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Implement GL_MAX_PROGRAM_TEXEL_OFFSET and GL_MAX_TEXTURE_LOD_BIAS
[android-x86/external-swiftshader.git] / src / OpenGL / libGLESv2 / Context.cpp
1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14
15 // Context.cpp: Implements the es2::Context class, managing all GL state and performing
16 // rendering operations. It is the GLES2 specific implementation of EGLContext.
17
18 #include "Context.h"
19
20 #include "main.h"
21 #include "mathutil.h"
22 #include "utilities.h"
23 #include "ResourceManager.h"
24 #include "Buffer.h"
25 #include "Fence.h"
26 #include "Framebuffer.h"
27 #include "Program.h"
28 #include "Query.h"
29 #include "Renderbuffer.h"
30 #include "Sampler.h"
31 #include "Shader.h"
32 #include "Texture.h"
33 #include "TransformFeedback.h"
34 #include "VertexArray.h"
35 #include "VertexDataManager.h"
36 #include "IndexDataManager.h"
37 #include "libEGL/Display.h"
38 #include "common/Surface.hpp"
39 #include "Common/Half.hpp"
40
41 #include <EGL/eglext.h>
42
43 #include <algorithm>
44 #include <string>
45
46 namespace es2
47 {
48 Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config)
49         : egl::Context(display), clientVersion(clientVersion), config(config)
50 {
51         sw::Context *context = new sw::Context();
52         device = new es2::Device(context);
53
54         setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
55
56         mState.depthClearValue = 1.0f;
57         mState.stencilClearValue = 0;
58
59         mState.cullFaceEnabled = false;
60         mState.cullMode = GL_BACK;
61         mState.frontFace = GL_CCW;
62         mState.depthTestEnabled = false;
63         mState.depthFunc = GL_LESS;
64         mState.blendEnabled = false;
65         mState.sourceBlendRGB = GL_ONE;
66         mState.sourceBlendAlpha = GL_ONE;
67         mState.destBlendRGB = GL_ZERO;
68         mState.destBlendAlpha = GL_ZERO;
69         mState.blendEquationRGB = GL_FUNC_ADD;
70         mState.blendEquationAlpha = GL_FUNC_ADD;
71         mState.blendColor.red = 0;
72         mState.blendColor.green = 0;
73         mState.blendColor.blue = 0;
74         mState.blendColor.alpha = 0;
75         mState.stencilTestEnabled = false;
76         mState.stencilFunc = GL_ALWAYS;
77         mState.stencilRef = 0;
78         mState.stencilMask = 0xFFFFFFFFu;
79         mState.stencilWritemask = 0xFFFFFFFFu;
80         mState.stencilBackFunc = GL_ALWAYS;
81         mState.stencilBackRef = 0;
82         mState.stencilBackMask = 0xFFFFFFFFu;
83         mState.stencilBackWritemask = 0xFFFFFFFFu;
84         mState.stencilFail = GL_KEEP;
85         mState.stencilPassDepthFail = GL_KEEP;
86         mState.stencilPassDepthPass = GL_KEEP;
87         mState.stencilBackFail = GL_KEEP;
88         mState.stencilBackPassDepthFail = GL_KEEP;
89         mState.stencilBackPassDepthPass = GL_KEEP;
90         mState.polygonOffsetFillEnabled = false;
91         mState.polygonOffsetFactor = 0.0f;
92         mState.polygonOffsetUnits = 0.0f;
93         mState.sampleAlphaToCoverageEnabled = false;
94         mState.sampleCoverageEnabled = false;
95         mState.sampleCoverageValue = 1.0f;
96         mState.sampleCoverageInvert = false;
97         mState.scissorTestEnabled = false;
98         mState.ditherEnabled = true;
99         mState.primitiveRestartFixedIndexEnabled = false;
100         mState.rasterizerDiscardEnabled = false;
101         mState.generateMipmapHint = GL_DONT_CARE;
102         mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
103         mState.textureFilteringHint = GL_DONT_CARE;
104
105         mState.lineWidth = 1.0f;
106
107         mState.viewportX = 0;
108         mState.viewportY = 0;
109         mState.viewportWidth = 0;
110         mState.viewportHeight = 0;
111         mState.zNear = 0.0f;
112         mState.zFar = 1.0f;
113
114         mState.scissorX = 0;
115         mState.scissorY = 0;
116         mState.scissorWidth = 0;
117         mState.scissorHeight = 0;
118
119         mState.colorMaskRed = true;
120         mState.colorMaskGreen = true;
121         mState.colorMaskBlue = true;
122         mState.colorMaskAlpha = true;
123         mState.depthMask = true;
124
125         if(shareContext)
126         {
127                 mResourceManager = shareContext->mResourceManager;
128                 mResourceManager->addRef();
129         }
130         else
131         {
132                 mResourceManager = new ResourceManager();
133         }
134
135         // [OpenGL ES 2.0.24] section 3.7 page 83:
136         // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
137         // and cube map texture state vectors respectively associated with them.
138         // In order that access to these initial textures not be lost, they are treated as texture
139         // objects all of whose names are 0.
140
141         mTexture2DZero = new Texture2D(0);
142         mTexture3DZero = new Texture3D(0);
143         mTexture2DArrayZero = new Texture2DArray(0);
144         mTextureCubeMapZero = new TextureCubeMap(0);
145         mTextureExternalZero = new TextureExternal(0);
146
147         mState.activeSampler = 0;
148         bindVertexArray(0);
149         bindArrayBuffer(0);
150         bindElementArrayBuffer(0);
151         bindTextureCubeMap(0);
152         bindTexture2D(0);
153         bindReadFramebuffer(0);
154         bindDrawFramebuffer(0);
155         bindRenderbuffer(0);
156         bindGenericUniformBuffer(0);
157         bindTransformFeedback(0);
158
159         mState.currentProgram = 0;
160
161         mState.packAlignment = 4;
162         mState.unpackInfo.alignment = 4;
163         mState.packRowLength = 0;
164         mState.packImageHeight = 0;
165         mState.packSkipPixels = 0;
166         mState.packSkipRows = 0;
167         mState.packSkipImages = 0;
168         mState.unpackInfo.rowLength = 0;
169         mState.unpackInfo.imageHeight = 0;
170         mState.unpackInfo.skipPixels = 0;
171         mState.unpackInfo.skipRows = 0;
172         mState.unpackInfo.skipImages = 0;
173
174         mVertexDataManager = nullptr;
175         mIndexDataManager = nullptr;
176
177         mInvalidEnum = false;
178         mInvalidValue = false;
179         mInvalidOperation = false;
180         mOutOfMemory = false;
181         mInvalidFramebufferOperation = false;
182
183         mHasBeenCurrent = false;
184
185         markAllStateDirty();
186 }
187
188 Context::~Context()
189 {
190         if(mState.currentProgram != 0)
191         {
192                 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
193                 if(programObject)
194                 {
195                         programObject->release();
196                 }
197                 mState.currentProgram = 0;
198         }
199
200         while(!mFramebufferNameSpace.empty())
201         {
202                 deleteFramebuffer(mFramebufferNameSpace.firstName());
203         }
204
205         while(!mFenceNameSpace.empty())
206         {
207                 deleteFence(mFenceNameSpace.firstName());
208         }
209
210         while(!mQueryNameSpace.empty())
211         {
212                 deleteQuery(mQueryNameSpace.firstName());
213         }
214
215         while(!mVertexArrayNameSpace.empty())
216         {
217                 deleteVertexArray(mVertexArrayNameSpace.lastName());
218         }
219
220         while(!mTransformFeedbackNameSpace.empty())
221         {
222                 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
223         }
224
225         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
226         {
227                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
228                 {
229                         mState.samplerTexture[type][sampler] = nullptr;
230                 }
231         }
232
233         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
234         {
235                 mState.vertexAttribute[i].mBoundBuffer = nullptr;
236         }
237
238         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
239         {
240                 mState.activeQuery[i] = nullptr;
241         }
242
243         mState.arrayBuffer = nullptr;
244         mState.copyReadBuffer = nullptr;
245         mState.copyWriteBuffer = nullptr;
246         mState.pixelPackBuffer = nullptr;
247         mState.pixelUnpackBuffer = nullptr;
248         mState.genericUniformBuffer = nullptr;
249
250         for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) {
251                 mState.uniformBuffers[i].set(nullptr, 0, 0);
252         }
253
254         mState.renderbuffer = nullptr;
255
256         for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
257         {
258                 mState.sampler[i] = nullptr;
259         }
260
261         mTexture2DZero = nullptr;
262         mTexture3DZero = nullptr;
263         mTexture2DArrayZero = nullptr;
264         mTextureCubeMapZero = nullptr;
265         mTextureExternalZero = nullptr;
266
267         delete mVertexDataManager;
268         delete mIndexDataManager;
269
270         mResourceManager->release();
271         delete device;
272 }
273
274 void Context::makeCurrent(gl::Surface *surface)
275 {
276         if(!mHasBeenCurrent)
277         {
278                 mVertexDataManager = new VertexDataManager(this);
279                 mIndexDataManager = new IndexDataManager();
280
281                 mState.viewportX = 0;
282                 mState.viewportY = 0;
283                 mState.viewportWidth = surface ? surface->getWidth() : 0;
284                 mState.viewportHeight = surface ? surface->getHeight() : 0;
285
286                 mState.scissorX = 0;
287                 mState.scissorY = 0;
288                 mState.scissorWidth = surface ? surface->getWidth() : 0;
289                 mState.scissorHeight = surface ? surface->getHeight() : 0;
290
291                 mHasBeenCurrent = true;
292         }
293
294         if(surface)
295         {
296                 // Wrap the existing resources into GL objects and assign them to the '0' names
297                 egl::Image *defaultRenderTarget = surface->getRenderTarget();
298                 egl::Image *depthStencil = surface->getDepthStencil();
299
300                 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
301                 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
302                 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
303
304                 setFramebufferZero(framebufferZero);
305
306                 if(defaultRenderTarget)
307                 {
308                         defaultRenderTarget->release();
309                 }
310
311                 if(depthStencil)
312                 {
313                         depthStencil->release();
314                 }
315         }
316         else
317         {
318                 setFramebufferZero(nullptr);
319         }
320
321         markAllStateDirty();
322 }
323
324 EGLint Context::getClientVersion() const
325 {
326         return clientVersion;
327 }
328
329 EGLint Context::getConfigID() const
330 {
331         return config->mConfigID;
332 }
333
334 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
335 void Context::markAllStateDirty()
336 {
337         mAppliedProgramSerial = 0;
338
339         mDepthStateDirty = true;
340         mMaskStateDirty = true;
341         mBlendStateDirty = true;
342         mStencilStateDirty = true;
343         mPolygonOffsetStateDirty = true;
344         mSampleStateDirty = true;
345         mDitherStateDirty = true;
346         mFrontFaceDirty = true;
347 }
348
349 void Context::setClearColor(float red, float green, float blue, float alpha)
350 {
351         mState.colorClearValue.red = red;
352         mState.colorClearValue.green = green;
353         mState.colorClearValue.blue = blue;
354         mState.colorClearValue.alpha = alpha;
355 }
356
357 void Context::setClearDepth(float depth)
358 {
359         mState.depthClearValue = depth;
360 }
361
362 void Context::setClearStencil(int stencil)
363 {
364         mState.stencilClearValue = stencil;
365 }
366
367 void Context::setCullFaceEnabled(bool enabled)
368 {
369         mState.cullFaceEnabled = enabled;
370 }
371
372 bool Context::isCullFaceEnabled() const
373 {
374         return mState.cullFaceEnabled;
375 }
376
377 void Context::setCullMode(GLenum mode)
378 {
379    mState.cullMode = mode;
380 }
381
382 void Context::setFrontFace(GLenum front)
383 {
384         if(mState.frontFace != front)
385         {
386                 mState.frontFace = front;
387                 mFrontFaceDirty = true;
388         }
389 }
390
391 void Context::setDepthTestEnabled(bool enabled)
392 {
393         if(mState.depthTestEnabled != enabled)
394         {
395                 mState.depthTestEnabled = enabled;
396                 mDepthStateDirty = true;
397         }
398 }
399
400 bool Context::isDepthTestEnabled() const
401 {
402         return mState.depthTestEnabled;
403 }
404
405 void Context::setDepthFunc(GLenum depthFunc)
406 {
407         if(mState.depthFunc != depthFunc)
408         {
409                 mState.depthFunc = depthFunc;
410                 mDepthStateDirty = true;
411         }
412 }
413
414 void Context::setDepthRange(float zNear, float zFar)
415 {
416         mState.zNear = zNear;
417         mState.zFar = zFar;
418 }
419
420 void Context::setBlendEnabled(bool enabled)
421 {
422         if(mState.blendEnabled != enabled)
423         {
424                 mState.blendEnabled = enabled;
425                 mBlendStateDirty = true;
426         }
427 }
428
429 bool Context::isBlendEnabled() const
430 {
431         return mState.blendEnabled;
432 }
433
434 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
435 {
436         if(mState.sourceBlendRGB != sourceRGB ||
437            mState.sourceBlendAlpha != sourceAlpha ||
438            mState.destBlendRGB != destRGB ||
439            mState.destBlendAlpha != destAlpha)
440         {
441                 mState.sourceBlendRGB = sourceRGB;
442                 mState.destBlendRGB = destRGB;
443                 mState.sourceBlendAlpha = sourceAlpha;
444                 mState.destBlendAlpha = destAlpha;
445                 mBlendStateDirty = true;
446         }
447 }
448
449 void Context::setBlendColor(float red, float green, float blue, float alpha)
450 {
451         if(mState.blendColor.red != red ||
452            mState.blendColor.green != green ||
453            mState.blendColor.blue != blue ||
454            mState.blendColor.alpha != alpha)
455         {
456                 mState.blendColor.red = red;
457                 mState.blendColor.green = green;
458                 mState.blendColor.blue = blue;
459                 mState.blendColor.alpha = alpha;
460                 mBlendStateDirty = true;
461         }
462 }
463
464 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
465 {
466         if(mState.blendEquationRGB != rgbEquation ||
467            mState.blendEquationAlpha != alphaEquation)
468         {
469                 mState.blendEquationRGB = rgbEquation;
470                 mState.blendEquationAlpha = alphaEquation;
471                 mBlendStateDirty = true;
472         }
473 }
474
475 void Context::setStencilTestEnabled(bool enabled)
476 {
477         if(mState.stencilTestEnabled != enabled)
478         {
479                 mState.stencilTestEnabled = enabled;
480                 mStencilStateDirty = true;
481         }
482 }
483
484 bool Context::isStencilTestEnabled() const
485 {
486         return mState.stencilTestEnabled;
487 }
488
489 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
490 {
491         if(mState.stencilFunc != stencilFunc ||
492            mState.stencilRef != stencilRef ||
493            mState.stencilMask != stencilMask)
494         {
495                 mState.stencilFunc = stencilFunc;
496                 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
497                 mState.stencilMask = stencilMask;
498                 mStencilStateDirty = true;
499         }
500 }
501
502 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
503 {
504         if(mState.stencilBackFunc != stencilBackFunc ||
505            mState.stencilBackRef != stencilBackRef ||
506            mState.stencilBackMask != stencilBackMask)
507         {
508                 mState.stencilBackFunc = stencilBackFunc;
509                 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
510                 mState.stencilBackMask = stencilBackMask;
511                 mStencilStateDirty = true;
512         }
513 }
514
515 void Context::setStencilWritemask(GLuint stencilWritemask)
516 {
517         if(mState.stencilWritemask != stencilWritemask)
518         {
519                 mState.stencilWritemask = stencilWritemask;
520                 mStencilStateDirty = true;
521         }
522 }
523
524 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
525 {
526         if(mState.stencilBackWritemask != stencilBackWritemask)
527         {
528                 mState.stencilBackWritemask = stencilBackWritemask;
529                 mStencilStateDirty = true;
530         }
531 }
532
533 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
534 {
535         if(mState.stencilFail != stencilFail ||
536            mState.stencilPassDepthFail != stencilPassDepthFail ||
537            mState.stencilPassDepthPass != stencilPassDepthPass)
538         {
539                 mState.stencilFail = stencilFail;
540                 mState.stencilPassDepthFail = stencilPassDepthFail;
541                 mState.stencilPassDepthPass = stencilPassDepthPass;
542                 mStencilStateDirty = true;
543         }
544 }
545
546 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
547 {
548         if(mState.stencilBackFail != stencilBackFail ||
549            mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
550            mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
551         {
552                 mState.stencilBackFail = stencilBackFail;
553                 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
554                 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
555                 mStencilStateDirty = true;
556         }
557 }
558
559 void Context::setPolygonOffsetFillEnabled(bool enabled)
560 {
561         if(mState.polygonOffsetFillEnabled != enabled)
562         {
563                 mState.polygonOffsetFillEnabled = enabled;
564                 mPolygonOffsetStateDirty = true;
565         }
566 }
567
568 bool Context::isPolygonOffsetFillEnabled() const
569 {
570         return mState.polygonOffsetFillEnabled;
571 }
572
573 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
574 {
575         if(mState.polygonOffsetFactor != factor ||
576            mState.polygonOffsetUnits != units)
577         {
578                 mState.polygonOffsetFactor = factor;
579                 mState.polygonOffsetUnits = units;
580                 mPolygonOffsetStateDirty = true;
581         }
582 }
583
584 void Context::setSampleAlphaToCoverageEnabled(bool enabled)
585 {
586         if(mState.sampleAlphaToCoverageEnabled != enabled)
587         {
588                 mState.sampleAlphaToCoverageEnabled = enabled;
589                 mSampleStateDirty = true;
590         }
591 }
592
593 bool Context::isSampleAlphaToCoverageEnabled() const
594 {
595         return mState.sampleAlphaToCoverageEnabled;
596 }
597
598 void Context::setSampleCoverageEnabled(bool enabled)
599 {
600         if(mState.sampleCoverageEnabled != enabled)
601         {
602                 mState.sampleCoverageEnabled = enabled;
603                 mSampleStateDirty = true;
604         }
605 }
606
607 bool Context::isSampleCoverageEnabled() const
608 {
609         return mState.sampleCoverageEnabled;
610 }
611
612 void Context::setSampleCoverageParams(GLclampf value, bool invert)
613 {
614         if(mState.sampleCoverageValue != value ||
615            mState.sampleCoverageInvert != invert)
616         {
617                 mState.sampleCoverageValue = value;
618                 mState.sampleCoverageInvert = invert;
619                 mSampleStateDirty = true;
620         }
621 }
622
623 void Context::setScissorTestEnabled(bool enabled)
624 {
625         mState.scissorTestEnabled = enabled;
626 }
627
628 bool Context::isScissorTestEnabled() const
629 {
630         return mState.scissorTestEnabled;
631 }
632
633 void Context::setDitherEnabled(bool enabled)
634 {
635         if(mState.ditherEnabled != enabled)
636         {
637                 mState.ditherEnabled = enabled;
638                 mDitherStateDirty = true;
639         }
640 }
641
642 bool Context::isDitherEnabled() const
643 {
644         return mState.ditherEnabled;
645 }
646
647 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
648 {
649         mState.primitiveRestartFixedIndexEnabled = enabled;
650 }
651
652 bool Context::isPrimitiveRestartFixedIndexEnabled() const
653 {
654         return mState.primitiveRestartFixedIndexEnabled;
655 }
656
657 void Context::setRasterizerDiscardEnabled(bool enabled)
658 {
659         mState.rasterizerDiscardEnabled = enabled;
660 }
661
662 bool Context::isRasterizerDiscardEnabled() const
663 {
664         return mState.rasterizerDiscardEnabled;
665 }
666
667 void Context::setLineWidth(GLfloat width)
668 {
669         mState.lineWidth = width;
670         device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
671 }
672
673 void Context::setGenerateMipmapHint(GLenum hint)
674 {
675         mState.generateMipmapHint = hint;
676 }
677
678 void Context::setFragmentShaderDerivativeHint(GLenum hint)
679 {
680         mState.fragmentShaderDerivativeHint = hint;
681         // TODO: Propagate the hint to shader translator so we can write
682         // ddx, ddx_coarse, or ddx_fine depending on the hint.
683         // Ignore for now. It is valid for implementations to ignore hint.
684 }
685
686 void Context::setTextureFilteringHint(GLenum hint)
687 {
688         mState.textureFilteringHint = hint;
689 }
690
691 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
692 {
693         mState.viewportX = x;
694         mState.viewportY = y;
695         mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);     // GL_MAX_VIEWPORT_DIMS[0]
696         mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);   // GL_MAX_VIEWPORT_DIMS[1]
697 }
698
699 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
700 {
701         mState.scissorX = x;
702         mState.scissorY = y;
703         mState.scissorWidth = width;
704         mState.scissorHeight = height;
705 }
706
707 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
708 {
709         if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
710            mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
711         {
712                 mState.colorMaskRed = red;
713                 mState.colorMaskGreen = green;
714                 mState.colorMaskBlue = blue;
715                 mState.colorMaskAlpha = alpha;
716                 mMaskStateDirty = true;
717         }
718 }
719
720 unsigned int Context::getColorMask() const
721 {
722         return (mState.colorMaskRed ? 0x1 : 0) |
723                (mState.colorMaskGreen ? 0x2 : 0) |
724                (mState.colorMaskBlue ? 0x4 : 0) |
725                (mState.colorMaskAlpha ? 0x8 : 0);
726 }
727
728 void Context::setDepthMask(bool mask)
729 {
730         if(mState.depthMask != mask)
731         {
732                 mState.depthMask = mask;
733                 mMaskStateDirty = true;
734         }
735 }
736
737 void Context::setActiveSampler(unsigned int active)
738 {
739         mState.activeSampler = active;
740 }
741
742 GLuint Context::getReadFramebufferName() const
743 {
744         return mState.readFramebuffer;
745 }
746
747 GLuint Context::getDrawFramebufferName() const
748 {
749         return mState.drawFramebuffer;
750 }
751
752 GLuint Context::getRenderbufferName() const
753 {
754         return mState.renderbuffer.name();
755 }
756
757 void Context::setFramebufferReadBuffer(GLuint buf)
758 {
759         getReadFramebuffer()->setReadBuffer(buf);
760 }
761
762 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
763 {
764         Framebuffer *drawFramebuffer = getDrawFramebuffer();
765
766         for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
767         {
768                 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
769         }
770 }
771
772 GLuint Context::getReadFramebufferColorIndex() const
773 {
774         GLenum buf = getReadFramebuffer()->getReadBuffer();
775         switch(buf)
776         {
777         case GL_BACK:
778                 return 0;
779         case GL_NONE:
780                 return GL_INVALID_INDEX;
781         default:
782                 return buf - GL_COLOR_ATTACHMENT0;
783 }
784 }
785
786 GLuint Context::getArrayBufferName() const
787 {
788         return mState.arrayBuffer.name();
789 }
790
791 GLuint Context::getElementArrayBufferName() const
792 {
793         Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
794         return elementArrayBuffer ? elementArrayBuffer->name : 0;
795 }
796
797 GLuint Context::getActiveQuery(GLenum target) const
798 {
799         Query *queryObject = nullptr;
800
801         switch(target)
802         {
803         case GL_ANY_SAMPLES_PASSED_EXT:
804                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
805                 break;
806         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
807                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
808                 break;
809         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
810                 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
811                 break;
812         default:
813                 ASSERT(false);
814         }
815
816         if(queryObject)
817         {
818                 return queryObject->name;
819         }
820
821         return 0;
822 }
823
824 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
825 {
826         getCurrentVertexArray()->enableAttribute(attribNum, enabled);
827 }
828
829 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
830 {
831         getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
832 }
833
834 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
835 {
836         return getCurrentVertexArray()->getVertexAttribute(attribNum);
837 }
838
839 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
840                                    GLsizei stride, const void *pointer)
841 {
842         getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer);
843 }
844
845 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
846 {
847         return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
848 }
849
850 const VertexAttributeArray &Context::getVertexArrayAttributes()
851 {
852         return getCurrentVertexArray()->getVertexAttributes();
853 }
854
855 const VertexAttributeArray &Context::getCurrentVertexAttributes()
856 {
857         return mState.vertexAttribute;
858 }
859
860 void Context::setPackAlignment(GLint alignment)
861 {
862         mState.packAlignment = alignment;
863 }
864
865 void Context::setUnpackAlignment(GLint alignment)
866 {
867         mState.unpackInfo.alignment = alignment;
868 }
869
870 const egl::Image::UnpackInfo& Context::getUnpackInfo() const
871 {
872         return mState.unpackInfo;
873 }
874
875 void Context::setPackRowLength(GLint rowLength)
876 {
877         mState.packRowLength = rowLength;
878 }
879
880 void Context::setPackImageHeight(GLint imageHeight)
881 {
882         mState.packImageHeight = imageHeight;
883 }
884
885 void Context::setPackSkipPixels(GLint skipPixels)
886 {
887         mState.packSkipPixels = skipPixels;
888 }
889
890 void Context::setPackSkipRows(GLint skipRows)
891 {
892         mState.packSkipRows = skipRows;
893 }
894
895 void Context::setPackSkipImages(GLint skipImages)
896 {
897         mState.packSkipImages = skipImages;
898 }
899
900 void Context::setUnpackRowLength(GLint rowLength)
901 {
902         mState.unpackInfo.rowLength = rowLength;
903 }
904
905 void Context::setUnpackImageHeight(GLint imageHeight)
906 {
907         mState.unpackInfo.imageHeight = imageHeight;
908 }
909
910 void Context::setUnpackSkipPixels(GLint skipPixels)
911 {
912         mState.unpackInfo.skipPixels = skipPixels;
913 }
914
915 void Context::setUnpackSkipRows(GLint skipRows)
916 {
917         mState.unpackInfo.skipRows = skipRows;
918 }
919
920 void Context::setUnpackSkipImages(GLint skipImages)
921 {
922         mState.unpackInfo.skipImages = skipImages;
923 }
924
925 GLuint Context::createBuffer()
926 {
927         return mResourceManager->createBuffer();
928 }
929
930 GLuint Context::createProgram()
931 {
932         return mResourceManager->createProgram();
933 }
934
935 GLuint Context::createShader(GLenum type)
936 {
937         return mResourceManager->createShader(type);
938 }
939
940 GLuint Context::createTexture()
941 {
942         return mResourceManager->createTexture();
943 }
944
945 GLuint Context::createRenderbuffer()
946 {
947         return mResourceManager->createRenderbuffer();
948 }
949
950 // Returns an unused framebuffer name
951 GLuint Context::createFramebuffer()
952 {
953         return mFramebufferNameSpace.allocate();
954 }
955
956 GLuint Context::createFence()
957 {
958         return mFenceNameSpace.allocate(new Fence());
959 }
960
961 // Returns an unused query name
962 GLuint Context::createQuery()
963 {
964         return mQueryNameSpace.allocate();
965 }
966
967 // Returns an unused vertex array name
968 GLuint Context::createVertexArray()
969 {
970         return mVertexArrayNameSpace.allocate();
971 }
972
973 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
974 {
975         GLuint handle = mResourceManager->createFenceSync(condition, flags);
976
977         return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
978 }
979
980 // Returns an unused transform feedback name
981 GLuint Context::createTransformFeedback()
982 {
983         return mTransformFeedbackNameSpace.allocate();
984 }
985
986 // Returns an unused sampler name
987 GLuint Context::createSampler()
988 {
989         return mResourceManager->createSampler();
990 }
991
992 void Context::deleteBuffer(GLuint buffer)
993 {
994         detachBuffer(buffer);
995
996         mResourceManager->deleteBuffer(buffer);
997 }
998
999 void Context::deleteShader(GLuint shader)
1000 {
1001         mResourceManager->deleteShader(shader);
1002 }
1003
1004 void Context::deleteProgram(GLuint program)
1005 {
1006         mResourceManager->deleteProgram(program);
1007 }
1008
1009 void Context::deleteTexture(GLuint texture)
1010 {
1011         detachTexture(texture);
1012
1013         mResourceManager->deleteTexture(texture);
1014 }
1015
1016 void Context::deleteRenderbuffer(GLuint renderbuffer)
1017 {
1018         if(mResourceManager->getRenderbuffer(renderbuffer))
1019         {
1020                 detachRenderbuffer(renderbuffer);
1021         }
1022
1023         mResourceManager->deleteRenderbuffer(renderbuffer);
1024 }
1025
1026 void Context::deleteFramebuffer(GLuint framebuffer)
1027 {
1028         detachFramebuffer(framebuffer);
1029
1030         Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1031
1032         if(framebufferObject)
1033         {
1034                 delete framebufferObject;
1035         }
1036 }
1037
1038 void Context::deleteFence(GLuint fence)
1039 {
1040         Fence *fenceObject = mFenceNameSpace.remove(fence);
1041
1042         if(fenceObject)
1043         {
1044                 delete fenceObject;
1045         }
1046 }
1047
1048 void Context::deleteQuery(GLuint query)
1049 {
1050         Query *queryObject = mQueryNameSpace.remove(query);
1051
1052         if(queryObject)
1053         {
1054                 queryObject->release();
1055         }
1056 }
1057
1058 void Context::deleteVertexArray(GLuint vertexArray)
1059 {
1060         // [OpenGL ES 3.0.2] section 2.10 page 43:
1061         // If a vertex array object that is currently bound is deleted, the binding
1062         // for that object reverts to zero and the default vertex array becomes current.
1063         if(getCurrentVertexArray()->name == vertexArray)
1064         {
1065                 bindVertexArray(0);
1066         }
1067
1068         VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1069
1070         if(vertexArrayObject)
1071         {
1072                 delete vertexArrayObject;
1073         }
1074 }
1075
1076 void Context::deleteFenceSync(GLsync fenceSync)
1077 {
1078         // The spec specifies the underlying Fence object is not deleted until all current
1079         // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1080         // and since our API is currently designed for being called from a single thread, we can delete
1081         // the fence immediately.
1082         mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1083 }
1084
1085 void Context::deleteTransformFeedback(GLuint transformFeedback)
1086 {
1087         TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1088
1089         if(transformFeedbackObject)
1090         {
1091                 delete transformFeedbackObject;
1092         }
1093 }
1094
1095 void Context::deleteSampler(GLuint sampler)
1096 {
1097         detachSampler(sampler);
1098
1099         mResourceManager->deleteSampler(sampler);
1100 }
1101
1102 Buffer *Context::getBuffer(GLuint handle) const
1103 {
1104         return mResourceManager->getBuffer(handle);
1105 }
1106
1107 Shader *Context::getShader(GLuint handle) const
1108 {
1109         return mResourceManager->getShader(handle);
1110 }
1111
1112 Program *Context::getProgram(GLuint handle) const
1113 {
1114         return mResourceManager->getProgram(handle);
1115 }
1116
1117 Texture *Context::getTexture(GLuint handle) const
1118 {
1119         return mResourceManager->getTexture(handle);
1120 }
1121
1122 Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1123 {
1124         return mResourceManager->getRenderbuffer(handle);
1125 }
1126
1127 Framebuffer *Context::getReadFramebuffer() const
1128 {
1129         return getFramebuffer(mState.readFramebuffer);
1130 }
1131
1132 Framebuffer *Context::getDrawFramebuffer() const
1133 {
1134         return getFramebuffer(mState.drawFramebuffer);
1135 }
1136
1137 void Context::bindArrayBuffer(unsigned int buffer)
1138 {
1139         mResourceManager->checkBufferAllocation(buffer);
1140
1141         mState.arrayBuffer = getBuffer(buffer);
1142 }
1143
1144 void Context::bindElementArrayBuffer(unsigned int buffer)
1145 {
1146         mResourceManager->checkBufferAllocation(buffer);
1147
1148         getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1149 }
1150
1151 void Context::bindCopyReadBuffer(GLuint buffer)
1152 {
1153         mResourceManager->checkBufferAllocation(buffer);
1154
1155         mState.copyReadBuffer = getBuffer(buffer);
1156 }
1157
1158 void Context::bindCopyWriteBuffer(GLuint buffer)
1159 {
1160         mResourceManager->checkBufferAllocation(buffer);
1161
1162         mState.copyWriteBuffer = getBuffer(buffer);
1163 }
1164
1165 void Context::bindPixelPackBuffer(GLuint buffer)
1166 {
1167         mResourceManager->checkBufferAllocation(buffer);
1168
1169         mState.pixelPackBuffer = getBuffer(buffer);
1170 }
1171
1172 void Context::bindPixelUnpackBuffer(GLuint buffer)
1173 {
1174         mResourceManager->checkBufferAllocation(buffer);
1175
1176         mState.pixelUnpackBuffer = getBuffer(buffer);
1177 }
1178
1179 void Context::bindTransformFeedbackBuffer(GLuint buffer)
1180 {
1181         mResourceManager->checkBufferAllocation(buffer);
1182
1183         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1184
1185         if(transformFeedback)
1186         {
1187                 transformFeedback->setGenericBuffer(getBuffer(buffer));
1188         }
1189 }
1190
1191 void Context::bindTexture2D(GLuint texture)
1192 {
1193         mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1194
1195         mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture);
1196 }
1197
1198 void Context::bindTextureCubeMap(GLuint texture)
1199 {
1200         mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1201
1202         mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture);
1203 }
1204
1205 void Context::bindTextureExternal(GLuint texture)
1206 {
1207         mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL);
1208
1209         mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture);
1210 }
1211
1212 void Context::bindTexture3D(GLuint texture)
1213 {
1214         mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1215
1216         mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture);
1217 }
1218
1219 void Context::bindTexture2DArray(GLuint texture)
1220 {
1221         mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1222
1223         mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture);
1224 }
1225
1226 void Context::bindReadFramebuffer(GLuint framebuffer)
1227 {
1228         if(!getFramebuffer(framebuffer))
1229         {
1230                 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1231         }
1232
1233         mState.readFramebuffer = framebuffer;
1234 }
1235
1236 void Context::bindDrawFramebuffer(GLuint framebuffer)
1237 {
1238         if(!getFramebuffer(framebuffer))
1239         {
1240                 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1241         }
1242
1243         mState.drawFramebuffer = framebuffer;
1244 }
1245
1246 void Context::bindRenderbuffer(GLuint renderbuffer)
1247 {
1248         mResourceManager->checkRenderbufferAllocation(renderbuffer);
1249
1250         mState.renderbuffer = getRenderbuffer(renderbuffer);
1251 }
1252
1253 void Context::bindVertexArray(GLuint array)
1254 {
1255         VertexArray *vertexArray = getVertexArray(array);
1256
1257         if(!vertexArray)
1258         {
1259                 vertexArray = new VertexArray(array);
1260                 mVertexArrayNameSpace.insert(array, vertexArray);
1261         }
1262
1263         mState.vertexArray = array;
1264 }
1265
1266 void Context::bindGenericUniformBuffer(GLuint buffer)
1267 {
1268         mResourceManager->checkBufferAllocation(buffer);
1269
1270         mState.genericUniformBuffer = getBuffer(buffer);
1271 }
1272
1273 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1274 {
1275         mResourceManager->checkBufferAllocation(buffer);
1276
1277         Buffer* bufferObject = getBuffer(buffer);
1278         mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size));
1279 }
1280
1281 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1282 {
1283         mResourceManager->checkBufferAllocation(buffer);
1284
1285         getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1286 }
1287
1288 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1289 {
1290         mResourceManager->checkBufferAllocation(buffer);
1291
1292         Buffer* bufferObject = getBuffer(buffer);
1293         getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1294 }
1295
1296 void Context::bindTransformFeedback(GLuint id)
1297 {
1298         if(!getTransformFeedback(id))
1299         {
1300                 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1301         }
1302
1303         mState.transformFeedback = id;
1304 }
1305
1306 bool Context::bindSampler(GLuint unit, GLuint sampler)
1307 {
1308         mResourceManager->checkSamplerAllocation(sampler);
1309
1310         Sampler* samplerObject = getSampler(sampler);
1311
1312         mState.sampler[unit] = samplerObject;
1313
1314         return !!samplerObject;
1315 }
1316
1317 void Context::useProgram(GLuint program)
1318 {
1319         GLuint priorProgram = mState.currentProgram;
1320         mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
1321
1322         if(priorProgram != program)
1323         {
1324                 Program *newProgram = mResourceManager->getProgram(program);
1325                 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1326
1327                 if(newProgram)
1328                 {
1329                         newProgram->addRef();
1330                 }
1331
1332                 if(oldProgram)
1333                 {
1334                         oldProgram->release();
1335                 }
1336         }
1337 }
1338
1339 void Context::beginQuery(GLenum target, GLuint query)
1340 {
1341         // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1342         // of zero, if the active query object name for <target> is non-zero (for the
1343         // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1344         // the active query for either target is non-zero), if <id> is the name of an
1345         // existing query object whose type does not match <target>, or if <id> is the
1346         // active query object name for any query type, the error INVALID_OPERATION is
1347         // generated.
1348
1349         // Ensure no other queries are active
1350         // NOTE: If other queries than occlusion are supported, we will need to check
1351         // separately that:
1352         //    a) The query ID passed is not the current active query for any target/type
1353         //    b) There are no active queries for the requested target (and in the case
1354         //       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1355         //       no query may be active for either if glBeginQuery targets either.
1356         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1357         {
1358                 if(mState.activeQuery[i])
1359                 {
1360                         return error(GL_INVALID_OPERATION);
1361                 }
1362         }
1363
1364         QueryType qType;
1365         switch(target)
1366         {
1367         case GL_ANY_SAMPLES_PASSED_EXT:
1368                 qType = QUERY_ANY_SAMPLES_PASSED;
1369                 break;
1370         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1371                 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1372                 break;
1373         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1374                 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1375                 break;
1376         default:
1377                 UNREACHABLE(target);
1378                 return error(GL_INVALID_ENUM);
1379         }
1380
1381         Query *queryObject = createQuery(query, target);
1382
1383         // Check that name was obtained with glGenQueries
1384         if(!queryObject)
1385         {
1386                 return error(GL_INVALID_OPERATION);
1387         }
1388
1389         // Check for type mismatch
1390         if(queryObject->getType() != target)
1391         {
1392                 return error(GL_INVALID_OPERATION);
1393         }
1394
1395         // Set query as active for specified target
1396         mState.activeQuery[qType] = queryObject;
1397
1398         // Begin query
1399         queryObject->begin();
1400 }
1401
1402 void Context::endQuery(GLenum target)
1403 {
1404         QueryType qType;
1405
1406         switch(target)
1407         {
1408         case GL_ANY_SAMPLES_PASSED_EXT:                qType = QUERY_ANY_SAMPLES_PASSED;                    break;
1409         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:   qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;       break;
1410         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1411         default: UNREACHABLE(target); return;
1412         }
1413
1414         Query *queryObject = mState.activeQuery[qType];
1415
1416         if(!queryObject)
1417         {
1418                 return error(GL_INVALID_OPERATION);
1419         }
1420
1421         queryObject->end();
1422
1423         mState.activeQuery[qType] = nullptr;
1424 }
1425
1426 void Context::setFramebufferZero(Framebuffer *buffer)
1427 {
1428         delete mFramebufferNameSpace.remove(0);
1429         mFramebufferNameSpace.insert(0, buffer);
1430 }
1431
1432 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1433 {
1434         Renderbuffer *renderbufferObject = mState.renderbuffer;
1435         renderbufferObject->setStorage(renderbuffer);
1436 }
1437
1438 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1439 {
1440         return mFramebufferNameSpace.find(handle);
1441 }
1442
1443 Fence *Context::getFence(unsigned int handle) const
1444 {
1445         return mFenceNameSpace.find(handle);
1446 }
1447
1448 FenceSync *Context::getFenceSync(GLsync handle) const
1449 {
1450         return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1451 }
1452
1453 Query *Context::getQuery(unsigned int handle) const
1454 {
1455         return mQueryNameSpace.find(handle);
1456 }
1457
1458 Query *Context::createQuery(unsigned int handle, GLenum type)
1459 {
1460         if(!mQueryNameSpace.isReserved(handle))
1461         {
1462                 return nullptr;
1463         }
1464         else
1465         {
1466                 Query *query = mQueryNameSpace.find(handle);
1467                 if(!query)
1468                 {
1469                         query = new Query(handle, type);
1470                         query->addRef();
1471                         mQueryNameSpace.insert(handle, query);
1472                 }
1473
1474                 return query;
1475         }
1476 }
1477
1478 VertexArray *Context::getVertexArray(GLuint array) const
1479 {
1480         return mVertexArrayNameSpace.find(array);
1481 }
1482
1483 VertexArray *Context::getCurrentVertexArray() const
1484 {
1485         return getVertexArray(mState.vertexArray);
1486 }
1487
1488 bool Context::isVertexArray(GLuint array) const
1489 {
1490         return mVertexArrayNameSpace.isReserved(array);
1491 }
1492
1493 bool Context::hasZeroDivisor() const
1494 {
1495         // Verify there is at least one active attribute with a divisor of zero
1496         es2::Program *programObject = getCurrentProgram();
1497         for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1498         {
1499                 bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1500                 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1501                 {
1502                         return true;
1503                 }
1504         }
1505
1506         return false;
1507 }
1508
1509 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1510 {
1511         return mTransformFeedbackNameSpace.find(transformFeedback);
1512 }
1513
1514 Sampler *Context::getSampler(GLuint sampler) const
1515 {
1516         return mResourceManager->getSampler(sampler);
1517 }
1518
1519 bool Context::isSampler(GLuint sampler) const
1520 {
1521         return mResourceManager->isSampler(sampler);
1522 }
1523
1524 Buffer *Context::getArrayBuffer() const
1525 {
1526         return mState.arrayBuffer;
1527 }
1528
1529 Buffer *Context::getElementArrayBuffer() const
1530 {
1531         return getCurrentVertexArray()->getElementArrayBuffer();
1532 }
1533
1534 Buffer *Context::getCopyReadBuffer() const
1535 {
1536         return mState.copyReadBuffer;
1537 }
1538
1539 Buffer *Context::getCopyWriteBuffer() const
1540 {
1541         return mState.copyWriteBuffer;
1542 }
1543
1544 Buffer *Context::getPixelPackBuffer() const
1545 {
1546         return mState.pixelPackBuffer;
1547 }
1548
1549 Buffer *Context::getPixelUnpackBuffer() const
1550 {
1551         return mState.pixelUnpackBuffer;
1552 }
1553
1554 Buffer *Context::getGenericUniformBuffer() const
1555 {
1556         return mState.genericUniformBuffer;
1557 }
1558
1559 const GLvoid* Context::getPixels(const GLvoid* data) const
1560 {
1561         es2::Buffer* unpackBuffer = getPixelUnpackBuffer();
1562         const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr;
1563         return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data;
1564 }
1565
1566 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1567 {
1568         switch(target)
1569         {
1570         case GL_ARRAY_BUFFER:
1571                 *buffer = getArrayBuffer();
1572                 break;
1573         case GL_ELEMENT_ARRAY_BUFFER:
1574                 *buffer = getElementArrayBuffer();
1575                 break;
1576         case GL_COPY_READ_BUFFER:
1577                 if(clientVersion >= 3)
1578                 {
1579                         *buffer = getCopyReadBuffer();
1580                         break;
1581                 }
1582                 else return false;
1583         case GL_COPY_WRITE_BUFFER:
1584                 if(clientVersion >= 3)
1585                 {
1586                         *buffer = getCopyWriteBuffer();
1587                         break;
1588                 }
1589                 else return false;
1590         case GL_PIXEL_PACK_BUFFER:
1591                 if(clientVersion >= 3)
1592                 {
1593                         *buffer = getPixelPackBuffer();
1594                         break;
1595                 }
1596                 else return false;
1597         case GL_PIXEL_UNPACK_BUFFER:
1598                 if(clientVersion >= 3)
1599                 {
1600                         *buffer = getPixelUnpackBuffer();
1601                         break;
1602                 }
1603                 else return false;
1604         case GL_TRANSFORM_FEEDBACK_BUFFER:
1605                 if(clientVersion >= 3)
1606                 {
1607                         TransformFeedback* transformFeedback = getTransformFeedback();
1608                         *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1609                         break;
1610                 }
1611                 else return false;
1612         case GL_UNIFORM_BUFFER:
1613                 if(clientVersion >= 3)
1614                 {
1615                         *buffer = getGenericUniformBuffer();
1616                         break;
1617                 }
1618                 else return false;
1619         default:
1620                 return false;
1621         }
1622         return true;
1623 }
1624
1625 TransformFeedback *Context::getTransformFeedback() const
1626 {
1627         return getTransformFeedback(mState.transformFeedback);
1628 }
1629
1630 Program *Context::getCurrentProgram() const
1631 {
1632         return mResourceManager->getProgram(mState.currentProgram);
1633 }
1634
1635 Texture2D *Context::getTexture2D() const
1636 {
1637         return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1638 }
1639
1640 Texture3D *Context::getTexture3D() const
1641 {
1642         return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1643 }
1644
1645 Texture2DArray *Context::getTexture2DArray() const
1646 {
1647         return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1648 }
1649
1650 TextureCubeMap *Context::getTextureCubeMap() const
1651 {
1652         return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1653 }
1654
1655 TextureExternal *Context::getTextureExternal() const
1656 {
1657         return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1658 }
1659
1660 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1661 {
1662         GLuint texid = mState.samplerTexture[type][sampler].name();
1663
1664         if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
1665         {
1666                 switch(type)
1667                 {
1668                 case TEXTURE_2D: return mTexture2DZero;
1669                 case TEXTURE_3D: return mTexture3DZero;
1670                 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1671                 case TEXTURE_CUBE: return mTextureCubeMapZero;
1672                 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1673                 default: UNREACHABLE(type);
1674                 }
1675         }
1676
1677         return mState.samplerTexture[type][sampler];
1678 }
1679
1680 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1681 {
1682         mResourceManager->checkSamplerAllocation(sampler);
1683
1684         Sampler *samplerObject = getSampler(sampler);
1685         ASSERT(samplerObject);
1686
1687         switch(pname)
1688         {
1689         case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(param));       break;
1690         case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(param));       break;
1691         case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(param));           break;
1692         case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(param));           break;
1693         case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(param));           break;
1694         case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(static_cast<GLfloat>(param));         break;
1695         case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(static_cast<GLfloat>(param));         break;
1696         case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(param));  break;
1697         case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(param));  break;
1698         default:                       UNREACHABLE(pname); break;
1699         }
1700 }
1701
1702 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1703 {
1704         mResourceManager->checkSamplerAllocation(sampler);
1705
1706         Sampler *samplerObject = getSampler(sampler);
1707         ASSERT(samplerObject);
1708
1709         switch(pname)
1710         {
1711         case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(roundf(param)));       break;
1712         case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(roundf(param)));       break;
1713         case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(roundf(param)));           break;
1714         case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(roundf(param)));           break;
1715         case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(roundf(param)));           break;
1716         case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(param);                                       break;
1717         case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(param);                                       break;
1718         case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param)));  break;
1719         case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param)));  break;
1720         default:                       UNREACHABLE(pname); break;
1721         }
1722 }
1723
1724 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1725 {
1726         mResourceManager->checkSamplerAllocation(sampler);
1727
1728         Sampler *samplerObject = getSampler(sampler);
1729         ASSERT(samplerObject);
1730
1731         switch(pname)
1732         {
1733         case GL_TEXTURE_MIN_FILTER:    return static_cast<GLint>(samplerObject->getMinFilter());
1734         case GL_TEXTURE_MAG_FILTER:    return static_cast<GLint>(samplerObject->getMagFilter());
1735         case GL_TEXTURE_WRAP_S:        return static_cast<GLint>(samplerObject->getWrapS());
1736         case GL_TEXTURE_WRAP_T:        return static_cast<GLint>(samplerObject->getWrapT());
1737         case GL_TEXTURE_WRAP_R:        return static_cast<GLint>(samplerObject->getWrapR());
1738         case GL_TEXTURE_MIN_LOD:       return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1739         case GL_TEXTURE_MAX_LOD:       return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1740         case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLint>(samplerObject->getComparisonMode());
1741         case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLint>(samplerObject->getComparisonFunc());
1742         default:                       UNREACHABLE(pname); return 0;
1743         }
1744 }
1745
1746 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1747 {
1748         mResourceManager->checkSamplerAllocation(sampler);
1749
1750         Sampler *samplerObject = getSampler(sampler);
1751         ASSERT(samplerObject);
1752
1753         switch(pname)
1754         {
1755         case GL_TEXTURE_MIN_FILTER:    return static_cast<GLfloat>(samplerObject->getMinFilter());
1756         case GL_TEXTURE_MAG_FILTER:    return static_cast<GLfloat>(samplerObject->getMagFilter());
1757         case GL_TEXTURE_WRAP_S:        return static_cast<GLfloat>(samplerObject->getWrapS());
1758         case GL_TEXTURE_WRAP_T:        return static_cast<GLfloat>(samplerObject->getWrapT());
1759         case GL_TEXTURE_WRAP_R:        return static_cast<GLfloat>(samplerObject->getWrapR());
1760         case GL_TEXTURE_MIN_LOD:       return samplerObject->getMinLod();
1761         case GL_TEXTURE_MAX_LOD:       return samplerObject->getMaxLod();
1762         case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLfloat>(samplerObject->getComparisonMode());
1763         case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLfloat>(samplerObject->getComparisonFunc());
1764         default:                       UNREACHABLE(pname); return 0;
1765         }
1766 }
1767
1768 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1769 {
1770         switch(pname)
1771         {
1772         case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
1773         case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
1774         case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
1775         case GL_COLOR_WRITEMASK:
1776                 params[0] = mState.colorMaskRed;
1777                 params[1] = mState.colorMaskGreen;
1778                 params[2] = mState.colorMaskBlue;
1779                 params[3] = mState.colorMaskAlpha;
1780                 break;
1781         case GL_CULL_FACE:                *params = mState.cullFaceEnabled;                  break;
1782         case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;         break;
1783         case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled;     break;
1784         case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;            break;
1785         case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;               break;
1786         case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;               break;
1787         case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;                 break;
1788         case GL_BLEND:                    *params = mState.blendEnabled;                     break;
1789         case GL_DITHER:                   *params = mState.ditherEnabled;                    break;
1790         case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1791         case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscardEnabled;         break;
1792         case GL_TRANSFORM_FEEDBACK_ACTIVE:
1793                 {
1794                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1795                         if(transformFeedback)
1796                         {
1797                                 *params = transformFeedback->isActive();
1798                                 break;
1799                         }
1800                         else return false;
1801                 }
1802          case GL_TRANSFORM_FEEDBACK_PAUSED:
1803                 {
1804                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1805                         if(transformFeedback)
1806                         {
1807                                 *params = transformFeedback->isPaused();
1808                                 break;
1809                         }
1810                         else return false;
1811                 }
1812         default:
1813                 return false;
1814         }
1815
1816         return true;
1817 }
1818
1819 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1820 {
1821         // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1822         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1823         // GetIntegerv as its native query function. As it would require conversion in any
1824         // case, this should make no difference to the calling application.
1825         switch(pname)
1826         {
1827         case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
1828         case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
1829         case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
1830         case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
1831         case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
1832         case GL_ALIASED_LINE_WIDTH_RANGE:
1833                 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1834                 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1835                 break;
1836         case GL_ALIASED_POINT_SIZE_RANGE:
1837                 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1838                 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1839                 break;
1840         case GL_DEPTH_RANGE:
1841                 params[0] = mState.zNear;
1842                 params[1] = mState.zFar;
1843                 break;
1844         case GL_COLOR_CLEAR_VALUE:
1845                 params[0] = mState.colorClearValue.red;
1846                 params[1] = mState.colorClearValue.green;
1847                 params[2] = mState.colorClearValue.blue;
1848                 params[3] = mState.colorClearValue.alpha;
1849                 break;
1850         case GL_BLEND_COLOR:
1851                 params[0] = mState.blendColor.red;
1852                 params[1] = mState.blendColor.green;
1853                 params[2] = mState.blendColor.blue;
1854                 params[3] = mState.blendColor.alpha;
1855                 break;
1856         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1857                 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1858                 break;
1859         default:
1860                 return false;
1861         }
1862
1863         return true;
1864 }
1865
1866 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1867 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1868
1869 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1870 {
1871         // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1872         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1873         // GetIntegerv as its native query function. As it would require conversion in any
1874         // case, this should make no difference to the calling application. You may find it in
1875         // Context::getFloatv.
1876         switch(pname)
1877         {
1878         case GL_MAX_VERTEX_ATTRIBS:               *params = MAX_VERTEX_ATTRIBS;               return true;
1879         case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = MAX_VERTEX_UNIFORM_VECTORS;       return true;
1880         case GL_MAX_VARYING_VECTORS:              *params = MAX_VARYING_VECTORS;              return true;
1881         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true;
1882         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS;   return true;
1883         case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = MAX_TEXTURE_IMAGE_UNITS;          return true;
1884         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = MAX_FRAGMENT_UNIFORM_VECTORS;     return true;
1885         case GL_MAX_RENDERBUFFER_SIZE:            *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true;
1886         case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    return true;
1887         case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          return true;
1888         case GL_ARRAY_BUFFER_BINDING:             *params = getArrayBufferName();                 return true;
1889         case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = getElementArrayBufferName();          return true;
1890 //      case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1891         case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               return true;
1892         case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               return true;
1893         case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.name();           return true;
1894         case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                return true;
1895         case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 return true;
1896         case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackInfo.alignment;          return true;
1897         case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            return true;
1898         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true;
1899         case GL_TEXTURE_FILTERING_HINT_CHROMIUM:  *params = mState.textureFilteringHint;          return true;
1900         case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); return true;
1901         case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   return true;
1902         case GL_STENCIL_REF:                      *params = mState.stencilRef;                    return true;
1903         case GL_STENCIL_VALUE_MASK:               *params = sw::clampToSignedInt(mState.stencilMask); return true;
1904         case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               return true;
1905         case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                return true;
1906         case GL_STENCIL_BACK_VALUE_MASK:          *params = sw::clampToSignedInt(mState.stencilBackMask); return true;
1907         case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   return true;
1908         case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          return true;
1909         case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          return true;
1910         case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               return true;
1911         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      return true;
1912         case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      return true;
1913         case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     return true;
1914         case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                return true;
1915         case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              return true;
1916         case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  return true;
1917         case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                return true;
1918         case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              return true;
1919         case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            return true;
1920         case GL_STENCIL_WRITEMASK:                *params = sw::clampToSignedInt(mState.stencilWritemask); return true;
1921         case GL_STENCIL_BACK_WRITEMASK:           *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true;
1922         case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             return true;
1923         case GL_SUBPIXEL_BITS:                    *params = 4;                                    return true;
1924         case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;          return true;
1925         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true;
1926         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;           return true;
1927         case GL_MAX_SAMPLES_ANGLE:                *params = IMPLEMENTATION_MAX_SAMPLES;               return true;
1928         case GL_SAMPLE_BUFFERS:
1929         case GL_SAMPLES:
1930                 {
1931                         Framebuffer *framebuffer = getDrawFramebuffer();
1932                         int width, height, samples;
1933
1934                         if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1935                         {
1936                                 switch(pname)
1937                                 {
1938                                 case GL_SAMPLE_BUFFERS:
1939                                         if(samples > 1)
1940                                         {
1941                                                 *params = 1;
1942                                         }
1943                                         else
1944                                         {
1945                                                 *params = 0;
1946                                         }
1947                                         break;
1948                                 case GL_SAMPLES:
1949                                         *params = samples;
1950                                         break;
1951                                 }
1952                         }
1953                         else
1954                         {
1955                                 *params = 0;
1956                         }
1957                 }
1958                 return true;
1959         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1960                 {
1961                         Framebuffer *framebuffer = getReadFramebuffer();
1962                         *params = framebuffer->getImplementationColorReadType();
1963                 }
1964                 return true;
1965         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1966                 {
1967                         Framebuffer *framebuffer = getReadFramebuffer();
1968                         *params = framebuffer->getImplementationColorReadFormat();
1969                 }
1970                 return true;
1971         case GL_MAX_VIEWPORT_DIMS:
1972                 {
1973                         int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1974                         params[0] = maxDimension;
1975                         params[1] = maxDimension;
1976                 }
1977                 return true;
1978         case GL_COMPRESSED_TEXTURE_FORMATS:
1979                 {
1980                         for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1981                         {
1982                                 params[i] = compressedTextureFormats[i];
1983                         }
1984                 }
1985                 return true;
1986         case GL_VIEWPORT:
1987                 params[0] = mState.viewportX;
1988                 params[1] = mState.viewportY;
1989                 params[2] = mState.viewportWidth;
1990                 params[3] = mState.viewportHeight;
1991                 return true;
1992         case GL_SCISSOR_BOX:
1993                 params[0] = mState.scissorX;
1994                 params[1] = mState.scissorY;
1995                 params[2] = mState.scissorWidth;
1996                 params[3] = mState.scissorHeight;
1997                 return true;
1998         case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 return true;
1999         case GL_FRONT_FACE:                       *params = mState.frontFace;                return true;
2000         case GL_RED_BITS:
2001         case GL_GREEN_BITS:
2002         case GL_BLUE_BITS:
2003         case GL_ALPHA_BITS:
2004                 {
2005                         Framebuffer *framebuffer = getDrawFramebuffer();
2006                         Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
2007
2008                         if(colorbuffer)
2009                         {
2010                                 switch(pname)
2011                                 {
2012                                 case GL_RED_BITS:   *params = colorbuffer->getRedSize();   return true;
2013                                 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true;
2014                                 case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  return true;
2015                                 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true;
2016                                 }
2017                         }
2018                         else
2019                         {
2020                                 *params = 0;
2021                         }
2022                 }
2023                 return true;
2024         case GL_DEPTH_BITS:
2025                 {
2026                         Framebuffer *framebuffer = getDrawFramebuffer();
2027                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2028
2029                         if(depthbuffer)
2030                         {
2031                                 *params = depthbuffer->getDepthSize();
2032                         }
2033                         else
2034                         {
2035                                 *params = 0;
2036                         }
2037                 }
2038                 return true;
2039         case GL_STENCIL_BITS:
2040                 {
2041                         Framebuffer *framebuffer = getDrawFramebuffer();
2042                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2043
2044                         if(stencilbuffer)
2045                         {
2046                                 *params = stencilbuffer->getStencilSize();
2047                         }
2048                         else
2049                         {
2050                                 *params = 0;
2051                         }
2052                 }
2053                 return true;
2054         case GL_TEXTURE_BINDING_2D:
2055                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2056                 {
2057                         error(GL_INVALID_OPERATION);
2058                         return false;
2059                 }
2060
2061                 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2062                 return true;
2063         case GL_TEXTURE_BINDING_CUBE_MAP:
2064                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2065                 {
2066                         error(GL_INVALID_OPERATION);
2067                         return false;
2068                 }
2069
2070                 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2071                 return true;
2072         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2073                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2074                 {
2075                         error(GL_INVALID_OPERATION);
2076                         return false;
2077                 }
2078
2079                 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2080                 return true;
2081         case GL_TEXTURE_BINDING_3D_OES:
2082                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2083                 {
2084                         error(GL_INVALID_OPERATION);
2085                         return false;
2086                 }
2087
2088                 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2089                 return true;
2090         case GL_DRAW_BUFFER0:
2091         case GL_DRAW_BUFFER1:
2092         case GL_DRAW_BUFFER2:
2093         case GL_DRAW_BUFFER3:
2094         case GL_DRAW_BUFFER4:
2095         case GL_DRAW_BUFFER5:
2096         case GL_DRAW_BUFFER6:
2097         case GL_DRAW_BUFFER7:
2098         case GL_DRAW_BUFFER8:
2099         case GL_DRAW_BUFFER9:
2100         case GL_DRAW_BUFFER10:
2101         case GL_DRAW_BUFFER11:
2102         case GL_DRAW_BUFFER12:
2103         case GL_DRAW_BUFFER13:
2104         case GL_DRAW_BUFFER14:
2105         case GL_DRAW_BUFFER15:
2106                 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS)
2107                 {
2108                         *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2109                 }
2110                 else
2111                 {
2112                         return false;
2113                 }
2114                 return true;
2115         case GL_MAX_DRAW_BUFFERS:
2116                 *params = MAX_DRAW_BUFFERS;
2117                 return true;
2118         case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers
2119                 *params = MAX_COLOR_ATTACHMENTS;
2120                 return true;
2121         default:
2122                 break;
2123         }
2124
2125         if(clientVersion >= 3)
2126         {
2127                 switch(pname)
2128                 {
2129                 case GL_TEXTURE_BINDING_2D_ARRAY:
2130                         if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2131                         {
2132                                 error(GL_INVALID_OPERATION);
2133                                 return false;
2134                         }
2135
2136                         *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2137                         return true;
2138                 case GL_COPY_READ_BUFFER_BINDING:
2139                         *params = mState.copyReadBuffer.name();
2140                         return true;
2141                 case GL_COPY_WRITE_BUFFER_BINDING:
2142                         *params = mState.copyWriteBuffer.name();
2143                         return true;
2144                 case GL_MAJOR_VERSION:
2145                         *params = clientVersion;
2146                         return true;
2147                 case GL_MAX_3D_TEXTURE_SIZE:
2148                         *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2149                         return true;
2150                 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2151                         *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2152                         return true;
2153                 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2154                         *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2155                         return true;
2156                 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2157                         *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS;
2158                         return true;
2159                 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2160                         *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2161                         return true;
2162                 case GL_MAX_ELEMENT_INDEX:
2163                         *params = MAX_ELEMENT_INDEX;
2164                         return true;
2165                 case GL_MAX_ELEMENTS_INDICES:
2166                         *params = MAX_ELEMENTS_INDICES;
2167                         return true;
2168                 case GL_MAX_ELEMENTS_VERTICES:
2169                         *params = MAX_ELEMENTS_VERTICES;
2170                         return true;
2171                 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2172                         *params = MAX_FRAGMENT_INPUT_VECTORS * 4;
2173                         return true;
2174                 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2175                         *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2176                         return true;
2177                 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2178                         *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2179                         return true;
2180                 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2181                         // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2182                         // In any case, any behavior outside the specified range is valid since the spec mentions:
2183                         // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)\r                     // "If any of the offset values are outside the range of the  implementation-defined values
2184                         //  MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2185                         //  undefined."
2186                         *params = MAX_PROGRAM_TEXEL_OFFSET;
2187                         return true;
2188                 case GL_MAX_SERVER_WAIT_TIMEOUT:
2189                         *params = 0;
2190                         return true;
2191                 case GL_MAX_TEXTURE_LOD_BIAS:
2192                         *params = MAX_TEXTURE_LOD_BIAS;
2193                         return true;
2194                 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2195                         *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2196                         return true;
2197                 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2198                         *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2199                         return true;
2200                 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2201                         *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2202                         return true;
2203                 case GL_MAX_UNIFORM_BLOCK_SIZE:
2204                         *params = MAX_UNIFORM_BLOCK_SIZE;
2205                         return true;
2206                 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2207                         *params = MAX_UNIFORM_BUFFER_BINDINGS;
2208                         return true;
2209                 case GL_MAX_VARYING_COMPONENTS:
2210                         *params = MAX_VARYING_VECTORS * 4;
2211                         return true;
2212                 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2213                         *params = MAX_VERTEX_OUTPUT_VECTORS * 4;
2214                         return true;
2215                 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2216                         *params = MAX_VERTEX_UNIFORM_BLOCKS;
2217                         return true;
2218                 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2219                         *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2220                         return true;
2221                 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2222                         // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2223                         // In any case, any behavior outside the specified range is valid since the spec mentions:
2224                         // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)\r                     // "If any of the offset values are outside the range of the  implementation-defined values
2225                         //  MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2226                         //  undefined."
2227                         *params = MIN_PROGRAM_TEXEL_OFFSET;
2228                         return true;
2229                 case GL_MINOR_VERSION:
2230                         *params = 0;
2231                         return true;
2232                 case GL_NUM_EXTENSIONS:
2233                         GLuint numExtensions;
2234                         getExtensions(0, &numExtensions);
2235                         *params = numExtensions;
2236                         return true;
2237                 case GL_NUM_PROGRAM_BINARY_FORMATS:
2238                         *params = NUM_PROGRAM_BINARY_FORMATS;
2239                         return true;
2240                 case GL_PACK_ROW_LENGTH:
2241                         *params = mState.packRowLength;
2242                         return true;
2243                 case GL_PACK_SKIP_PIXELS:
2244                         *params = mState.packSkipPixels;
2245                         return true;
2246                 case GL_PACK_SKIP_ROWS:
2247                         *params = mState.packSkipRows;
2248                         return true;
2249                 case GL_PIXEL_PACK_BUFFER_BINDING:
2250                         *params = mState.pixelPackBuffer.name();
2251                         return true;
2252                 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2253                         *params = mState.pixelUnpackBuffer.name();
2254                         return true;
2255                 case GL_PROGRAM_BINARY_FORMATS:
2256                         // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input
2257                         // should be a 0 sized array, so don't write to params
2258                         return true;
2259                 case GL_READ_BUFFER:
2260                         *params = getReadFramebuffer()->getReadBuffer();
2261                         return true;
2262                 case GL_SAMPLER_BINDING:
2263                         *params = mState.sampler[mState.activeSampler].name();
2264                         return true;
2265                 case GL_UNIFORM_BUFFER_BINDING:
2266                         *params = mState.genericUniformBuffer.name();
2267                         return true;
2268                 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2269                         *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2270                         return true;
2271                 case GL_UNIFORM_BUFFER_SIZE:
2272                         *params = static_cast<T>(mState.genericUniformBuffer->size());
2273                         return true;
2274                 case GL_UNIFORM_BUFFER_START:
2275                         *params = static_cast<T>(mState.genericUniformBuffer->offset());
2276                         return true;
2277                 case GL_UNPACK_IMAGE_HEIGHT:
2278                         *params = mState.unpackInfo.imageHeight;
2279                         return true;
2280                 case GL_UNPACK_ROW_LENGTH:
2281                         *params = mState.unpackInfo.rowLength;
2282                         return true;
2283                 case GL_UNPACK_SKIP_IMAGES:
2284                         *params = mState.unpackInfo.skipImages;
2285                         return true;
2286                 case GL_UNPACK_SKIP_PIXELS:
2287                         *params = mState.unpackInfo.skipPixels;
2288                         return true;
2289                 case GL_UNPACK_SKIP_ROWS:
2290                         *params = mState.unpackInfo.skipRows;
2291                         return true;
2292                 case GL_VERTEX_ARRAY_BINDING:
2293                         *params = getCurrentVertexArray()->name;
2294                         return true;
2295                 case GL_TRANSFORM_FEEDBACK_BINDING:
2296                         {
2297                                 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2298                                 if(transformFeedback)
2299                                 {
2300                                         *params = transformFeedback->name;
2301                                 }
2302                                 else
2303                                 {
2304                                         return false;
2305                                 }
2306                         }
2307                         return true;
2308                 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2309                         {
2310                                 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2311                                 if(transformFeedback)
2312                                 {
2313                                         *params = transformFeedback->getGenericBufferName();
2314                                 }
2315                                 else
2316                                 {
2317                                         return false;
2318                                 }
2319                         }
2320                         return true;
2321                 default:
2322                         break;
2323                 }
2324         }
2325
2326         return false;
2327 }
2328
2329 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2330 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2331
2332 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2333 {
2334         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2335         if(!transformFeedback)
2336         {
2337                 return false;
2338         }
2339
2340         switch(pname)
2341         {
2342         case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2343                 *param = transformFeedback->name;
2344                 break;
2345         case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2346                 *param = transformFeedback->isActive();
2347                 break;
2348         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2349                 *param = transformFeedback->getBufferName(index);
2350                 break;
2351         case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2352                 *param = transformFeedback->isPaused();
2353                 break;
2354         case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2355                 if(transformFeedback->getBuffer(index))
2356                 {
2357                         *param = transformFeedback->getSize(index);
2358                         break;
2359                 }
2360                 else return false;
2361         case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2362                 if(transformFeedback->getBuffer(index))
2363                 {
2364                         *param = transformFeedback->getOffset(index);
2365                 break;
2366                 }
2367                 else return false;
2368         default:
2369                 return false;
2370         }
2371
2372         return true;
2373 }
2374
2375 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2376 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2377
2378 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2379 {
2380         const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2381
2382         switch(pname)
2383         {
2384         case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2385                 *param = uniformBuffer.get().name();
2386                 break;
2387         case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2388                 *param = uniformBuffer.getSize();
2389                 break;
2390         case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2391                 *param = uniformBuffer.getOffset();
2392                 break;
2393         default:
2394                 return false;
2395         }
2396
2397         return true;
2398 }
2399
2400 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2401 {
2402         // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2403         // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2404         // to the fact that it is stored internally as a float, and so would require conversion
2405         // if returned from Context::getIntegerv. Since this conversion is already implemented
2406         // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2407         // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2408         // application.
2409         switch(pname)
2410         {
2411         case GL_COMPRESSED_TEXTURE_FORMATS:
2412                 {
2413                         *type = GL_INT;
2414                         *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2415                 }
2416                 break;
2417         case GL_SHADER_BINARY_FORMATS:
2418                 {
2419                         *type = GL_INT;
2420                         *numParams = 0;
2421                 }
2422                 break;
2423         case GL_MAX_VERTEX_ATTRIBS:
2424         case GL_MAX_VERTEX_UNIFORM_VECTORS:
2425         case GL_MAX_VARYING_VECTORS:
2426         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2427         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2428         case GL_MAX_TEXTURE_IMAGE_UNITS:
2429         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2430         case GL_MAX_RENDERBUFFER_SIZE:
2431         case GL_NUM_SHADER_BINARY_FORMATS:
2432         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2433         case GL_ARRAY_BUFFER_BINDING:
2434         case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2435         case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2436         case GL_RENDERBUFFER_BINDING:
2437         case GL_CURRENT_PROGRAM:
2438         case GL_PACK_ALIGNMENT:
2439         case GL_UNPACK_ALIGNMENT:
2440         case GL_GENERATE_MIPMAP_HINT:
2441         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2442         case GL_TEXTURE_FILTERING_HINT_CHROMIUM:
2443         case GL_RED_BITS:
2444         case GL_GREEN_BITS:
2445         case GL_BLUE_BITS:
2446         case GL_ALPHA_BITS:
2447         case GL_DEPTH_BITS:
2448         case GL_STENCIL_BITS:
2449         case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2450         case GL_CULL_FACE_MODE:
2451         case GL_FRONT_FACE:
2452         case GL_ACTIVE_TEXTURE:
2453         case GL_STENCIL_FUNC:
2454         case GL_STENCIL_VALUE_MASK:
2455         case GL_STENCIL_REF:
2456         case GL_STENCIL_FAIL:
2457         case GL_STENCIL_PASS_DEPTH_FAIL:
2458         case GL_STENCIL_PASS_DEPTH_PASS:
2459         case GL_STENCIL_BACK_FUNC:
2460         case GL_STENCIL_BACK_VALUE_MASK:
2461         case GL_STENCIL_BACK_REF:
2462         case GL_STENCIL_BACK_FAIL:
2463         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2464         case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2465         case GL_DEPTH_FUNC:
2466         case GL_BLEND_SRC_RGB:
2467         case GL_BLEND_SRC_ALPHA:
2468         case GL_BLEND_DST_RGB:
2469         case GL_BLEND_DST_ALPHA:
2470         case GL_BLEND_EQUATION_RGB:
2471         case GL_BLEND_EQUATION_ALPHA:
2472         case GL_STENCIL_WRITEMASK:
2473         case GL_STENCIL_BACK_WRITEMASK:
2474         case GL_STENCIL_CLEAR_VALUE:
2475         case GL_SUBPIXEL_BITS:
2476         case GL_MAX_TEXTURE_SIZE:
2477         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2478         case GL_SAMPLE_BUFFERS:
2479         case GL_SAMPLES:
2480         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2481         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2482         case GL_TEXTURE_BINDING_2D:
2483         case GL_TEXTURE_BINDING_CUBE_MAP:
2484         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2485         case GL_TEXTURE_BINDING_3D_OES:
2486         case GL_COPY_READ_BUFFER_BINDING:
2487         case GL_COPY_WRITE_BUFFER_BINDING:
2488         case GL_DRAW_BUFFER0:
2489         case GL_DRAW_BUFFER1:
2490         case GL_DRAW_BUFFER2:
2491         case GL_DRAW_BUFFER3:
2492         case GL_DRAW_BUFFER4:
2493         case GL_DRAW_BUFFER5:
2494         case GL_DRAW_BUFFER6:
2495         case GL_DRAW_BUFFER7:
2496         case GL_DRAW_BUFFER8:
2497         case GL_DRAW_BUFFER9:
2498         case GL_DRAW_BUFFER10:
2499         case GL_DRAW_BUFFER11:
2500         case GL_DRAW_BUFFER12:
2501         case GL_DRAW_BUFFER13:
2502         case GL_DRAW_BUFFER14:
2503         case GL_DRAW_BUFFER15:
2504         case GL_MAJOR_VERSION:
2505         case GL_MAX_3D_TEXTURE_SIZE:
2506         case GL_MAX_ARRAY_TEXTURE_LAYERS:
2507         case GL_MAX_COLOR_ATTACHMENTS:
2508         case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2509         case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2510         case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2511         case GL_MAX_DRAW_BUFFERS:
2512         case GL_MAX_ELEMENT_INDEX:
2513         case GL_MAX_ELEMENTS_INDICES:
2514         case GL_MAX_ELEMENTS_VERTICES:
2515         case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2516         case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2517         case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2518         case GL_MAX_PROGRAM_TEXEL_OFFSET:
2519         case GL_MAX_SERVER_WAIT_TIMEOUT:
2520         case GL_MAX_TEXTURE_LOD_BIAS:
2521         case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2522         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2523         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2524         case GL_MAX_UNIFORM_BLOCK_SIZE:
2525         case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2526         case GL_MAX_VARYING_COMPONENTS:
2527         case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2528         case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2529         case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2530         case GL_MIN_PROGRAM_TEXEL_OFFSET:
2531         case GL_MINOR_VERSION:
2532         case GL_NUM_EXTENSIONS:
2533         case GL_NUM_PROGRAM_BINARY_FORMATS:
2534         case GL_PACK_ROW_LENGTH:
2535         case GL_PACK_SKIP_PIXELS:
2536         case GL_PACK_SKIP_ROWS:
2537         case GL_PIXEL_PACK_BUFFER_BINDING:
2538         case GL_PIXEL_UNPACK_BUFFER_BINDING:
2539         case GL_PROGRAM_BINARY_FORMATS:
2540         case GL_READ_BUFFER:
2541         case GL_SAMPLER_BINDING:
2542         case GL_TEXTURE_BINDING_2D_ARRAY:
2543         case GL_UNIFORM_BUFFER_BINDING:
2544         case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2545         case GL_UNIFORM_BUFFER_SIZE:
2546         case GL_UNIFORM_BUFFER_START:
2547         case GL_UNPACK_IMAGE_HEIGHT:
2548         case GL_UNPACK_ROW_LENGTH:
2549         case GL_UNPACK_SKIP_IMAGES:
2550         case GL_UNPACK_SKIP_PIXELS:
2551         case GL_UNPACK_SKIP_ROWS:
2552         case GL_VERTEX_ARRAY_BINDING:
2553         case GL_TRANSFORM_FEEDBACK_BINDING:
2554         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2555                 {
2556                         *type = GL_INT;
2557                         *numParams = 1;
2558                 }
2559                 break;
2560         case GL_MAX_SAMPLES_ANGLE:
2561                 {
2562                         *type = GL_INT;
2563                         *numParams = 1;
2564                 }
2565                 break;
2566         case GL_MAX_VIEWPORT_DIMS:
2567                 {
2568                         *type = GL_INT;
2569                         *numParams = 2;
2570                 }
2571                 break;
2572         case GL_VIEWPORT:
2573         case GL_SCISSOR_BOX:
2574                 {
2575                         *type = GL_INT;
2576                         *numParams = 4;
2577                 }
2578                 break;
2579         case GL_SHADER_COMPILER:
2580         case GL_SAMPLE_COVERAGE_INVERT:
2581         case GL_DEPTH_WRITEMASK:
2582         case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
2583         case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
2584         case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2585         case GL_SAMPLE_COVERAGE:
2586         case GL_SCISSOR_TEST:
2587         case GL_STENCIL_TEST:
2588         case GL_DEPTH_TEST:
2589         case GL_BLEND:
2590         case GL_DITHER:
2591         case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2592         case GL_RASTERIZER_DISCARD:
2593         case GL_TRANSFORM_FEEDBACK_ACTIVE:
2594         case GL_TRANSFORM_FEEDBACK_PAUSED:
2595                 {
2596                         *type = GL_BOOL;
2597                         *numParams = 1;
2598                 }
2599                 break;
2600         case GL_COLOR_WRITEMASK:
2601                 {
2602                         *type = GL_BOOL;
2603                         *numParams = 4;
2604                 }
2605                 break;
2606         case GL_POLYGON_OFFSET_FACTOR:
2607         case GL_POLYGON_OFFSET_UNITS:
2608         case GL_SAMPLE_COVERAGE_VALUE:
2609         case GL_DEPTH_CLEAR_VALUE:
2610         case GL_LINE_WIDTH:
2611                 {
2612                         *type = GL_FLOAT;
2613                         *numParams = 1;
2614                 }
2615                 break;
2616         case GL_ALIASED_LINE_WIDTH_RANGE:
2617         case GL_ALIASED_POINT_SIZE_RANGE:
2618         case GL_DEPTH_RANGE:
2619                 {
2620                         *type = GL_FLOAT;
2621                         *numParams = 2;
2622                 }
2623                 break;
2624         case GL_COLOR_CLEAR_VALUE:
2625         case GL_BLEND_COLOR:
2626                 {
2627                         *type = GL_FLOAT;
2628                         *numParams = 4;
2629                 }
2630                 break;
2631         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2632                 *type = GL_FLOAT;
2633                 *numParams = 1;
2634                 break;
2635         default:
2636                 return false;
2637         }
2638
2639         return true;
2640 }
2641
2642 void Context::applyScissor(int width, int height)
2643 {
2644         if(mState.scissorTestEnabled)
2645         {
2646                 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2647                 scissor.clip(0, 0, width, height);
2648
2649                 device->setScissorRect(scissor);
2650                 device->setScissorEnable(true);
2651         }
2652         else
2653         {
2654                 device->setScissorEnable(false);
2655         }
2656 }
2657
2658 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2659 bool Context::applyRenderTarget()
2660 {
2661         Framebuffer *framebuffer = getDrawFramebuffer();
2662         int width, height, samples;
2663
2664         if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2665         {
2666                 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2667         }
2668
2669         for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2670         {
2671                 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2672                 {
2673                         egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2674                         device->setRenderTarget(i, renderTarget);
2675                         if(renderTarget) renderTarget->release();
2676                 }
2677                 else
2678                 {
2679                         device->setRenderTarget(i, nullptr);
2680                 }
2681         }
2682
2683         egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2684         device->setDepthBuffer(depthBuffer);
2685         if(depthBuffer) depthBuffer->release();
2686
2687         egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2688         device->setStencilBuffer(stencilBuffer);
2689         if(stencilBuffer) stencilBuffer->release();
2690
2691         Viewport viewport;
2692         float zNear = clamp01(mState.zNear);
2693         float zFar = clamp01(mState.zFar);
2694
2695         viewport.x0 = mState.viewportX;
2696         viewport.y0 = mState.viewportY;
2697         viewport.width = mState.viewportWidth;
2698         viewport.height = mState.viewportHeight;
2699         viewport.minZ = zNear;
2700         viewport.maxZ = zFar;
2701
2702         device->setViewport(viewport);
2703
2704         applyScissor(width, height);
2705
2706         Program *program = getCurrentProgram();
2707
2708         if(program)
2709         {
2710                 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2711                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2712                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2713                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2714         }
2715
2716         return true;
2717 }
2718
2719 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2720 void Context::applyState(GLenum drawMode)
2721 {
2722         Framebuffer *framebuffer = getDrawFramebuffer();
2723
2724         if(mState.cullFaceEnabled)
2725         {
2726                 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2727         }
2728         else
2729         {
2730                 device->setCullMode(sw::CULL_NONE);
2731         }
2732
2733         if(mDepthStateDirty)
2734         {
2735                 if(mState.depthTestEnabled)
2736                 {
2737                         device->setDepthBufferEnable(true);
2738                         device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2739                 }
2740                 else
2741                 {
2742                         device->setDepthBufferEnable(false);
2743                 }
2744
2745                 mDepthStateDirty = false;
2746         }
2747
2748         if(mBlendStateDirty)
2749         {
2750                 if(mState.blendEnabled)
2751                 {
2752                         device->setAlphaBlendEnable(true);
2753                         device->setSeparateAlphaBlendEnable(true);
2754
2755                         device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2756
2757                         device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2758                         device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2759                         device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2760
2761                         device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2762                         device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2763                         device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2764                 }
2765                 else
2766                 {
2767                         device->setAlphaBlendEnable(false);
2768                 }
2769
2770                 mBlendStateDirty = false;
2771         }
2772
2773         if(mStencilStateDirty || mFrontFaceDirty)
2774         {
2775                 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2776                 {
2777                         device->setStencilEnable(true);
2778                         device->setTwoSidedStencil(true);
2779
2780                         // get the maximum size of the stencil ref
2781                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2782                         GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2783
2784                         if(mState.frontFace == GL_CCW)
2785                         {
2786                                 device->setStencilWriteMask(mState.stencilWritemask);
2787                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2788
2789                                 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2790                                 device->setStencilMask(mState.stencilMask);
2791
2792                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2793                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2794                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2795
2796                                 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2797                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2798
2799                                 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2800                                 device->setStencilMaskCCW(mState.stencilBackMask);
2801
2802                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2803                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2804                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2805                         }
2806                         else
2807                         {
2808                                 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2809                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2810
2811                                 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2812                                 device->setStencilMaskCCW(mState.stencilMask);
2813
2814                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2815                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2816                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2817
2818                                 device->setStencilWriteMask(mState.stencilBackWritemask);
2819                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2820
2821                                 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2822                                 device->setStencilMask(mState.stencilBackMask);
2823
2824                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2825                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2826                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2827                         }
2828                 }
2829                 else
2830                 {
2831                         device->setStencilEnable(false);
2832                 }
2833
2834                 mStencilStateDirty = false;
2835                 mFrontFaceDirty = false;
2836         }
2837
2838         if(mMaskStateDirty)
2839         {
2840                 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2841                 {
2842                         device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2843                 }
2844
2845                 device->setDepthWriteEnable(mState.depthMask);
2846
2847                 mMaskStateDirty = false;
2848         }
2849
2850         if(mPolygonOffsetStateDirty)
2851         {
2852                 if(mState.polygonOffsetFillEnabled)
2853                 {
2854                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2855                         if(depthbuffer)
2856                         {
2857                                 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2858                                 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2859                                 device->setDepthBias(depthBias);
2860                         }
2861                 }
2862                 else
2863                 {
2864                         device->setSlopeDepthBias(0);
2865                         device->setDepthBias(0);
2866                 }
2867
2868                 mPolygonOffsetStateDirty = false;
2869         }
2870
2871         if(mSampleStateDirty)
2872         {
2873                 if(mState.sampleAlphaToCoverageEnabled)
2874                 {
2875                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2876                 }
2877                 else
2878                 {
2879                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2880                 }
2881
2882                 if(mState.sampleCoverageEnabled)
2883                 {
2884                         unsigned int mask = 0;
2885                         if(mState.sampleCoverageValue != 0)
2886                         {
2887                                 int width, height, samples;
2888                                 framebuffer->completeness(width, height, samples);
2889
2890                                 float threshold = 0.5f;
2891
2892                                 for(int i = 0; i < samples; i++)
2893                                 {
2894                                         mask <<= 1;
2895
2896                                         if((i + 1) * mState.sampleCoverageValue >= threshold)
2897                                         {
2898                                                 threshold += 1.0f;
2899                                                 mask |= 1;
2900                                         }
2901                                 }
2902                         }
2903
2904                         if(mState.sampleCoverageInvert)
2905                         {
2906                                 mask = ~mask;
2907                         }
2908
2909                         device->setMultiSampleMask(mask);
2910                 }
2911                 else
2912                 {
2913                         device->setMultiSampleMask(0xFFFFFFFF);
2914                 }
2915
2916                 mSampleStateDirty = false;
2917         }
2918
2919         if(mDitherStateDirty)
2920         {
2921         //      UNIMPLEMENTED();   // FIXME
2922
2923                 mDitherStateDirty = false;
2924         }
2925
2926         device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2927 }
2928
2929 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2930 {
2931         TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2932
2933         GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2934         if(err != GL_NO_ERROR)
2935         {
2936                 return err;
2937         }
2938
2939         Program *program = getCurrentProgram();
2940
2941         device->resetInputStreams(false);
2942
2943         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2944         {
2945                 if(program->getAttributeStream(i) == -1)
2946                 {
2947                         continue;
2948                 }
2949
2950                 sw::Resource *resource = attributes[i].vertexBuffer;
2951                 const void *buffer = (char*)resource->data() + attributes[i].offset;
2952
2953                 int stride = attributes[i].stride;
2954
2955                 buffer = (char*)buffer + stride * base;
2956
2957                 sw::Stream attribute(resource, buffer, stride);
2958
2959                 attribute.type = attributes[i].type;
2960                 attribute.count = attributes[i].count;
2961                 attribute.normalized = attributes[i].normalized;
2962
2963                 int stream = program->getAttributeStream(i);
2964                 device->setInputStream(stream, attribute);
2965         }
2966
2967         return GL_NO_ERROR;
2968 }
2969
2970 // Applies the indices and element array bindings
2971 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2972 {
2973         GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo);
2974
2975         if(err == GL_NO_ERROR)
2976         {
2977                 device->setIndexBuffer(indexInfo->indexBuffer);
2978         }
2979
2980         return err;
2981 }
2982
2983 // Applies the shaders and shader constants
2984 void Context::applyShaders()
2985 {
2986         Program *programObject = getCurrentProgram();
2987         sw::VertexShader *vertexShader = programObject->getVertexShader();
2988         sw::PixelShader *pixelShader = programObject->getPixelShader();
2989
2990         device->setVertexShader(vertexShader);
2991         device->setPixelShader(pixelShader);
2992
2993         if(programObject->getSerial() != mAppliedProgramSerial)
2994         {
2995                 programObject->dirtyAllUniforms();
2996                 mAppliedProgramSerial = programObject->getSerial();
2997         }
2998
2999         programObject->applyTransformFeedback(device, getTransformFeedback());
3000         programObject->applyUniformBuffers(device, mState.uniformBuffers);
3001         programObject->applyUniforms(device);
3002 }
3003
3004 void Context::applyTextures()
3005 {
3006         applyTextures(sw::SAMPLER_PIXEL);
3007         applyTextures(sw::SAMPLER_VERTEX);
3008 }
3009
3010 void Context::applyTextures(sw::SamplerType samplerType)
3011 {
3012         Program *programObject = getCurrentProgram();
3013
3014         int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS;   // Range of samplers of given sampler type
3015
3016         for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3017         {
3018                 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex);   // OpenGL texture image unit index
3019
3020                 if(textureUnit != -1)
3021                 {
3022                         TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3023
3024                         Texture *texture = getSamplerTexture(textureUnit, textureType);
3025
3026                         if(texture->isSamplerComplete())
3027                         {
3028                                 GLenum wrapS, wrapT, wrapR, minFilter, magFilter;
3029                                 GLfloat minLOD, maxLOD;
3030
3031                                 Sampler *samplerObject = mState.sampler[textureUnit];
3032                                 if(samplerObject)
3033                                 {
3034                                         wrapS = samplerObject->getWrapS();
3035                                         wrapT = samplerObject->getWrapT();
3036                                         wrapR = samplerObject->getWrapR();
3037                                         minFilter = samplerObject->getMinFilter();
3038                                         magFilter = samplerObject->getMagFilter();
3039                                         minLOD = samplerObject->getMinLod();
3040                                         maxLOD = samplerObject->getMaxLod();
3041                                 }
3042                                 else
3043                                 {
3044                                         wrapS = texture->getWrapS();
3045                                         wrapT = texture->getWrapT();
3046                                         wrapR = texture->getWrapR();
3047                                         minFilter = texture->getMinFilter();
3048                                         magFilter = texture->getMagFilter();
3049                                         minLOD = texture->getMinLOD();
3050                                         maxLOD = texture->getMaxLOD();
3051                                 }
3052                                 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3053
3054                                 GLint baseLevel = texture->getBaseLevel();
3055                                 GLint maxLevel = texture->getMaxLevel();
3056             &nbs