samples;
1999                                         break;
2000                                 }
2001                         }
2002                         else
2003                         {
2004                                 *params = 0;
2005                         }
2006                 }
2007                 return true;
2008         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2009                 {
2010                         Framebuffer *framebuffer = getReadFramebuffer();
2011                         if(framebuffer)
2012                         {
2013                                 *params = framebuffer->getImplementationColorReadType();
2014                         }
2015                         else
2016                         {
2017                                 return error(GL_INVALID_OPERATION, true);
2018                         }
2019                 }
2020                 return true;
2021         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2022                 {
2023                         Framebuffer *framebuffer = getReadFramebuffer();
2024                         if(framebuffer)
2025                         {
2026                                 *params = framebuffer->getImplementationColorReadFormat();
2027                         }
2028                         else
2029                         {
2030                                 return error(GL_INVALID_OPERATION, true);
2031                         }
2032                 }
2033                 return true;
2034         case GL_MAX_VIEWPORT_DIMS:
2035                 {
2036                         int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
2037                         params[0] = maxDimension;
2038                         params[1] = maxDimension;
2039                 }
2040                 return true;
2041         case GL_COMPRESSED_TEXTURE_FORMATS:
2042                 {
2043                         for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
2044                         {
2045                                 params[i] = compressedTextureFormats[i];
2046                         }
2047                 }
2048                 return true;
2049         case GL_VIEWPORT:
2050                 params[0] = mState.viewportX;
2051                 params[1] = mState.viewportY;
2052                 params[2] = mState.viewportWidth;
2053                 params[3] = mState.viewportHeight;
2054                 return true;
2055         case GL_SCISSOR_BOX:
2056                 params[0] = mState.scissorX;
2057                 params[1] = mState.scissorY;
2058                 params[2] = mState.scissorWidth;
2059                 params[3] = mState.scissorHeight;
2060                 return true;
2061         case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 return true;
2062         case GL_FRONT_FACE:                       *params = mState.frontFace;                return true;
2063         case GL_RED_BITS:
2064         case GL_GREEN_BITS:
2065         case GL_BLUE_BITS:
2066         case GL_ALPHA_BITS:
2067                 {
2068                         Framebuffer *framebuffer = getDrawFramebuffer();
2069                         Renderbuffer *colorbuffer = framebuffer ? framebuffer->getColorbuffer(0) : nullptr;
2070
2071                         if(colorbuffer)
2072                         {
2073                                 switch(pname)
2074                                 {
2075                                 case GL_RED_BITS:   *params = colorbuffer->getRedSize();   return true;
2076                                 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true;
2077                                 case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  return true;
2078                                 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true;
2079                                 }
2080                         }
2081                         else
2082                         {
2083                                 *params = 0;
2084                         }
2085                 }
2086                 return true;
2087         case GL_DEPTH_BITS:
2088                 {
2089                         Framebuffer *framebuffer = getDrawFramebuffer();
2090                         Renderbuffer *depthbuffer = framebuffer ? framebuffer->getDepthbuffer() : nullptr;
2091
2092                         if(depthbuffer)
2093                         {
2094                                 *params = depthbuffer->getDepthSize();
2095                         }
2096                         else
2097                         {
2098                                 *params = 0;
2099                         }
2100                 }
2101                 return true;
2102         case GL_STENCIL_BITS:
2103                 {
2104                         Framebuffer *framebuffer = getDrawFramebuffer();
2105                         Renderbuffer *stencilbuffer = framebuffer ? framebuffer->getStencilbuffer() : nullptr;
2106
2107                         if(stencilbuffer)
2108                         {
2109                                 *params = stencilbuffer->getStencilSize();
2110                         }
2111                         else
2112                         {
2113                                 *params = 0;
2114                         }
2115                 }
2116                 return true;
2117         case GL_TEXTURE_BINDING_2D:
2118                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2119                 {
2120                         error(GL_INVALID_OPERATION);
2121                         return false;
2122                 }
2123
2124                 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2125                 return true;
2126         case GL_TEXTURE_BINDING_CUBE_MAP:
2127                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2128                 {
2129                         error(GL_INVALID_OPERATION);
2130                         return false;
2131                 }
2132
2133                 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2134                 return true;
2135         case GL_TEXTURE_BINDING_RECTANGLE_ARB:
2136                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2137                 {
2138                         error(GL_INVALID_OPERATION);
2139                         return false;
2140                 }
2141
2142                 *params = mState.samplerTexture[TEXTURE_2D_RECT][mState.activeSampler].name();
2143                 return true;
2144         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2145                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2146                 {
2147                         error(GL_INVALID_OPERATION);
2148                         return false;
2149                 }
2150
2151                 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2152                 return true;
2153         case GL_TEXTURE_BINDING_3D_OES:
2154                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2155                 {
2156                         error(GL_INVALID_OPERATION);
2157                         return false;
2158                 }
2159
2160                 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2161                 return true;
2162         case GL_DRAW_BUFFER0:
2163         case GL_DRAW_BUFFER1:
2164         case GL_DRAW_BUFFER2:
2165         case GL_DRAW_BUFFER3:
2166         case GL_DRAW_BUFFER4:
2167         case GL_DRAW_BUFFER5:
2168         case GL_DRAW_BUFFER6:
2169         case GL_DRAW_BUFFER7:
2170         case GL_DRAW_BUFFER8:
2171         case GL_DRAW_BUFFER9:
2172         case GL_DRAW_BUFFER10:
2173         case GL_DRAW_BUFFER11:
2174         case GL_DRAW_BUFFER12:
2175         case GL_DRAW_BUFFER13:
2176         case GL_DRAW_BUFFER14:
2177         case GL_DRAW_BUFFER15:
2178                 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS)
2179                 {
2180                         Framebuffer* framebuffer = getDrawFramebuffer();
2181                         *params = framebuffer ? framebuffer->getDrawBuffer(pname - GL_DRAW_BUFFER0) : GL_NONE;
2182                 }
2183                 else
2184                 {
2185                         return false;
2186                 }
2187                 return true;
2188         case GL_MAX_DRAW_BUFFERS:
2189                 *params = MAX_DRAW_BUFFERS;
2190                 return true;
2191         case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers
2192                 *params = MAX_COLOR_ATTACHMENTS;
2193                 return true;
2194         default:
2195                 break;
2196         }
2197
2198         if(clientVersion >= 3)
2199         {
2200                 switch(pname)
2201                 {
2202                 case GL_TEXTURE_BINDING_2D_ARRAY:
2203                         if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2204                         {
2205                                 error(GL_INVALID_OPERATION);
2206                                 return false;
2207                         }
2208
2209                         *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2210                         return true;
2211                 case GL_COPY_READ_BUFFER_BINDING:
2212                         *params = mState.copyReadBuffer.name();
2213                         return true;
2214                 case GL_COPY_WRITE_BUFFER_BINDING:
2215                         *params = mState.copyWriteBuffer.name();
2216                         return true;
2217                 case GL_MAJOR_VERSION:
2218                         *params = clientVersion;
2219                         return true;
2220                 case GL_MAX_3D_TEXTURE_SIZE:
2221                         *params = IMPLEMENTATION_MAX_3D_TEXTURE_SIZE;
2222                         return true;
2223                 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2224                         *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2225                         return true;
2226                 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2227                         *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2228                         return true;
2229                 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2230                         *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS;
2231                         return true;
2232                 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2233                         *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2234                         return true;
2235                 case GL_MAX_ELEMENT_INDEX:
2236                         *params = MAX_ELEMENT_INDEX;
2237                         return true;
2238                 case GL_MAX_ELEMENTS_INDICES:
2239                         *params = MAX_ELEMENTS_INDICES;
2240                         return true;
2241                 case GL_MAX_ELEMENTS_VERTICES:
2242                         *params = MAX_ELEMENTS_VERTICES;
2243                         return true;
2244                 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2245                         *params = MAX_FRAGMENT_INPUT_VECTORS * 4;
2246                         return true;
2247                 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2248                         *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2249                         return true;
2250                 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2251                         *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2252                         return true;
2253                 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2254                         // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2255                         // In any case, any behavior outside the specified range is valid since the spec mentions:
2256                         // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2257                         // "If any of the offset values are outside the range of the  implementation-defined values
2258                         //  MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2259                         //  undefined."
2260                         *params = MAX_PROGRAM_TEXEL_OFFSET;
2261                         return true;
2262                 case GL_MAX_SERVER_WAIT_TIMEOUT:
2263                         *params = 0;
2264                         return true;
2265                 case GL_MAX_TEXTURE_LOD_BIAS:
2266                         *params = MAX_TEXTURE_LOD_BIAS;
2267                         return true;
2268                 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2269                         *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2270                         return true;
2271                 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2272                         *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2273                         return true;
2274                 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2275                         *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2276                         return true;
2277                 case GL_MAX_UNIFORM_BLOCK_SIZE:
2278                         *params = MAX_UNIFORM_BLOCK_SIZE;
2279                         return true;
2280                 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2281                         *params = MAX_UNIFORM_BUFFER_BINDINGS;
2282                         return true;
2283                 case GL_MAX_VARYING_COMPONENTS:
2284                         *params = MAX_VARYING_VECTORS * 4;
2285                         return true;
2286                 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2287                         *params = MAX_VERTEX_OUTPUT_VECTORS * 4;
2288                         return true;
2289                 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2290                         *params = MAX_VERTEX_UNIFORM_BLOCKS;
2291                         return true;
2292                 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2293                         *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2294                         return true;
2295                 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2296                         // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2297                         // In any case, any behavior outside the specified range is valid since the spec mentions:
2298                         // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2299                         // "If any of the offset values are outside the range of the  implementation-defined values
2300                         //  MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2301                         //  undefined."
2302                         *params = MIN_PROGRAM_TEXEL_OFFSET;
2303                         return true;
2304                 case GL_MINOR_VERSION:
2305                         *params = 0;
2306                         return true;
2307                 case GL_NUM_EXTENSIONS:
2308                         GLuint numExtensions;
2309                         getExtensions(0, &numExtensions);
2310                         *params = numExtensions;
2311                         return true;
2312                 case GL_NUM_PROGRAM_BINARY_FORMATS:
2313                         *params = NUM_PROGRAM_BINARY_FORMATS;
2314                         return true;
2315                 case GL_PACK_ROW_LENGTH:
2316                         *params = mState.packParameters.rowLength;
2317                         return true;
2318                 case GL_PACK_SKIP_PIXELS:
2319                         *params = mState.packParameters.skipPixels;
2320                         return true;
2321                 case GL_PACK_SKIP_ROWS:
2322                         *params = mState.packParameters.skipRows;
2323                         return true;
2324                 case GL_PIXEL_PACK_BUFFER_BINDING:
2325                         *params = mState.pixelPackBuffer.name();
2326                         return true;
2327                 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2328                         *params = mState.pixelUnpackBuffer.name();
2329                         return true;
2330                 case GL_PROGRAM_BINARY_FORMATS:
2331                         // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input
2332                         // should be a 0 sized array, so don't write to params
2333                         return true;
2334                 case GL_READ_BUFFER:
2335                         {
2336                                 Framebuffer* framebuffer = getReadFramebuffer();
2337                                 *params = framebuffer ? framebuffer->getReadBuffer() : GL_NONE;
2338                         }
2339                         return true;
2340                 case GL_SAMPLER_BINDING:
2341                         *params = mState.sampler[mState.activeSampler].name();
2342                         return true;
2343                 case GL_UNIFORM_BUFFER_BINDING:
2344                         *params = mState.genericUniformBuffer.name();
2345                         return true;
2346                 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2347                         *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2348                         return true;
2349                 case GL_UNIFORM_BUFFER_SIZE:
2350                         *params = static_cast<T>(mState.genericUniformBuffer->size());
2351                         return true;
2352                 case GL_UNIFORM_BUFFER_START:
2353                         *params = static_cast<T>(mState.genericUniformBuffer->offset());
2354                         return true;
2355                 case GL_UNPACK_IMAGE_HEIGHT:
2356                         *params = mState.unpackParameters.imageHeight;
2357                         return true;
2358                 case GL_UNPACK_ROW_LENGTH:
2359                         *params = mState.unpackParameters.rowLength;
2360                         return true;
2361                 case GL_UNPACK_SKIP_IMAGES:
2362                         *params = mState.unpackParameters.skipImages;
2363                         return true;
2364                 case GL_UNPACK_SKIP_PIXELS:
2365                         *params = mState.unpackParameters.skipPixels;
2366                         return true;
2367                 case GL_UNPACK_SKIP_ROWS:
2368                         *params = mState.unpackParameters.skipRows;
2369                         return true;
2370                 case GL_VERTEX_ARRAY_BINDING:
2371                         *params = getCurrentVertexArray()->name;
2372                         return true;
2373                 case GL_TRANSFORM_FEEDBACK_BINDING:
2374                         {
2375                                 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2376                                 if(transformFeedback)
2377                                 {
2378                                         *params = transformFeedback->name;
2379                                 }
2380                                 else
2381                                 {
2382                                         return false;
2383                                 }
2384                         }
2385                         return true;
2386                 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2387                         {
2388                                 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2389                                 if(transformFeedback)
2390                                 {
2391                                         *params = transformFeedback->getGenericBufferName();
2392                                 }
2393                                 else
2394                                 {
2395                                         return false;
2396                                 }
2397                         }
2398                         return true;
2399                 default:
2400                         break;
2401                 }
2402         }
2403
2404         return false;
2405 }
2406
2407 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2408 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2409
2410 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2411 {
2412         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2413         if(!transformFeedback)
2414         {
2415                 return false;
2416         }
2417
2418         switch(pname)
2419         {
2420         case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2421                 *param = transformFeedback->name;
2422                 break;
2423         case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2424                 *param = transformFeedback->isActive();
2425                 break;
2426         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2427                 *param = transformFeedback->getBufferName(index);
2428                 break;
2429         case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2430                 *param = transformFeedback->isPaused();
2431                 break;
2432         case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2433                 if(transformFeedback->getBuffer(index))
2434                 {
2435                         *param = transformFeedback->getSize(index);
2436                         break;
2437                 }
2438                 else return false;
2439         case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2440                 if(transformFeedback->getBuffer(index))
2441                 {
2442                         *param = transformFeedback->getOffset(index);
2443                 break;
2444                 }
2445                 else return false;
2446         default:
2447                 return false;
2448         }
2449
2450         return true;
2451 }
2452
2453 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2454 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2455
2456 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2457 {
2458         switch(pname)
2459         {
2460         case GL_UNIFORM_BUFFER_BINDING:
2461         case GL_UNIFORM_BUFFER_SIZE:
2462         case GL_UNIFORM_BUFFER_START:
2463                 if(index >= MAX_UNIFORM_BUFFER_BINDINGS)
2464                 {
2465                         return error(GL_INVALID_VALUE, true);
2466                 }
2467                 break;
2468         default:
2469                 break;
2470         }
2471
2472         const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2473
2474         switch(pname)
2475         {
2476         case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2477                 *param = uniformBuffer.get().name();
2478                 break;
2479         case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2480                 *param = uniformBuffer.getSize();
2481                 break;
2482         case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2483                 *param = uniformBuffer.getOffset();
2484                 break;
2485         default:
2486                 return false;
2487         }
2488
2489         return true;
2490 }
2491
2492 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2493 {
2494         // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2495         // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2496         // to the fact that it is stored internally as a float, and so would require conversion
2497         // if returned from Context::getIntegerv. Since this conversion is already implemented
2498         // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2499         // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2500         // application.
2501         switch(pname)
2502         {
2503         case GL_COMPRESSED_TEXTURE_FORMATS:
2504                 {
2505                         *type = GL_INT;
2506                         *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2507                 }
2508                 break;
2509         case GL_SHADER_BINARY_FORMATS:
2510                 {
2511                         *type = GL_INT;
2512                         *numParams = 0;
2513                 }
2514                 break;
2515         case GL_MAX_VERTEX_ATTRIBS:
2516         case GL_MAX_VERTEX_UNIFORM_VECTORS:
2517         case GL_MAX_VARYING_VECTORS:
2518         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2519         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2520         case GL_MAX_TEXTURE_IMAGE_UNITS:
2521         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2522         case GL_MAX_RENDERBUFFER_SIZE:
2523         case GL_NUM_SHADER_BINARY_FORMATS:
2524         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2525         case GL_ARRAY_BUFFER_BINDING:
2526         case GL_FRAMEBUFFER_BINDING:        // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2527         case GL_READ_FRAMEBUFFER_BINDING:   // Same as GL_READ_FRAMEBUFFER_BINDING_ANGLE
2528         case GL_RENDERBUFFER_BINDING:
2529         case GL_CURRENT_PROGRAM:
2530         case GL_PACK_ALIGNMENT:
2531         case GL_UNPACK_ALIGNMENT:
2532         case GL_GENERATE_MIPMAP_HINT:
2533         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2534         case GL_TEXTURE_FILTERING_HINT_CHROMIUM:
2535         case GL_RED_BITS:
2536         case GL_GREEN_BITS:
2537         case GL_BLUE_BITS:
2538         case GL_ALPHA_BITS:
2539         case GL_DEPTH_BITS:
2540         case GL_STENCIL_BITS:
2541         case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2542         case GL_CULL_FACE_MODE:
2543         case GL_FRONT_FACE:
2544         case GL_ACTIVE_TEXTURE:
2545         case GL_STENCIL_FUNC:
2546         case GL_STENCIL_VALUE_MASK:
2547         case GL_STENCIL_REF:
2548         case GL_STENCIL_FAIL:
2549         case GL_STENCIL_PASS_DEPTH_FAIL:
2550         case GL_STENCIL_PASS_DEPTH_PASS:
2551         case GL_STENCIL_BACK_FUNC:
2552         case GL_STENCIL_BACK_VALUE_MASK:
2553         case GL_STENCIL_BACK_REF:
2554         case GL_STENCIL_BACK_FAIL:
2555         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2556         case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2557         case GL_DEPTH_FUNC:
2558         case GL_BLEND_SRC_RGB:
2559         case GL_BLEND_SRC_ALPHA:
2560         case GL_BLEND_DST_RGB:
2561         case GL_BLEND_DST_ALPHA:
2562         case GL_BLEND_EQUATION_RGB:
2563         case GL_BLEND_EQUATION_ALPHA:
2564         case GL_STENCIL_WRITEMASK:
2565         case GL_STENCIL_BACK_WRITEMASK:
2566         case GL_STENCIL_CLEAR_VALUE:
2567         case GL_SUBPIXEL_BITS:
2568         case GL_MAX_TEXTURE_SIZE:
2569         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2570         case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB:
2571         case GL_SAMPLE_BUFFERS:
2572         case GL_SAMPLES:
2573         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2574         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2575         case GL_TEXTURE_BINDING_2D:
2576         case GL_TEXTURE_BINDING_CUBE_MAP:
2577         case GL_TEXTURE_BINDING_RECTANGLE_ARB:
2578         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2579         case GL_TEXTURE_BINDING_3D_OES:
2580         case GL_COPY_READ_BUFFER_BINDING:
2581         case GL_COPY_WRITE_BUFFER_BINDING:
2582         case GL_DRAW_BUFFER0:
2583         case GL_DRAW_BUFFER1:
2584         case GL_DRAW_BUFFER2:
2585         case GL_DRAW_BUFFER3:
2586         case GL_DRAW_BUFFER4:
2587         case GL_DRAW_BUFFER5:
2588         case GL_DRAW_BUFFER6:
2589         case GL_DRAW_BUFFER7:
2590         case GL_DRAW_BUFFER8:
2591         case GL_DRAW_BUFFER9:
2592         case GL_DRAW_BUFFER10:
2593         case GL_DRAW_BUFFER11:
2594         case GL_DRAW_BUFFER12:
2595         case GL_DRAW_BUFFER13:
2596         case GL_DRAW_BUFFER14:
2597         case GL_DRAW_BUFFER15:
2598         case GL_MAJOR_VERSION:
2599         case GL_MAX_3D_TEXTURE_SIZE:
2600         case GL_MAX_ARRAY_TEXTURE_LAYERS:
2601         case GL_MAX_COLOR_ATTACHMENTS:
2602         case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2603         case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2604         case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2605         case GL_MAX_DRAW_BUFFERS:
2606         case GL_MAX_ELEMENT_INDEX:
2607         case GL_MAX_ELEMENTS_INDICES:
2608         case GL_MAX_ELEMENTS_VERTICES:
2609         case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2610         case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2611         case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2612         case GL_MAX_PROGRAM_TEXEL_OFFSET:
2613         case GL_MAX_SERVER_WAIT_TIMEOUT:
2614         case GL_MAX_TEXTURE_LOD_BIAS:
2615         case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2616         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2617         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2618         case GL_MAX_UNIFORM_BLOCK_SIZE:
2619         case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2620         case GL_MAX_VARYING_COMPONENTS:
2621         case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2622         case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2623         case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2624         case GL_MIN_PROGRAM_TEXEL_OFFSET:
2625         case GL_MINOR_VERSION:
2626         case GL_NUM_EXTENSIONS:
2627         case GL_NUM_PROGRAM_BINARY_FORMATS:
2628         case GL_PACK_ROW_LENGTH:
2629         case GL_PACK_SKIP_PIXELS:
2630         case GL_PACK_SKIP_ROWS:
2631         case GL_PIXEL_PACK_BUFFER_BINDING:
2632         case GL_PIXEL_UNPACK_BUFFER_BINDING:
2633         case GL_PROGRAM_BINARY_FORMATS:
2634         case GL_READ_BUFFER:
2635         case GL_SAMPLER_BINDING:
2636         case GL_TEXTURE_BINDING_2D_ARRAY:
2637         case GL_UNIFORM_BUFFER_BINDING:
2638         case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2639         case GL_UNIFORM_BUFFER_SIZE:
2640         case GL_UNIFORM_BUFFER_START:
2641         case GL_UNPACK_IMAGE_HEIGHT:
2642         case GL_UNPACK_ROW_LENGTH:
2643         case GL_UNPACK_SKIP_IMAGES:
2644         case GL_UNPACK_SKIP_PIXELS:
2645         case GL_UNPACK_SKIP_ROWS:
2646         case GL_VERTEX_ARRAY_BINDING:
2647         case GL_TRANSFORM_FEEDBACK_BINDING:
2648         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2649                 {
2650                         *type = GL_INT;
2651                         *numParams = 1;
2652                 }
2653                 break;
2654         case GL_MAX_SAMPLES:
2655                 {
2656                         *type = GL_INT;
2657                         *numParams = 1;
2658                 }
2659                 break;
2660         case GL_MAX_VIEWPORT_DIMS:
2661                 {
2662                         *type = GL_INT;
2663                         *numParams = 2;
2664                 }
2665                 break;
2666         case GL_VIEWPORT:
2667         case GL_SCISSOR_BOX:
2668                 {
2669                         *type = GL_INT;
2670                         *numParams = 4;
2671                 }
2672                 break;
2673         case GL_SHADER_COMPILER:
2674         case GL_SAMPLE_COVERAGE_INVERT:
2675         case GL_DEPTH_WRITEMASK:
2676         case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
2677         case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
2678         case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2679         case GL_SAMPLE_COVERAGE:
2680         case GL_SCISSOR_TEST:
2681         case GL_STENCIL_TEST:
2682         case GL_DEPTH_TEST:
2683         case GL_BLEND:
2684         case GL_DITHER:
2685         case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2686         case GL_RASTERIZER_DISCARD:
2687         case GL_TRANSFORM_FEEDBACK_ACTIVE:
2688         case GL_TRANSFORM_FEEDBACK_PAUSED:
2689                 {
2690                         *type = GL_BOOL;
2691                         *numParams = 1;
2692                 }
2693                 break;
2694         case GL_COLOR_WRITEMASK:
2695                 {
2696                         *type = GL_BOOL;
2697                         *numParams = 4;
2698                 }
2699                 break;
2700         case GL_POLYGON_OFFSET_FACTOR:
2701         case GL_POLYGON_OFFSET_UNITS:
2702         case GL_SAMPLE_COVERAGE_VALUE:
2703         case GL_DEPTH_CLEAR_VALUE:
2704         case GL_LINE_WIDTH:
2705                 {
2706                         *type = GL_FLOAT;
2707                         *numParams = 1;
2708                 }
2709                 break;
2710         case GL_ALIASED_LINE_WIDTH_RANGE:
2711         case GL_ALIASED_POINT_SIZE_RANGE:
2712         case GL_DEPTH_RANGE:
2713                 {
2714                         *type = GL_FLOAT;
2715                         *numParams = 2;
2716                 }
2717                 break;
2718         case GL_COLOR_CLEAR_VALUE:
2719         case GL_BLEND_COLOR:
2720                 {
2721                         *type = GL_FLOAT;
2722                         *numParams = 4;
2723                 }
2724                 break;
2725         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2726                 *type = GL_FLOAT;
2727                 *numParams = 1;
2728                 break;
2729         default:
2730                 return false;
2731         }
2732
2733         return true;
2734 }
2735
2736 void Context::applyScissor(int width, int height)
2737 {
2738         if(mState.scissorTestEnabled)
2739         {
2740                 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2741                 scissor.clip(0, 0, width, height);
2742
2743                 device->setScissorRect(scissor);
2744                 device->setScissorEnable(true);
2745         }
2746         else
2747         {
2748                 device->setScissorEnable(false);
2749         }
2750 }
2751
2752 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2753 bool Context::applyRenderTarget()
2754 {
2755         Framebuffer *framebuffer = getDrawFramebuffer();
2756         int width, height, samples;
2757
2758         if(!framebuffer || (framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE))
2759         {
2760                 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2761         }
2762
2763         for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2764         {
2765                 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2766                 {
2767                         egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2768                         GLint layer = framebuffer->getColorbufferLayer(i);
2769                         device->setRenderTarget(i, renderTarget, layer);
2770                         if(renderTarget) renderTarget->release();
2771                 }
2772                 else
2773                 {
2774                         device->setRenderTarget(i, nullptr, 0);
2775                 }
2776         }
2777
2778         egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2779         GLint dLayer = framebuffer->getDepthbufferLayer();
2780         device->setDepthBuffer(depthBuffer, dLayer);
2781         if(depthBuffer) depthBuffer->release();
2782
2783         egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2784         GLint sLayer = framebuffer->getStencilbufferLayer();
2785         device->setStencilBuffer(stencilBuffer, sLayer);
2786         if(stencilBuffer) stencilBuffer->release();
2787
2788         Viewport viewport;
2789         float zNear = clamp01(mState.zNear);
2790         float zFar = clamp01(mState.zFar);
2791
2792         viewport.x0 = mState.viewportX;
2793         viewport.y0 = mState.viewportY;
2794         viewport.width = mState.viewportWidth;
2795         viewport.height = mState.viewportHeight;
2796         viewport.minZ = zNear;
2797         viewport.maxZ = zFar;
2798
2799         device->setViewport(viewport);
2800
2801         applyScissor(width, height);
2802
2803         Program *program = getCurrentProgram();
2804
2805         if(program)
2806         {
2807                 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2808                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2809                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2810                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2811         }
2812
2813         return true;
2814 }
2815
2816 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2817 void Context::applyState(GLenum drawMode)
2818 {
2819         Framebuffer *framebuffer = getDrawFramebuffer();
2820
2821         if(mState.cullFaceEnabled)
2822         {
2823                 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2824         }
2825         else
2826         {
2827                 device->setCullMode(sw::CULL_NONE);
2828         }
2829
2830         if(mDepthStateDirty)
2831         {
2832                 if(mState.depthTestEnabled)
2833                 {
2834                         device->setDepthBufferEnable(true);
2835                         device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2836                 }
2837                 else
2838                 {
2839                         device->setDepthBufferEnable(false);
2840                 }
2841
2842                 mDepthStateDirty = false;
2843         }
2844
2845         if(mBlendStateDirty)
2846         {
2847                 if(mState.blendEnabled)
2848                 {
2849                         device->setAlphaBlendEnable(true);
2850                         device->setSeparateAlphaBlendEnable(true);
2851
2852                         device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2853
2854                         device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2855                         device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2856                         device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2857
2858                         device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2859                         device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2860                         device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2861                 }
2862                 else
2863                 {
2864                         device->setAlphaBlendEnable(false);
2865                 }
2866
2867                 mBlendStateDirty = false;
2868         }
2869
2870         if(mStencilStateDirty || mFrontFaceDirty)
2871         {
2872                 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2873                 {
2874                         device->setStencilEnable(true);
2875                         device->setTwoSidedStencil(true);
2876
2877                         // get the maximum size of the stencil ref
2878                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2879                         GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2880
2881                         if(mState.frontFace == GL_CCW)
2882                         {
2883                                 device->setStencilWriteMask(mState.stencilWritemask);
2884                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2885
2886                                 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2887                                 device->setStencilMask(mState.stencilMask);
2888
2889                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2890                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2891                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2892
2893                                 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2894                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2895
2896                                 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2897                                 device->setStencilMaskCCW(mState.stencilBackMask);
2898
2899                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2900                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2901                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2902                         }
2903                         else
2904                         {
2905                                 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2906                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2907
2908                                 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2909                                 device->setStencilMaskCCW(mState.stencilMask);
2910
2911                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2912                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2913                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2914
2915                                 device->setStencilWriteMask(mState.stencilBackWritemask);
2916                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2917
2918                                 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2919                                 device->setStencilMask(mState.stencilBackMask);
2920
2921                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2922                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2923                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2924                         }
2925                 }
2926                 else
2927                 {
2928                         device->setStencilEnable(false);
2929                 }
2930
2931                 mStencilStateDirty = false;
2932                 mFrontFaceDirty = false;
2933         }
2934
2935         if(mMaskStateDirty)
2936         {
2937                 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2938                 {
2939                         device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2940                 }
2941
2942                 device->setDepthWriteEnable(mState.depthMask);
2943
2944                 mMaskStateDirty = false;
2945         }
2946
2947         if(mPolygonOffsetStateDirty)
2948         {
2949                 if(mState.polygonOffsetFillEnabled)
2950                 {
2951                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2952                         if(depthbuffer)
2953                         {
2954                                 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2955                                 float depthBias = ldexp(mState.polygonOffsetUnits, -23);   // We use 32-bit floating-point for all depth formats, with 23 mantissa bits.
2956                                 device->setDepthBias(depthBias);
2957                         }
2958                 }
2959                 else
2960                 {
2961                         device->setSlopeDepthBias(0);
2962                         device->setDepthBias(0);
2963                 }
2964
2965                 mPolygonOffsetStateDirty = false;
2966         }
2967
2968         if(mSampleStateDirty)
2969         {
2970                 if(mState.sampleAlphaToCoverageEnabled)
2971                 {
2972                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2973                 }
2974                 else
2975                 {
2976                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2977                 }
2978
2979                 if(mState.sampleCoverageEnabled)
2980                 {
2981                         unsigned int mask = 0;
2982                         if(mState.sampleCoverageValue != 0)
2983                         {
2984                                 int width, height, samples;
2985                                 framebuffer->completeness(width, height, samples);
2986
2987                                 float threshold = 0.5f;
2988
2989                                 for(int i = 0; i < samples; i++)
2990                                 {
2991                                         mask <<= 1;
2992
2993                                         if((i + 1) * mState.sampleCoverageValue >= threshold)
2994                                         {
2995                                                 threshold += 1.0f;
2996                                                 mask |= 1;
2997                                         }
2998                                 }
2999                         }
3000
3001                         if(mState.sampleCoverageInvert)
3002                         {
3003                                 mask = ~mask;
3004                         }
3005
3006                         device->setMultiSampleMask(mask);
3007                 }
3008                 else
3009                 {
3010                         device->setMultiSampleMask(0xFFFFFFFF);
3011                 }
3012
3013                 mSampleStateDirty = false;
3014         }
3015
3016         if(mDitherStateDirty)
3017         {
3018         //      UNIMPLEMENTED();   // FIXME
3019
3020                 mDitherStateDirty = false;
3021         }
3022
3023         device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
3024 }
3025
3026 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
3027 {
3028         TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
3029
3030         GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
3031         if(err != GL_NO_ERROR)
3032         {
3033                 return err;
3034         }
3035
3036         Program *program = getCurrentProgram();
3037
3038         device->resetInputStreams(false);
3039
3040         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3041         {
3042                 if(program->getAttributeStream(i) == -1)
3043                 {
3044                         continue;
3045                 }
3046
3047                 sw::Resource *resource = attributes[i].vertexBuffer;
3048                 const void *buffer = (char*)resource->data() + attributes[i].offset;
3049
3050                 int stride = attributes[i].stride;
3051
3052                 buffer = (char*)buffer + stride * base;
3053
3054                 sw::Stream attribute(resource, buffer, stride);
3055
3056                 attribute.type = attributes[i].type;
3057                 attribute.count = attributes[i].count;
3058                 attribute.normalized = attributes[i].normalized;
3059
3060                 int stream = program->getAttributeStream(i);
3061                 device->setInputStream(stream, attribute);
3062         }
3063
3064         return GL_NO_ERROR;
3065 }
3066
3067 // Applies the indices and element array bindings
3068 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
3069 {
3070         GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled());
3071
3072         if(err == GL_NO_ERROR)
3073         {
3074                 device->setIndexBuffer(indexInfo->indexBuffer);
3075         }
3076
3077         return err;
3078 }
3079
3080 // Applies the shaders and shader constants
3081 void Context::applyShaders()
3082 {
3083         Program *programObject = getCurrentProgram();
3084         sw::VertexShader *vertexShader = programObject->getVertexShader();
3085         sw::PixelShader *pixelShader = programObject->getPixelShader();
3086
3087         device->setVertexShader(vertexShader);
3088         device->setPixelShader(pixelShader);
3089
3090         if(programObject->getSerial() != mAppliedProgramSerial)
3091         {
3092                 programObject->dirtyAllUniforms();
3093                 mAppliedProgramSerial = programObject->getSerial();
3094         }
3095
3096         programObject->applyTransformFeedback(device, getTransformFeedback());
3097         programObject->applyUniformBuffers(device, mState.uniformBuffers);
3098         programObject->applyUniforms(device);
3099 }
3100
3101 void Context::applyTextures()
3102 {
3103         applyTextures(sw::SAMPLER_PIXEL);
3104         applyTextures(sw::SAMPLER_VERTEX);
3105 }
3106
3107 void Context::applyTextures(sw::SamplerType samplerType)
3108 {
3109         Program *programObject = getCurrentProgram();
3110
3111         int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS;   // Range of samplers of given sampler type
3112
3113         for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3114         {
3115                 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex);   // OpenGL texture image unit index
3116
3117                 if(textureUnit != -1)
3118                 {
3119                         TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3120
3121                         Texture *texture = getSamplerTexture(textureUnit, textureType);
3122
3123                         if(texture->isSamplerComplete())
3124                         {
3125                                 GLenum wrapS, wrapT, wrapR, minFilter, magFilter, compFunc, compMode;
3126                                 GLfloat minLOD, maxLOD;
3127
3128                                 Sampler *samplerObject = mState.sampler[textureUnit];
3129                                 if(samplerObject)
3130                                 {
3131                                         wrapS = samplerObject->getWrapS();
3132                                         wrapT = samplerObject->getWrapT();
3133                                         wrapR = samplerObject->getWrapR();
3134                                         minFilter = samplerObject->getMinFilter();
3135                                         magFilter = samplerObject->getMagFilter();
3136                                         minLOD = samplerObject->getMinLod();
3137                                         maxLOD = samplerObject->getMaxLod();
3138                                         compFunc = samplerObject->getCompareFunc();
3139                                         compMode = samplerObject->getCompareMode();
3140                                 }
3141                                 else
3142                                 {
3143                                         wrapS = texture->getWrapS();
3144                                         wrapT = texture->getWrapT();
3145                                         wrapR = texture->getWrapR();
3146                                         minFilter = texture->getMinFilter();
3147                                         magFilter = texture->getMagFilter();
3148                                         minLOD = texture->getMinLOD();
3149                                         maxLOD = texture->getMaxLOD();
3150                                         compFunc = texture->getCompareFunc();
3151                                         compMode = texture->getCompareMode();
3152                                 }
3153
3154                                 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3155                                 GLint baseLevel = texture->getBaseLevel();
3156                                 GLint maxLevel = texture->getMaxLevel();
3157                                 GLenum swizzleR = texture->getSwizzleR();
3158                                 GLenum swizzleG = texture->getSwizzleG();
3159                                 GLenum swizzleB = texture->getSwizzleB();
3160                                 GLenum swizzleA = texture->getSwizzleA();
3161
3162                                 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3163                                 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3164                                 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3165                                 device->setCompareFunc(samplerType, samplerIndex, es2sw::ConvertCompareFunc(compFunc, compMode));
3166                                 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3167                                 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3168                                 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3169                                 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3170                                 device->setMinLod(samplerType, samplerIndex, minLOD);
3171                                 device->setMaxLod(samplerType, samplerIndex, maxLOD);
3172                                 device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3173                                 device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3174                                 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3175                                 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3176                                 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3177                                 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST);
3178
3179                                 applyTexture(samplerType, samplerIndex, texture);
3180                         }
3181                         else
3182                         {
3183                                 applyTexture(samplerType, samplerIndex, nullptr);
3184                         }
3185                 }
3186                 else
3187                 {
3188                         applyTexture(samplerType, samplerIndex, nullptr);
3189                 }
3190         }
3191 }
3192
3193 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3194 {
3195         Program *program = getCurrentProgram();
3196         int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3197         bool textureUsed = false;
3198
3199         if(type == sw::SAMPLER_PIXEL)
3200         {
3201                 textureUsed = program->getPixelShader()->usesSampler(index);
3202         }
3203         else if(type == sw::SAMPLER_VERTEX)
3204         {
3205                 textureUsed = program->getVertexShader()->usesSampler(index);
3206         }
3207         else UNREACHABLE(type);
3208
3209         sw::Resource *resource = nullptr;
3210
3211         if(baseTexture && textureUsed)
3212         {
3213                 resource = baseTexture->getResource();
3214         }
3215
3216         device->setTextureResource(sampler, resource);
3217
3218         if(baseTexture && textureUsed)
3219         {
3220                 int baseLevel = baseTexture->getBaseLevel();
3221                 int maxLevel = std::min(baseTexture->getTopLevel(), baseTexture->getMaxLevel());
3222                 GLenum target = baseTexture->getTarget();
3223
3224                 switch(target)
3225                 {
3226                 case GL_TEXTURE_2D:
3227                 case GL_TEXTURE_EXTERNAL_OES:
3228                 case GL_TEXTURE_RECTANGLE_ARB:
3229                         {
3230                                 Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3231
3232                                 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3233                                 {
3234                                         int surfaceLevel = mipmapLevel + baseLevel;
3235
3236                                         if(surfaceLevel > maxLevel)
3237                                         {
3238                                                 surfaceLevel = maxLevel;
3239                                         }
3240
3241                                         egl::Image *surface = texture->getImage(surfaceLevel);
3242                                         device->setTextureLevel(sampler, 0, mipmapLevel, surface,
3243                                                                 (target == GL_TEXTURE_RECTANGLE_ARB) ? sw::TEXTURE_RECTANGLE : sw::TEXTURE_2D);
3244                                 }
3245                         }
3246                         break;
3247                 case GL_TEXTURE_3D:
3248                         {
3249                                 Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3250
3251                                 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3252                                 {
3253                                         int surfaceLevel = mipmapLevel + baseLevel;
3254
3255                                         if(surfaceLevel > maxLevel)
3256                                         {
3257                                                 surfaceLevel = maxLevel;
3258                                         }
3259
3260                                         egl::Image *surface = texture->getImage(surfaceLevel);
3261                                         device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3262                                 }
3263                         }
3264                         break;
3265                 case GL_TEXTURE_2D_ARRAY:
3266                         {
3267                                 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3268
3269                                 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3270                                 {
3271                                         int surfaceLevel = mipmapLevel + baseLevel;
3272
3273                                         if(surfaceLevel > maxLevel)
3274                                         {
3275                                                 surfaceLevel = maxLevel;
3276                                         }
3277
3278                                         egl::Image *surface = texture->getImage(surfaceLevel);
3279                                         device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3280                                 }
3281                         }
3282                         break;
3283                 case GL_TEXTURE_CUBE_MAP:
3284                         {
3285                                 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3286
3287                                 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3288                                 {
3289                                         cubeTexture->updateBorders(mipmapLevel);
3290
3291                                         for(int face = 0; face < 6; face++)
3292                                         {
3293                                                 int surfaceLevel = mipmapLevel + baseLevel;
3294
3295                                                 if(surfaceLevel > maxLevel)
3296                                                 {
3297                                                         surfaceLevel = maxLevel;
3298                                                 }
3299
3300                                                 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3301                                                 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3302                                         }
3303                                 }
3304                         }
3305                         break;
3306                 default:
3307                         UNIMPLEMENTED();
3308                         break;
3309                 }
3310         }
3311         else
3312         {
3313                 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3314         }
3315 }
3316
3317 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3318 {
3319         Framebuffer *framebuffer = getReadFramebuffer();
3320         int framebufferWidth, framebufferHeight, framebufferSamples;
3321
3322         if(!framebuffer || (framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE))
3323         {
3324                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3325         }
3326
3327         if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3328         {
3329                 return error(GL_INVALID_OPERATION);
3330         }
3331
3332         if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion))
3333         {
3334                 return error(GL_INVALID_OPERATION);
3335         }
3336
3337         GLsizei outputWidth = (mState.packParameters.rowLength > 0) ? mState.packParameters.rowLength : width;
3338         GLsizei outputPitch = gl::ComputePitch(outputWidth, format, type, mState.packParameters.alignment);
3339         GLsizei outputHeight = (mState.packParameters.imageHeight == 0) ? height : mState.packParameters.imageHeight;
3340         pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3341         pixels = ((char*)pixels) + gl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packParameters);
3342
3343         // Sized query sanity check
3344         if(bufSize)
3345         {
3346                 int requiredSize = outputPitch * height;
3347                 if(requiredSize > *bufSize)
3348                 {
3349                         return error(GL_INVALID_OPERATION);
3350                 }
3351         }
3352
3353         egl::Image *renderTarget = nullptr;
3354         switch(format)
3355         {
3356         case GL_DEPTH_COMPONENT:   // GL_NV_read_depth
3357                 renderTarget = framebuffer->getDepthBuffer();
3358                 break;
3359         default:
3360                 renderTarget = framebuffer->getReadRenderTarget();
3361                 break;
3362         }
3363
3364         if(!renderTarget)
3365         {
3366                 return error(GL_INVALID_OPERATION);
3367         }
3368
3369         sw::RectF rect((float)x, (float)y, (float)(x + width), (float)(y + height));
3370         sw::Rect dstRect(0, 0, width, height);
3371         rect.clip(0.0f, 0.0f, (float)renderTarget->getWidth(), (float)renderTarget->getHeight());
3372
3373         sw::Surface *externalSurface = sw::Surface::create(width, height, 1, gl::ConvertReadFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3374         sw::SliceRectF sliceRect(rect);
3375         sw::SliceRect dstSliceRect(dstRect);
3376         device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false, false, false);
3377         delete externalSurface;
3378
3379         renderTarget->release();
3380 }
3381
3382 void Context::clear(GLbitfield mask)
3383 {
3384         if(mState.rasterizerDiscardEnabled)
3385         {
3386                 return;
3387         }
3388
3389         Framebuffer *framebuffer = getDrawFramebuffer();
3390
3391         if(!framebuffer || (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE))
3392         {
3393                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3394         }
3395
3396         if(!applyRenderTarget())
3397         {
3398                 return;
3399         }
3400
3401         if(mask & GL_COLOR_BUFFER_BIT)
3402         {
3403                 unsigned int rgbaMask = getColorMask();
3404
3405                 if(rgbaMask != 0)
3406                 {
3407                         device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3408                 }
3409         }
3410
3411         if(mask & GL_DEPTH_BUFFER_BIT)
3412         {
3413                 if(mState.depthMask != 0)
3414                 {
3415                         float depth = clamp01(mState.depthClearValue);
3416                         device->clearDepth(depth);
3417                 }
3418         }
3419
3420         if(mask & GL_STENCIL_BUFFER_BIT)
3421         {
3422                 if(mState.stencilWritemask != 0)
3423                 {
3424                         int stencil = mState.stencilClearValue & 0x000000FF;
3425                         device->clearStencil(stencil, mState.stencilWritemask);
3426                 }
3427         }
3428 }
3429
3430 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3431 {
3432         unsigned int rgbaMask = getColorMask();
3433         if(rgbaMask && !mState.rasterizerDiscardEnabled)
3434         {
3435                 Framebuffer *framebuffer = getDrawFramebuffer();
3436                 if(!framebuffer)
3437                 {
3438                         return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3439                 }
3440                 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3441
3442                 if(colorbuffer)
3443                 {
3444                         sw::Rect clearRect = colorbuffer->getRect();
3445
3446                         if(mState.scissorTestEnabled)
3447                         {
3448                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3449                         }
3450
3451                         device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3452
3453                         colorbuffer->release();
3454                 }
3455         }
3456 }
3457
3458 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3459 {
3460         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3461 }
3462
3463 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3464 {
3465         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3466 }
3467
3468 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3469 {
3470         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3471 }
3472
3473 void Context::clearDepthBuffer(const GLfloat value)
3474 {
3475         if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3476         {
3477                 Framebuffer *framebuffer = getDrawFramebuffer();
3478                 if(!framebuffer)
3479                 {
3480                         return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3481                 }
3482                 egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3483
3484                 if(depthbuffer)
3485                 {
3486                         float depth = clamp01(value);
3487                         sw::Rect clearRect = depthbuffer->getRect();
3488
3489                         if(mState.scissorTestEnabled)
3490                         {
3491                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3492                         }
3493
3494                         depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3495
3496                         depthbuffer->release();
3497                 }
3498         }
3499 }
3500
3501 void Context::clearStencilBuffer(const GLint value)
3502 {
3503         if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3504         {
3505                 Framebuffer *framebuffer = getDrawFramebuffer();
3506                 if(!framebuffer)
3507                 {
3508                         return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3509                 }
3510                 egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3511
3512                 if(stencilbuffer)
3513                 {
3514                         unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3515                         sw::Rect clearRect = stencilbuffer->getRect();
3516
3517                         if(mState.scissorTestEnabled)
3518                         {
3519                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3520                         }
3521
3522                         stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3523
3524                         stencilbuffer->release();
3525                 }
3526         }
3527 }
3528
3529 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3530 {
3531         if(!applyRenderTarget())
3532         {
3533                 return;
3534         }
3535
3536         if(mState.currentProgram == 0)
3537         {
3538                 return;   // Nothing to process.
3539         }
3540
3541         sw::DrawType primitiveType;
3542         int primitiveCount;
3543         int verticesPerPrimitive;
3544
3545         if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3546         {
3547                 return error(GL_INVALID_ENUM);
3548         }
3549
3550         applyState(mode);
3551
3552         for(int i = 0; i < instanceCount; ++i)
3553         {
3554                 device->setInstanceID(i);
3555
3556                 GLenum err = applyVertexBuffer(0, first, count, i);
3557                 if(err != GL_NO_ERROR)
3558                 {
3559                         return error(err);
3560                 }
3561
3562                 applyShaders();
3563                 applyTextures();
3564
3565                 if(!getCurrentProgram()->validateSamplers(false))
3566                 {
3567                         return error(GL_INVALID_OPERATION);
3568                 }
3569
3570                 if(primitiveCount <= 0)
3571                 {
3572                         return;
3573                 }
3574
3575                 TransformFeedback* transformFeedback = getTransformFeedback();
3576                 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3577                 {
3578                         device->drawPrimitive(primitiveType, primitiveCount);
3579                 }
3580                 if(transformFeedback)
3581                 {
3582                         transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3583                 }
3584         }
3585 }
3586
3587 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3588 {
3589         if(!applyRenderTarget())
3590         {
3591                 return;
3592         }
3593
3594         if(mState.currentProgram == 0)
3595         {
3596                 return;   // Nothing to process.
3597         }
3598
3599         if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3600         {
3601                 return error(GL_INVALID_OPERATION);
3602         }
3603
3604         GLenum internalMode = mode;
3605         if(isPrimitiveRestartFixedIndexEnabled())
3606         {
3607                 switch(mode)
3608                 {
3609                 case GL_TRIANGLE_FAN:
3610                 case GL_TRIANGLE_STRIP:
3611                         internalMode = GL_TRIANGLES;
3612                         break;
3613                 case GL_LINE_LOOP:
3614                 case GL_LINE_STRIP:
3615                         internalMode = GL_LINES;
3616                         break;
3617                 default:
3618                         break;
3619                 }
3620         }
3621
3622         sw::DrawType primitiveType;
3623         int primitiveCount;
3624         int verticesPerPrimitive;
3625
3626         if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3627         {
3628                 return error(GL_INVALID_ENUM);
3629         }
3630
3631         TranslatedIndexData indexInfo(primitiveCount);
3632         GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3633         if(err != GL_NO_ERROR)
3634         {
3635                 return error(err);
3636         }
3637
3638         applyState(internalMode);
3639
3640         for(int i = 0; i < instanceCount; ++i)
3641         {
3642                 device->setInstanceID(i);
3643
3644                 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3645                 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3646                 if(err != GL_NO_ERROR)
3647                 {
3648                         return error(err);
3649                 }
3650
3651                 applyShaders();
3652                 applyTextures();
3653
3654                 if(!getCurrentProgram()->validateSamplers(false))
3655                 {
3656                         return error(GL_INVALID_OPERATION);
3657                 }
3658
3659                 if(primitiveCount <= 0)
3660                 {
3661                         return;
3662                 }
3663
3664                 TransformFeedback* transformFeedback = getTransformFeedback();
3665                 if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3666                 {
3667                         device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount);
3668                 }
3669                 if(transformFeedback)
3670                 {
3671                         transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive);
3672                 }
3673         }
3674 }
3675
3676 void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect)
3677 {
3678         sw::SliceRectF sRectF((float)sRect.x0, (float)sRect.y0, (float)sRect.x1, (float)sRect.y1, sRect.slice);
3679         device->blit(source, sRectF, dest, dRect, false);
3680 }
3681
3682 void Context::finish()
3683 {
3684         device->finish();
3685 }
3686
3687 void Context::flush()
3688 {
3689         // We don't queue anything without processing it as fast as possible
3690 }
3691
3692 void Context::recordInvalidEnum()
3693 {
3694         mInvalidEnum = true;
3695 }
3696
3697 void Context::recordInvalidValue()
3698 {
3699         mInvalidValue = true;
3700 }
3701
3702 void Context::recordInvalidOperation()
3703 {
3704         mInvalidOperation = true;
3705 }
3706
3707 void Context::recordOutOfMemory()
3708 {
3709         mOutOfMemory = true;
3710 }
3711
3712 void Context::recordInvalidFramebufferOperation()
3713 {
3714         mInvalidFramebufferOperation = true;
3715 }
3716
3717 // Get one of the recorded errors and clear its flag, if any.
3718 // [OpenGL ES 2.0.24] section 2.5 page 13.
3719 GLenum Context::getError()
3720 {
3721         if(mInvalidEnum)
3722         {
3723                 mInvalidEnum = false;
3724
3725                 return GL_INVALID_ENUM;
3726         }
3727
3728         if(mInvalidValue)
3729         {
3730                 mInvalidValue = false;
3731
3732                 return GL_INVALID_VALUE;
3733         }
3734
3735         if(mInvalidOperation)
3736         {
3737                 mInvalidOperation = false;
3738
3739                 return GL_INVALID_OPERATION;
3740         }
3741
3742         if(mOutOfMemory)
3743         {
3744                 mOutOfMemory = false;
3745
3746                 return GL_OUT_OF_MEMORY;
3747         }
3748
3749         if(mInvalidFramebufferOperation)
3750         {
3751                 mInvalidFramebufferOperation = false;
3752
3753                 return GL_INVALID_FRAMEBUFFER_OPERATION;
3754         }
3755
3756         return GL_NO_ERROR;
3757 }
3758
3759 int Context::getSupportedMultisampleCount(int requested)
3760 {
3761         int supported = 0;
3762
3763         for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3764         {
3765                 if(supported >= requested)
3766                 {
3767                         return supported;
3768                 }
3769
3770                 supported = multisampleCount[i];
3771         }
3772
3773         return supported;
3774 }
3775
3776 void Context::detachBuffer(GLuint buffer)
3777 {
3778         // [OpenGL ES 2.0.24] section 2.9 page 22:
3779         // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3780         // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3781
3782         if(mState.copyReadBuffer.name() == buffer)
3783         {
3784                 mState.copyReadBuffer = nullptr;
3785         }
3786
3787         if(mState.copyWriteBuffer.name() == buffer)
3788         {
3789                 mState.copyWriteBuffer = nullptr;
3790         }
3791
3792         if(mState.pixelPackBuffer.name() == buffer)
3793         {
3794                 mState.pixelPackBuffer = nullptr;
3795         }
3796
3797         if(mState.pixelUnpackBuffer.name() == buffer)
3798         {
3799                 mState.pixelUnpackBuffer = nullptr;
3800         }
3801
3802         if(mState.genericUniformBuffer.name() == buffer)
3803         {
3804                 mState.genericUniformBuffer = nullptr;
3805         }
3806
3807         if(getArrayBufferName() == buffer)
3808         {
3809                 mState.arrayBuffer = nullptr;
3810         }
3811
3812         // Only detach from the current transform feedback
3813         TransformFeedback* currentTransformFeedback = getTransformFeedback();
3814         if(currentTransformFeedback)
3815         {
3816                 currentTransformFeedback->detachBuffer(buffer);
3817         }
3818
3819         // Only detach from the current vertex array
3820         VertexArray* currentVertexArray = getCurrentVertexArray();
3821         if(currentVertexArray)
3822         {
3823                 currentVertexArray->detachBuffer(buffer);
3824         }
3825
3826         for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3827         {
3828                 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3829                 {
3830                         mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3831                 }
3832         }
3833 }
3834
3835 void Context::detachTexture(GLuint texture)
3836 {
3837         // [OpenGL ES 2.0.24] section 3.8 page 84:
3838         // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3839         // rebound to texture object zero
3840
3841         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3842         {
3843                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3844                 {
3845                         if(mState.samplerTexture[type][sampler].name() == texture)
3846                         {
3847                                 mState.samplerTexture[type][sampler] = nullptr;
3848                         }
3849                 }
3850         }
3851
3852         // [OpenGL ES 2.0.24] section 4.4 page 112:
3853         // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3854         // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3855         // image was attached in the currently bound framebuffer.
3856
3857         Framebuffer *readFramebuffer = getReadFramebuffer();
3858         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3859
3860         if(readFramebuffer)
3861         {
3862                 readFramebuffer->detachTexture(texture);
3863         }
3864
3865         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3866         {
3867                 drawFramebuffer->detachTexture(texture);
3868         }
3869 }
3870
3871 void Context::detachFramebuffer(GLuint framebuffer)
3872 {
3873         // [OpenGL ES 2.0.24] section 4.4 page 107:
3874         // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3875         // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3876
3877         if(mState.readFramebuffer == framebuffer)
3878         {
3879                 bindReadFramebuffer(0);
3880         }
3881
3882         if(mState.drawFramebuffer == framebuffer)
3883         {
3884                 bindDrawFramebuffer(0);
3885         }
3886 }
3887
3888 void Context::detachRenderbuffer(GLuint renderbuffer)
3889 {
3890         // [OpenGL ES 2.0.24] section 4.4 page 109:
3891         // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3892         // had been executed with the target RENDERBUFFER and name of zero.
3893
3894         if(mState.renderbuffer.name() == renderbuffer)
3895         {
3896                 bindRenderbuffer(0);
3897         }
3898
3899         // [OpenGL ES 2.0.24] section 4.4 page 111:
3900         // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3901         // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3902         // point to which this image was attached in the currently bound framebuffer.
3903
3904         Framebuffer *readFramebuffer = getReadFramebuffer();
3905         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3906
3907         if(readFramebuffer)
3908         {
3909                 readFramebuffer->detachRenderbuffer(renderbuffer);
3910         }
3911
3912         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3913         {
3914                 drawFramebuffer->detachRenderbuffer(renderbuffer);
3915         }
3916 }
3917
3918 void Context::detachSampler(GLuint sampler)
3919 {
3920         // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3921         // If a sampler object that is currently bound to one or more texture units is
3922         // deleted, it is as though BindSampler is called once for each texture unit to
3923         // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3924         for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3925         {
3926                 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3927                 if(samplerBinding.name() == sampler)
3928                 {
3929                         samplerBinding = nullptr;
3930                 }
3931         }
3932 }
3933
3934 bool Context::cullSkipsDraw(GLenum drawMode)
3935 {
3936         return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3937 }
3938
3939 bool Context::isTriangleMode(GLenum drawMode)
3940 {
3941         switch(drawMode)
3942         {
3943         case GL_TRIANGLES:
3944         case GL_TRIANGLE_FAN:
3945         case GL_TRIANGLE_STRIP:
3946                 return true;
3947         case GL_POINTS:
3948         case GL_LINES:
3949         case GL_LINE_LOOP:
3950         case GL_LINE_STRIP:
3951                 return false;
3952         default: UNREACHABLE(drawMode);
3953         }
3954
3955         return false;
3956 }
3957
3958 void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3959 {
3960         ASSERT(index < MAX_VERTEX_ATTRIBS);
3961
3962         mState.vertexAttribute[index].setCurrentValue(values);
3963
3964         mVertexDataManager->dirtyCurrentValue(index);
3965 }
3966
3967 void Context::setVertexAttrib(GLuint index, const GLint *values)
3968 {
3969         ASSERT(index < MAX_VERTEX_ATTRIBS);
3970
3971         mState.vertexAttribute[index].setCurrentValue(values);
3972
3973         mVertexDataManager->dirtyCurrentValue(index);
3974 }
3975
3976 void Context::setVertexAttrib(GLuint index, const GLuint *values)
3977 {
3978         ASSERT(index < MAX_VERTEX_ATTRIBS);
3979
3980         mState.vertexAttribute[index].setCurrentValue(values);
3981
3982         mVertexDataManager->dirtyCurrentValue(index);
3983 }
3984
3985 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3986                               GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3987                               GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit)
3988 {
3989         Framebuffer *readFramebuffer = getReadFramebuffer();
3990         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3991
3992         int readBufferWidth, readBufferHeight, readBufferSamples;
3993         int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3994
3995         if(!readFramebuffer || (readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE) ||
3996            !drawFramebuffer || (drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE))
3997         {
3998                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3999         }
4000
4001         if(drawBufferSamples > 1)
4002         {
4003                 return error(GL_INVALID_OPERATION);
4004         }
4005
4006         sw::SliceRect sourceRect;
4007         sw::SliceRect destRect;
4008         bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
4009         bool flipY = (srcY0 < srcY1) ^ (dstY0 < dstY1);
4010
4011         if(srcX0 < srcX1)
4012         {
4013                 sourceRect.x0 = srcX0;
4014                 sourceRect.x1 = srcX1;
4015         }
4016         else
4017         {
4018                 sourceRect.x0 = srcX1;
4019                 sourceRect.x1 = srcX0;
4020         }
4021
4022         if(dstX0 < dstX1)
4023         {
4024                 destRect.x0 = dstX0;
4025                 destRect.x1 = dstX1;
4026         }
4027         else
4028         {
4029                 destRect.x0 = dstX1;
4030                 destRect.x1 = dstX0;
4031         }
4032
4033         if(srcY0 < srcY1)
4034         {
4035                 sourceRect.y0 = srcY0;
4036                 sourceRect.y1 = srcY1;
4037         }
4038         else
4039         {
4040                 sourceRect.y0 = srcY1;
4041                 sourceRect.y1 = srcY0;
4042         }
4043
4044         if(dstY0 < dstY1)
4045         {
4046                 destRect.y0 = dstY0;
4047                 destRect.y1 = dstY1;
4048         }
4049         else
4050         {
4051                 destRect.y0 = dstY1;
4052                 destRect.y1 = dstY0;
4053         }
4054
4055         sw::RectF sourceScissoredRect(static_cast<float>(sourceRect.x0), static_cast<float>(sourceRect.y0),
4056                                       static_cast<float>(sourceRect.x1), static_cast<float>(sourceRect.y1));
4057         sw::Rect destScissoredRect = destRect;
4058
4059         if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test
4060         {
4061                 sw::Rect scissorRect(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
4062                 Device::ClipDstRect(sourceScissoredRect, destScissoredRect, scissorRect, flipX, flipY);
4063         }
4064
4065         sw::SliceRectF sourceTrimmedRect = sourceScissoredRect;
4066         sw::SliceRect destTrimmedRect = destScissoredRect;
4067
4068         // The source & destination rectangles also may need to be trimmed if
4069         // they fall out of the bounds of the actual draw and read surfaces.
4070         sw::Rect sourceTrimRect(0, 0, readBufferWidth, readBufferHeight);
4071         Device::ClipSrcRect(sourceTrimmedRect, destTrimmedRect, sourceTrimRect, flipX, flipY);
4072
4073         sw::Rect destTrimRect(0, 0, drawBufferWidth, drawBufferHeight);
4074         Device::ClipDstRect(sourceTrimmedRect, destTrimmedRect, destTrimRect, flipX, flipY);
4075
4076         bool partialBufferCopy = false;
4077
4078         if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4079            sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4080            destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4081            destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4082            sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4083         {
4084                 partialBufferCopy = true;
4085         }
4086
4087         bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1);
4088         bool blitRenderTarget = false;
4089         bool blitDepth = false;
4090         bool blitStencil = false;
4091
4092         if(mask & GL_COLOR_BUFFER_BIT)
4093         {
4094                 GLenum readColorbufferType = readFramebuffer->getReadBufferType();
4095                 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4096                 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || readColorbufferType == GL_TEXTURE_RECTANGLE_ARB || Framebuffer::IsRenderbuffer(readColorbufferType);
4097                 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || drawColorbufferType == GL_TEXTURE_RECTANGLE_ARB || Framebuffer::IsRenderbuffer(drawColorbufferType);
4098                 if(!validReadType || !validDrawType)
4099                 {
4100                         return error(GL_INVALID_OPERATION);
4101                 }
4102
4103                 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds)
4104                 {
4105                         return error(GL_INVALID_OPERATION);
4106                 }
4107
4108                 // The GL ES 3.0.2 spec (pg 193) states that:
4109                 // 1) If the read buffer is fixed point format, the draw buffer must be as well
4110                 // 2) If the read buffer is an unsigned integer format, the draw buffer must be
4111                 // as well
4112                 // 3) If the read buffer is a signed integer format, the draw buffer must be as
4113                 // well
4114                 es2::Renderbuffer *readRenderbuffer = readFramebuffer->getReadColorbuffer();
4115                 es2::Renderbuffer *drawRenderbuffer = drawFramebuffer->getColorbuffer(0);
4116                 GLint readFormat = readRenderbuffer->getFormat();
4117                 GLint drawFormat = drawRenderbuffer->getFormat();
4118                 GLenum readComponentType = GetComponentType(readFormat, GL_COLOR_ATTACHMENT0);
4119                 GLenum drawComponentType = GetComponentType(drawFormat, GL_COLOR_ATTACHMENT0);
4120                 bool readFixedPoint = ((readComponentType == GL_UNSIGNED_NORMALIZED) ||
4121                                        (readComponentType == GL_SIGNED_NORMALIZED));
4122                 bool drawFixedPoint = ((drawComponentType == GL_UNSIGNED_NORMALIZED) ||
4123                                        (drawComponentType == GL_SIGNED_NORMALIZED));
4124                 bool readFixedOrFloat = (readFixedPoint || (readComponentType == GL_FLOAT));
4125                 bool drawFixedOrFloat = (drawFixedPoint || (drawComponentType == GL_FLOAT));
4126
4127                 if(readFixedOrFloat != drawFixedOrFloat)
4128                 {
4129                         return error(GL_INVALID_OPERATION);
4130                 }
4131
4132                 if((readComponentType == GL_UNSIGNED_INT) && (drawComponentType != GL_UNSIGNED_INT))
4133                 {
4134                         return error(GL_INVALID_OPERATION);
4135                 }
4136
4137                 if((readComponentType == GL_INT) && (drawComponentType != GL_INT))
4138                 {
4139                         return error(GL_INVALID_OPERATION);
4140                 }
4141
4142                 // Cannot filter integer data
4143                 if(((readComponentType == GL_UNSIGNED_INT) || (readComponentType == GL_INT)) && filter)
4144                 {
4145                         return error(GL_INVALID_OPERATION);
4146                 }
4147
4148                 if((readRenderbuffer->getSamples() > 0) && (readFormat != drawFormat))
4149                 {
4150                         // RGBA8 and BGRA8 should be interchangeable here
4151                         if(!(((readFormat == GL_RGBA8) && (drawFormat == GL_BGRA8_EXT)) ||
4152                                  ((readFormat == GL_BGRA8_EXT) && (drawFormat == GL_RGBA8))))
4153                         {
4154                                 return error(GL_INVALID_OPERATION);
4155                         }
4156                 }
4157
4158                 blitRenderTarget = true;
4159         }
4160
4161         if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4162         {
4163                 Renderbuffer *readDSBuffer = nullptr;
4164                 Renderbuffer *drawDSBuffer = nullptr;
4165
4166                 if(mask & GL_DEPTH_BUFFER_BIT)
4167                 {
4168                         if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4169                         {
4170                                 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType();
4171                                 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType();
4172                                 if((readDepthBufferType != drawDepthBufferType) &&
4173                                    !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType)))
4174                                 {
4175                                         return error(GL_INVALID_OPERATION);
4176                                 }
4177
4178                                 blitDepth = true;
4179                                 readDSBuffer = readFramebuffer->getDepthbuffer();
4180                                 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4181
4182                                 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat())
4183                                 {
4184                                         return error(GL_INVALID_OPERATION);
4185                                 }
4186                         }
4187                 }
4188
4189                 if(mask & GL_STENCIL_BUFFER_BIT)
4190                 {
4191                         if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4192                         {
4193                                 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType();
4194                                 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType();
4195                                 if((readStencilBufferType != drawStencilBufferType) &&
4196                                    !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType)))
4197                                 {
4198                                         return error(GL_INVALID_OPERATION);
4199                                 }
4200
4201                                 blitStencil = true;
4202                                 readDSBuffer = readFramebuffer->getStencilbuffer();
4203                                 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4204
4205                                 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat())
4206                                 {
4207                                         return error(GL_INVALID_OPERATION);
4208                                 }
4209                         }
4210                 }
4211
4212                 if(partialBufferCopy && !allowPartialDepthStencilBlit)
4213                 {
4214                         ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit.");
4215                         return error(GL_INVALID_OPERATION);   // Only whole-buffer copies are permitted
4216                 }
4217
4218                 // OpenGL ES 3.0.4 spec, p.199:
4219                 // ...an INVALID_OPERATION error is generated if the formats of the read
4220                 // and draw framebuffers are not identical or if the source and destination
4221                 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds.
4222                 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an
4223                 // INVALID_OPERATION error is generated.
4224                 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4225                    ((readDSBuffer && readDSBuffer->getSamples() > 1) &&
4226                     (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat()))))
4227                 {
4228                         return error(GL_INVALID_OPERATION);
4229                 }
4230         }
4231
4232         if(blitRenderTarget || blitDepth || blitStencil)
4233         {
4234                 if(flipX)
4235                 {
4236                         swap(destTrimmedRect.x0, destTrimmedRect.x1);
4237                 }
4238                 if(flipY)
4239                 {
4240                         swap(destTrimmedRect.y0, destTrimmedRect.y1);
4241                 }
4242
4243                 if(blitRenderTarget)
4244                 {
4245                         egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4246                         egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4247
4248                         bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER);
4249
4250                         readRenderTarget->release();
4251                         drawRenderTarget->release();
4252
4253                         if(!success)
4254                         {
4255                                 ERR("BlitFramebuffer failed.");
4256                                 return;
4257                         }
4258                 }
4259
4260                 if(blitDepth)
4261                 {
4262                         egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer();
4263                         egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer();
4264
4265                         bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER);
4266
4267                         readRenderTarget->release();
4268                         drawRenderTarget->release();
4269
4270                         if(!success)
4271                         {
4272                                 ERR("BlitFramebuffer failed.");
4273                                 return;
4274                         }
4275                 }
4276
4277                 if(blitStencil)
4278                 {
4279                         egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer();
4280                         egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer();
4281
4282                         bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER);
4283
4284                         readRenderTarget->release();
4285                         drawRenderTarget->release();
4286
4287                         if(!success)
4288                         {
4289                                 ERR("BlitFramebuffer failed.");
4290                                 return;
4291                         }
4292                 }
4293         }
4294 }
4295
4296 void Context::bindTexImage(gl::Surface *surface)
4297 {
4298         bool isRect = (surface->getTextureTarget() == EGL_TEXTURE_RECTANGLE_ANGLE);
4299         es2::Texture2D *textureObject = isRect ? getTexture2DRect() : getTexture2D();
4300
4301         if(textureObject)
4302         {
4303                 textureObject->bindTexImage(surface);
4304         }
4305 }
4306
4307 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4308 {
4309         GLenum textureTarget = GL_NONE;
4310
4311         switch(target)
4312         {
4313         case EGL_GL_TEXTURE_2D_KHR:
4314                 textureTarget = GL_TEXTURE_2D;
4315                 break;
4316         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4317         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4318         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4319         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4320         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4321         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4322                 textureTarget = GL_TEXTURE_CUBE_MAP;
4323                 break;
4324         case EGL_GL_RENDERBUFFER_KHR:
4325                 break;
4326         default:
4327                 return EGL_BAD_PARAMETER;
4328         }
4329
4330         if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4331         {
4332                 return EGL_BAD_MATCH;
4333         }
4334
4335         if(textureTarget != GL_NONE)
4336         {
4337                 es2::Texture *texture = getTexture(name);
4338
4339                 if(!texture || texture->getTarget() != textureTarget)
4340                 {
4341                         return EGL_BAD_PARAMETER;
4342                 }
4343
4344                 if(texture->isShared(textureTarget, textureLevel))   // Bound to an EGLSurface or already an EGLImage sibling
4345                 {
4346                         return EGL_BAD_ACCESS;
4347                 }
4348
4349                 if(textureLevel != 0 && !texture->isSamplerComplete())
4350                 {
4351                         return EGL_BAD_PARAMETER;
4352                 }
4353
4354                 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getTopLevel() == 0))
4355                 {
4356                         return EGL_BAD_PARAMETER;
4357                 }
4358         }
4359         else if(target == EGL_GL_RENDERBUFFER_KHR)
4360         {
4361                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4362
4363                 if(!renderbuffer)
4364                 {
4365                         return EGL_BAD_PARAMETER;
4366                 }
4367
4368                 if(renderbuffer->isShared())   // Already an EGLImage sibling
4369                 {
4370                         return EGL_BAD_ACCESS;
4371                 }
4372         }
4373         else UNREACHABLE(target);
4374
4375         return EGL_SUCCESS;
4376 }
4377
4378 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4379 {
4380         GLenum textureTarget = GL_NONE;
4381
4382         switch(target)
4383         {
4384         case EGL_GL_TEXTURE_2D_KHR:                  textureTarget = GL_TEXTURE_2D;                  break;
4385         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4386         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4387         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4388         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4389         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4390         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4391         }
4392
4393         if(textureTarget != GL_NONE)
4394         {
4395                 es2::Texture *texture = getTexture(name);
4396
4397                 return texture->createSharedImage(textureTarget, textureLevel);
4398         }
4399         else if(target == EGL_GL_RENDERBUFFER_KHR)
4400         {
4401                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4402
4403                 return renderbuffer->createSharedImage();
4404         }
4405         else UNREACHABLE(target);
4406
4407         return nullptr;
4408 }
4409
4410 egl::Image *Context::getSharedImage(GLeglImageOES image)
4411 {
4412         return display->getSharedImage(image);
4413 }
4414
4415 Device *Context::getDevice()
4416 {
4417         return device;
4418 }
4419
4420 const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const
4421 {
4422         // Keep list sorted in following order:
4423         // OES extensions
4424         // EXT extensions
4425         // Vendor extensions
4426         static const char *es2extensions[] =
4427         {
4428                 "GL_OES_compressed_ETC1_RGB8_texture",
4429                 "GL_OES_depth24",
4430                 "GL_OES_depth32",
4431                 "GL_OES_depth_texture",
4432                 "GL_OES_depth_texture_cube_map",
4433                 "GL_OES_EGL_image",
4434                 "GL_OES_EGL_image_external",
4435                 "GL_OES_EGL_sync",
4436                 "GL_OES_element_index_uint",
4437                 "GL_OES_framebuffer_object",
4438                 "GL_OES_packed_depth_stencil",
4439                 "GL_OES_rgb8_rgba8",
4440                 "GL_OES_standard_derivatives",
4441                 "GL_OES_surfaceless_context",
4442                 "GL_OES_texture_float",
4443                 "GL_OES_texture_float_linear",
4444                 "GL_OES_texture_half_float",
4445                 "GL_OES_texture_half_float_linear",
4446                 "GL_OES_texture_npot",
4447                 "GL_OES_texture_3D",
4448                 "GL_OES_vertex_array_object",
4449                 "GL_OES_vertex_half_float",
4450                 "GL_EXT_blend_minmax",
4451                 "GL_EXT_color_buffer_half_float",
4452                 "GL_EXT_draw_buffers",
4453                 "GL_EXT_instanced_arrays",
4454                 "GL_EXT_occlusion_query_boolean",
4455                 "GL_EXT_read_format_bgra",
4456                 "GL_EXT_texture_compression_dxt1",
4457                 "GL_EXT_texture_filter_anisotropic",
4458                 "GL_EXT_texture_format_BGRA8888",
4459                 "GL_EXT_texture_rg",
4460 #if (ASTC_SUPPORT)
4461                 "GL_KHR_texture_compression_astc_hdr",
4462                 "GL_KHR_texture_compression_astc_ldr",
4463 #endif
4464                 "GL_ARB_texture_rectangle",
4465                 "GL_ANGLE_framebuffer_blit",
4466                 "GL_ANGLE_framebuffer_multisample",
4467                 "GL_ANGLE_instanced_arrays",
4468                 "GL_ANGLE_texture_compression_dxt3",
4469                 "GL_ANGLE_texture_compression_dxt5",
4470                 "GL_APPLE_texture_format_BGRA8888",
4471                 "GL_CHROMIUM_color_buffer_float_rgba", // A subset of EXT_color_buffer_float on top of OpenGL ES 2.0
4472                 "GL_CHROMIUM_texture_filtering_hint",
4473                 "GL_NV_fence",
4474                 "GL_NV_framebuffer_blit",
4475                 "GL_NV_read_depth",
4476         };
4477
4478         // Extensions exclusive to OpenGL ES 3.0 and above.
4479         static const char *es3extensions[] =
4480         {
4481                 "GL_EXT_color_buffer_float",
4482         };
4483
4484         GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]);
4485         GLuint numExtensions = numES2extensions;
4486
4487         if(clientVersion >= 3)
4488         {
4489                 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]);
4490         }
4491
4492         if(numExt)
4493         {
4494                 *numExt = numExtensions;
4495
4496                 return nullptr;
4497         }
4498
4499         if(index == GL_INVALID_INDEX)
4500         {
4501                 static std::string extensionsCat;
4502
4503                 if(extensionsCat.empty() && (numExtensions > 0))
4504                 {
4505                         for(const char *extension : es2extensions)
4506                         {
4507                                 extensionsCat += std::string(extension) + " ";
4508                         }
4509
4510                         if(clientVersion >= 3)
4511                         {
4512                                 for(const char *extension : es3extensions)
4513                                 {
4514                                         extensionsCat += std::string(extension) + " ";
4515                                 }
4516                         }
4517                 }
4518
4519                 return (const GLubyte*)extensionsCat.c_str();
4520         }
4521
4522         if(index >= numExtensions)
4523         {
4524                 return nullptr;
4525         }
4526
4527         if(index < numES2extensions)
4528         {
4529                 return (const GLubyte*)es2extensions[index];
4530         }
4531         else
4532         {
4533                 return (const GLubyte*)es3extensions[index - numES2extensions];
4534         }
4535 }
4536
4537 }
4538
4539 NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config)
4540 {
4541         ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion);   // Should be checked by eglCreateContext
4542         return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config);
4543 }