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 es1::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 "Framebuffer.h"
26#include "Renderbuffer.h"
27#include "Texture.h"
28#include "VertexDataManager.h"
29#include "IndexDataManager.h"
30#include "libEGL/Display.h"
31#include "common/Surface.hpp"
32#include "Common/Half.hpp"
33
34#include <EGL/eglext.h>
35
36using std::abs;
37
38namespace es1
39{
40Context::Context(egl::Display *const display, const Context *shareContext, const egl::Config *config)
41	: egl::Context(display), config(config),
42	  modelViewStack(MAX_MODELVIEW_STACK_DEPTH),
43	  projectionStack(MAX_PROJECTION_STACK_DEPTH),
44	  textureStack0(MAX_TEXTURE_STACK_DEPTH),
45	  textureStack1(MAX_TEXTURE_STACK_DEPTH)
46{
47	sw::Context *context = new sw::Context();
48	device = new es1::Device(context);
49
50	mVertexDataManager = new VertexDataManager(this);
51	mIndexDataManager = new IndexDataManager();
52
53	setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
54
55	mState.depthClearValue = 1.0f;
56	mState.stencilClearValue = 0;
57
58	mState.cullFaceEnabled = false;
59	mState.cullMode = GL_BACK;
60	mState.frontFace = GL_CCW;
61	mState.depthTestEnabled = false;
62	mState.depthFunc = GL_LESS;
63	mState.blendEnabled = false;
64	mState.sourceBlendRGB = GL_ONE;
65	mState.sourceBlendAlpha = GL_ONE;
66	mState.destBlendRGB = GL_ZERO;
67	mState.destBlendAlpha = GL_ZERO;
68	mState.blendEquationRGB = GL_FUNC_ADD_OES;
69	mState.blendEquationAlpha = GL_FUNC_ADD_OES;
70	mState.stencilTestEnabled = false;
71	mState.stencilFunc = GL_ALWAYS;
72	mState.stencilRef = 0;
73	mState.stencilMask = -1;
74	mState.stencilWritemask = -1;
75	mState.stencilFail = GL_KEEP;
76	mState.stencilPassDepthFail = GL_KEEP;
77	mState.stencilPassDepthPass = GL_KEEP;
78	mState.polygonOffsetFillEnabled = false;
79	mState.polygonOffsetFactor = 0.0f;
80	mState.polygonOffsetUnits = 0.0f;
81	mState.sampleAlphaToCoverageEnabled = false;
82	mState.sampleCoverageEnabled = false;
83	mState.sampleCoverageValue = 1.0f;
84	mState.sampleCoverageInvert = false;
85	mState.scissorTestEnabled = false;
86	mState.ditherEnabled = true;
87	mState.shadeModel = GL_SMOOTH;
88	mState.generateMipmapHint = GL_DONT_CARE;
89	mState.perspectiveCorrectionHint = GL_DONT_CARE;
90	mState.fogHint = GL_DONT_CARE;
91
92	mState.lineWidth = 1.0f;
93
94	mState.viewportX = 0;
95	mState.viewportY = 0;
96	mState.viewportWidth = 0;
97	mState.viewportHeight = 0;
98	mState.zNear = 0.0f;
99	mState.zFar = 1.0f;
100
101	mState.scissorX = 0;
102	mState.scissorY = 0;
103	mState.scissorWidth = 0;
104	mState.scissorHeight = 0;
105
106	mState.colorMaskRed = true;
107	mState.colorMaskGreen = true;
108	mState.colorMaskBlue = true;
109	mState.colorMaskAlpha = true;
110	mState.depthMask = true;
111
112	for(int i = 0; i < MAX_TEXTURE_UNITS; i++)
113	{
114		mState.textureUnit[i].color = {0, 0, 0, 0};
115		mState.textureUnit[i].environmentMode = GL_MODULATE;
116		mState.textureUnit[i].combineRGB = GL_MODULATE;
117		mState.textureUnit[i].combineAlpha = GL_MODULATE;
118		mState.textureUnit[i].src0RGB = GL_TEXTURE;
119		mState.textureUnit[i].src1RGB = GL_PREVIOUS;
120		mState.textureUnit[i].src2RGB = GL_CONSTANT;
121		mState.textureUnit[i].src0Alpha = GL_TEXTURE;
122		mState.textureUnit[i].src1Alpha = GL_PREVIOUS;
123		mState.textureUnit[i].src2Alpha = GL_CONSTANT;
124		mState.textureUnit[i].operand0RGB = GL_SRC_COLOR;
125		mState.textureUnit[i].operand1RGB = GL_SRC_COLOR;
126		mState.textureUnit[i].operand2RGB = GL_SRC_ALPHA;
127		mState.textureUnit[i].operand0Alpha = GL_SRC_ALPHA;
128		mState.textureUnit[i].operand1Alpha = GL_SRC_ALPHA;
129		mState.textureUnit[i].operand2Alpha = GL_SRC_ALPHA;
130	}
131
132	if(shareContext)
133	{
134		mResourceManager = shareContext->mResourceManager;
135		mResourceManager->addRef();
136	}
137	else
138	{
139		mResourceManager = new ResourceManager();
140	}
141
142	// [OpenGL ES 2.0.24] section 3.7 page 83:
143	// In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
144	// and cube map texture state vectors respectively associated with them.
145	// In order that access to these initial textures not be lost, they are treated as texture
146	// objects all of whose names are 0.
147
148	mTexture2DZero = new Texture2D(0);
149	mTextureExternalZero = new TextureExternal(0);
150
151	mState.activeSampler = 0;
152
153	for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
154	{
155		bindTexture((TextureType)type, 0);
156	}
157
158	bindArrayBuffer(0);
159	bindElementArrayBuffer(0);
160	bindFramebuffer(0);
161	bindRenderbuffer(0);
162
163	mState.packAlignment = 4;
164	mState.unpackAlignment = 4;
165
166	mInvalidEnum = false;
167	mInvalidValue = false;
168	mInvalidOperation = false;
169	mOutOfMemory = false;
170	mInvalidFramebufferOperation = false;
171	mMatrixStackOverflow = false;
172	mMatrixStackUnderflow = false;
173
174	lightingEnabled = false;
175
176	for(int i = 0; i < MAX_LIGHTS; i++)
177	{
178		light[i].enabled = false;
179		light[i].ambient = {0.0f, 0.0f, 0.0f, 1.0f};
180		light[i].diffuse = {0.0f, 0.0f, 0.0f, 1.0f};
181		light[i].specular = {0.0f, 0.0f, 0.0f, 1.0f};
182		light[i].position = {0.0f, 0.0f, 1.0f, 0.0f};
183		light[i].direction = {0.0f, 0.0f, -1.0f};
184		light[i].attenuation = {1.0f, 0.0f, 0.0f};
185		light[i].spotExponent = 0.0f;
186		light[i].spotCutoffAngle = 180.0f;
187	}
188
189	light[0].diffuse = {1.0f, 1.0f, 1.0f, 1.0f};
190	light[0].specular = {1.0f, 1.0f, 1.0f, 1.0f};
191
192	globalAmbient = {0.2f, 0.2f, 0.2f, 1.0f};
193	materialAmbient = {0.2f, 0.2f, 0.2f, 1.0f};
194	materialDiffuse = {0.8f, 0.8f, 0.8f, 1.0f};
195	materialSpecular = {0.0f, 0.0f, 0.0f, 1.0f};
196	materialEmission = {0.0f, 0.0f, 0.0f, 1.0f};
197	materialShininess = 0.0f;
198	lightModelTwoSide = false;
199
200	matrixMode = GL_MODELVIEW;
201
202	for(int i = 0; i < MAX_TEXTURE_UNITS; i++)
203	{
204		texture2Denabled[i] = false;
205		textureExternalEnabled[i] = false;
206	}
207
208	clientTexture = GL_TEXTURE0;
209
210	setVertexAttrib(sw::Color0, 1.0f, 1.0f, 1.0f, 1.0f);
211
212	for(int i = 0; i < MAX_TEXTURE_UNITS; i++)
213	{
214		setVertexAttrib(sw::TexCoord0 + i, 0.0f, 0.0f, 0.0f, 1.0f);
215	}
216
217	setVertexAttrib(sw::Normal, 0.0f, 0.0f, 1.0f, 1.0f);
218	setVertexAttrib(sw::PointSize, 1.0f, 1.0f, 1.0f, 1.0f);
219
220	clipFlags = 0;
221
222	alphaTestEnabled = false;
223	alphaTestFunc = GL_ALWAYS;
224	alphaTestRef = 0;
225
226	fogEnabled = false;
227	fogMode = GL_EXP;
228	fogDensity = 1.0f;
229	fogStart = 0.0f;
230	fogEnd = 1.0f;
231	fogColor = {0, 0, 0, 0};
232
233	lineSmoothEnabled = false;
234	colorMaterialEnabled = false;
235	normalizeEnabled = false;
236	rescaleNormalEnabled = false;
237	multisampleEnabled = true;
238	sampleAlphaToOneEnabled = false;
239
240	colorLogicOpEnabled = false;
241	logicalOperation = GL_COPY;
242
243	pointSpriteEnabled = false;
244	pointSmoothEnabled = false;
245	pointSizeMin = 0.0f;
246	pointSizeMax = 1.0f;
247	pointDistanceAttenuation = {1.0f, 0.0f, 0.0f};
248	pointFadeThresholdSize = 1.0f;
249
250	mHasBeenCurrent = false;
251
252	markAllStateDirty();
253}
254
255Context::~Context()
256{
257	while(!mFramebufferNameSpace.empty())
258	{
259		deleteFramebuffer(mFramebufferNameSpace.firstName());
260	}
261
262	for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
263	{
264		for(int sampler = 0; sampler < MAX_TEXTURE_UNITS; sampler++)
265		{
266			mState.samplerTexture[type][sampler] = nullptr;
267		}
268	}
269
270	for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
271	{
272		mState.vertexAttribute[i].mBoundBuffer = nullptr;
273	}
274
275	mState.arrayBuffer = nullptr;
276	mState.elementArrayBuffer = nullptr;
277	mState.renderbuffer = nullptr;
278
279	mTexture2DZero = nullptr;
280	mTextureExternalZero = nullptr;
281
282	delete mVertexDataManager;
283	delete mIndexDataManager;
284
285	mResourceManager->release();
286	delete device;
287}
288
289void Context::makeCurrent(gl::Surface *surface)
290{
291	if(!mHasBeenCurrent)
292	{
293		mState.viewportX = 0;
294		mState.viewportY = 0;
295		mState.viewportWidth = surface ? surface->getWidth() : 0;
296		mState.viewportHeight = surface ? surface->getHeight() : 0;
297
298		mState.scissorX = 0;
299		mState.scissorY = 0;
300		mState.scissorWidth = surface ? surface->getWidth() : 0;
301		mState.scissorHeight = surface ? surface->getHeight() : 0;
302
303		mHasBeenCurrent = true;
304	}
305
306	// Wrap the existing resources into GL objects and assign them to the '0' names
307	egl::Image *defaultRenderTarget = surface ? surface->getRenderTarget() : nullptr;
308	egl::Image *depthStencil = surface ? surface->getDepthStencil() : nullptr;
309
310	Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
311	DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
312	Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
313
314	setFramebufferZero(framebufferZero);
315
316	if(defaultRenderTarget)
317	{
318		defaultRenderTarget->release();
319	}
320
321	if(depthStencil)
322	{
323		depthStencil->release();
324	}
325
326	markAllStateDirty();
327}
328
329EGLint Context::getClientVersion() const
330{
331	return 1;
332}
333
334EGLint Context::getConfigID() const
335{
336	return config->mConfigID;
337}
338
339// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
340void Context::markAllStateDirty()
341{
342	mDepthStateDirty = true;
343	mMaskStateDirty = true;
344	mBlendStateDirty = true;
345	mStencilStateDirty = true;
346	mPolygonOffsetStateDirty = true;
347	mSampleStateDirty = true;
348	mDitherStateDirty = true;
349	mFrontFaceDirty = true;
350}
351
352void Context::setClearColor(float red, float green, float blue, float alpha)
353{
354	mState.colorClearValue.red = red;
355	mState.colorClearValue.green = green;
356	mState.colorClearValue.blue = blue;
357	mState.colorClearValue.alpha = alpha;
358}
359
360void Context::setClearDepth(float depth)
361{
362	mState.depthClearValue = depth;
363}
364
365void Context::setClearStencil(int stencil)
366{
367	mState.stencilClearValue = stencil;
368}
369
370void Context::setCullFaceEnabled(bool enabled)
371{
372	mState.cullFaceEnabled = enabled;
373}
374
375bool Context::isCullFaceEnabled() const
376{
377	return mState.cullFaceEnabled;
378}
379
380void Context::setCullMode(GLenum mode)
381{
382   mState.cullMode = mode;
383}
384
385void Context::setFrontFace(GLenum front)
386{
387	if(mState.frontFace != front)
388	{
389		mState.frontFace = front;
390		mFrontFaceDirty = true;
391	}
392}
393
394void Context::setDepthTestEnabled(bool enabled)
395{
396	if(mState.depthTestEnabled != enabled)
397	{
398		mState.depthTestEnabled = enabled;
399		mDepthStateDirty = true;
400	}
401}
402
403bool Context::isDepthTestEnabled() const
404{
405	return mState.depthTestEnabled;
406}
407
408void Context::setDepthFunc(GLenum depthFunc)
409{
410	if(mState.depthFunc != depthFunc)
411	{
412		mState.depthFunc = depthFunc;
413		mDepthStateDirty = true;
414	}
415}
416
417void Context::setDepthRange(float zNear, float zFar)
418{
419	mState.zNear = zNear;
420	mState.zFar = zFar;
421}
422
423void Context::setAlphaTestEnabled(bool enabled)
424{
425	alphaTestEnabled = enabled;
426}
427
428bool Context::isAlphaTestEnabled() const
429{
430	return alphaTestEnabled;
431}
432
433void Context::setAlphaFunc(GLenum alphaFunc, GLclampf reference)
434{
435	alphaTestFunc = alphaFunc;
436	alphaTestRef = reference;
437}
438
439void Context::setBlendEnabled(bool enabled)
440{
441	if(mState.blendEnabled != enabled)
442	{
443		mState.blendEnabled = enabled;
444		mBlendStateDirty = true;
445	}
446}
447
448bool Context::isBlendEnabled() const
449{
450	return mState.blendEnabled;
451}
452
453void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
454{
455	if(mState.sourceBlendRGB != sourceRGB ||
456	   mState.sourceBlendAlpha != sourceAlpha ||
457	   mState.destBlendRGB != destRGB ||
458	   mState.destBlendAlpha != destAlpha)
459	{
460		mState.sourceBlendRGB = sourceRGB;
461		mState.destBlendRGB = destRGB;
462		mState.sourceBlendAlpha = sourceAlpha;
463		mState.destBlendAlpha = destAlpha;
464		mBlendStateDirty = true;
465	}
466}
467
468void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
469{
470	if(mState.blendEquationRGB != rgbEquation ||
471	   mState.blendEquationAlpha != alphaEquation)
472	{
473		mState.blendEquationRGB = rgbEquation;
474		mState.blendEquationAlpha = alphaEquation;
475		mBlendStateDirty = true;
476	}
477}
478
479void Context::setStencilTestEnabled(bool enabled)
480{
481	if(mState.stencilTestEnabled != enabled)
482	{
483		mState.stencilTestEnabled = enabled;
484		mStencilStateDirty = true;
485	}
486}
487
488bool Context::isStencilTestEnabled() const
489{
490	return mState.stencilTestEnabled;
491}
492
493void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
494{
495	if(mState.stencilFunc != stencilFunc ||
496	   mState.stencilRef != stencilRef ||
497	   mState.stencilMask != stencilMask)
498	{
499		mState.stencilFunc = stencilFunc;
500		mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
501		mState.stencilMask = stencilMask;
502		mStencilStateDirty = true;
503	}
504}
505
506void Context::setStencilWritemask(GLuint stencilWritemask)
507{
508	if(mState.stencilWritemask != stencilWritemask)
509	{
510		mState.stencilWritemask = stencilWritemask;
511		mStencilStateDirty = true;
512	}
513}
514
515void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
516{
517	if(mState.stencilFail != stencilFail ||
518	   mState.stencilPassDepthFail != stencilPassDepthFail ||
519	   mState.stencilPassDepthPass != stencilPassDepthPass)
520	{
521		mState.stencilFail = stencilFail;
522		mState.stencilPassDepthFail = stencilPassDepthFail;
523		mState.stencilPassDepthPass = stencilPassDepthPass;
524		mStencilStateDirty = true;
525	}
526}
527
528void Context::setPolygonOffsetFillEnabled(bool enabled)
529{
530	if(mState.polygonOffsetFillEnabled != enabled)
531	{
532		mState.polygonOffsetFillEnabled = enabled;
533		mPolygonOffsetStateDirty = true;
534	}
535}
536
537bool Context::isPolygonOffsetFillEnabled() const
538{
539	return mState.polygonOffsetFillEnabled;
540}
541
542void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
543{
544	if(mState.polygonOffsetFactor != factor ||
545	   mState.polygonOffsetUnits != units)
546	{
547		mState.polygonOffsetFactor = factor;
548		mState.polygonOffsetUnits = units;
549		mPolygonOffsetStateDirty = true;
550	}
551}
552
553void Context::setSampleAlphaToCoverageEnabled(bool enabled)
554{
555	if(mState.sampleAlphaToCoverageEnabled != enabled)
556	{
557		mState.sampleAlphaToCoverageEnabled = enabled;
558		mSampleStateDirty = true;
559	}
560}
561
562bool Context::isSampleAlphaToCoverageEnabled() const
563{
564	return mState.sampleAlphaToCoverageEnabled;
565}
566
567void Context::setSampleCoverageEnabled(bool enabled)
568{
569	if(mState.sampleCoverageEnabled != enabled)
570	{
571		mState.sampleCoverageEnabled = enabled;
572		mSampleStateDirty = true;
573	}
574}
575
576bool Context::isSampleCoverageEnabled() const
577{
578	return mState.sampleCoverageEnabled;
579}
580
581void Context::setSampleCoverageParams(GLclampf value, bool invert)
582{
583	if(mState.sampleCoverageValue != value ||
584	   mState.sampleCoverageInvert != invert)
585	{
586		mState.sampleCoverageValue = value;
587		mState.sampleCoverageInvert = invert;
588		mSampleStateDirty = true;
589	}
590}
591
592void Context::setScissorTestEnabled(bool enabled)
593{
594	mState.scissorTestEnabled = enabled;
595}
596
597bool Context::isScissorTestEnabled() const
598{
599	return mState.scissorTestEnabled;
600}
601
602void Context::setShadeModel(GLenum mode)
603{
604	mState.shadeModel = mode;
605}
606
607void Context::setDitherEnabled(bool enabled)
608{
609	if(mState.ditherEnabled != enabled)
610	{
611		mState.ditherEnabled = enabled;
612		mDitherStateDirty = true;
613	}
614}
615
616bool Context::isDitherEnabled() const
617{
618	return mState.ditherEnabled;
619}
620
621void Context::setLightingEnabled(bool enable)
622{
623	lightingEnabled = enable;
624}
625
626bool Context::isLightingEnabled() const
627{
628	return lightingEnabled;
629}
630
631void Context::setLightEnabled(int index, bool enable)
632{
633	light[index].enabled = enable;
634}
635
636bool Context::isLightEnabled(int index) const
637{
638	return light[index].enabled;
639}
640
641void Context::setLightAmbient(int index, float r, float g, float b, float a)
642{
643	light[index].ambient = {r, g, b, a};
644}
645
646void Context::setLightDiffuse(int index, float r, float g, float b, float a)
647{
648	light[index].diffuse = {r, g, b, a};
649}
650
651void Context::setLightSpecular(int index, float r, float g, float b, float a)
652{
653	light[index].specular = {r, g, b, a};
654}
655
656void Context::setLightPosition(int index, float x, float y, float z, float w)
657{
658	sw::float4 v = {x, y, z, w};
659
660	// Transform from object coordinates to eye coordinates
661	v = modelViewStack.current() * v;
662
663	light[index].position = {v.x, v.y, v.z, v.w};
664}
665
666void Context::setLightDirection(int index, float x, float y, float z)
667{
668	// FIXME: Transform by inverse of 3x3 model-view matrix
669	light[index].direction = {x, y, z};
670}
671
672void Context::setLightAttenuationConstant(int index, float constant)
673{
674	light[index].attenuation.constant = constant;
675}
676
677void Context::setLightAttenuationLinear(int index, float linear)
678{
679	light[index].attenuation.linear = linear;
680}
681
682void Context::setLightAttenuationQuadratic(int index, float quadratic)
683{
684	light[index].attenuation.quadratic = quadratic;
685}
686
687void Context::setSpotLightExponent(int index, float exponent)
688{
689	light[index].spotExponent = exponent;
690}
691
692void Context::setSpotLightCutoff(int index, float cutoff)
693{
694	light[index].spotCutoffAngle = cutoff;
695}
696
697void Context::setGlobalAmbient(float red, float green, float blue, float alpha)
698{
699	globalAmbient.red = red;
700	globalAmbient.green = green;
701	globalAmbient.blue = blue;
702	globalAmbient.alpha = alpha;
703}
704
705void Context::setMaterialAmbient(float red, float green, float blue, float alpha)
706{
707	materialAmbient.red = red;
708	materialAmbient.green = green;
709	materialAmbient.blue = blue;
710	materialAmbient.alpha = alpha;
711}
712
713void Context::setMaterialDiffuse(float red, float green, float blue, float alpha)
714{
715	materialDiffuse.red = red;
716	materialDiffuse.green = green;
717	materialDiffuse.blue = blue;
718	materialDiffuse.alpha = alpha;
719}
720
721void Context::setMaterialSpecular(float red, float green, float blue, float alpha)
722{
723	materialSpecular.red = red;
724	materialSpecular.green = green;
725	materialSpecular.blue = blue;
726	materialSpecular.alpha = alpha;
727}
728
729void Context::setMaterialEmission(float red, float green, float blue, float alpha)
730{
731	materialEmission.red = red;
732	materialEmission.green = green;
733	materialEmission.blue = blue;
734	materialEmission.alpha = alpha;
735}
736
737void Context::setMaterialShininess(float shininess)
738{
739	materialShininess = shininess;
740}
741
742void Context::setLightModelTwoSide(bool enable)
743{
744	lightModelTwoSide = enable;
745}
746
747void Context::setFogEnabled(bool enable)
748{
749	fogEnabled = enable;
750}
751
752bool Context::isFogEnabled() const
753{
754	return fogEnabled;
755}
756
757void Context::setFogMode(GLenum mode)
758{
759	fogMode = mode;
760}
761
762void Context::setFogDensity(float fogDensity)
763{
764	this->fogDensity = fogDensity;
765}
766
767void Context::setFogStart(float fogStart)
768{
769	this->fogStart = fogStart;
770}
771
772void Context::setFogEnd(float fogEnd)
773{
774	this->fogEnd = fogEnd;
775}
776
777void Context::setFogColor(float r, float g, float b, float a)
778{
779	this->fogColor = {r, g, b, a};
780}
781
782void Context::setTexture2Denabled(bool enable)
783{
784	texture2Denabled[mState.activeSampler] = enable;
785}
786
787bool Context::isTexture2Denabled() const
788{
789	return texture2Denabled[mState.activeSampler];
790}
791
792void Context::setTextureExternalEnabled(bool enable)
793{
794	textureExternalEnabled[mState.activeSampler] = enable;
795}
796
797bool Context::isTextureExternalEnabled() const
798{
799	return textureExternalEnabled[mState.activeSampler];
800}
801
802void Context::setLineWidth(GLfloat width)
803{
804	mState.lineWidth = width;
805	device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
806}
807
808void Context::setGenerateMipmapHint(GLenum hint)
809{
810	mState.generateMipmapHint = hint;
811}
812
813void Context::setPerspectiveCorrectionHint(GLenum hint)
814{
815	mState.perspectiveCorrectionHint = hint;
816}
817
818void Context::setFogHint(GLenum hint)
819{
820	mState.fogHint = hint;
821}
822
823void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
824{
825	mState.viewportX = x;
826	mState.viewportY = y;
827	mState.viewportWidth = width;
828	mState.viewportHeight = height;
829}
830
831void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
832{
833	mState.scissorX = x;
834	mState.scissorY = y;
835	mState.scissorWidth = width;
836	mState.scissorHeight = height;
837}
838
839void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
840{
841	if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
842	   mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
843	{
844		mState.colorMaskRed = red;
845		mState.colorMaskGreen = green;
846		mState.colorMaskBlue = blue;
847		mState.colorMaskAlpha = alpha;
848		mMaskStateDirty = true;
849	}
850}
851
852void Context::setDepthMask(bool mask)
853{
854	if(mState.depthMask != mask)
855	{
856		mState.depthMask = mask;
857		mMaskStateDirty = true;
858	}
859}
860
861void Context::setActiveSampler(unsigned int active)
862{
863	mState.activeSampler = active;
864}
865
866GLuint Context::getFramebufferName() const
867{
868	return mState.framebuffer;
869}
870
871GLuint Context::getRenderbufferName() const
872{
873	return mState.renderbuffer.name();
874}
875
876GLuint Context::getArrayBufferName() const
877{
878	return mState.arrayBuffer.name();
879}
880
881void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
882{
883	mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
884}
885
886const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
887{
888	return mState.vertexAttribute[attribNum];
889}
890
891void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
892                                   GLsizei stride, const void *pointer)
893{
894	mState.vertexAttribute[attribNum].mBoundBuffer = boundBuffer;
895	mState.vertexAttribute[attribNum].mSize = size;
896	mState.vertexAttribute[attribNum].mType = type;
897	mState.vertexAttribute[attribNum].mNormalized = normalized;
898	mState.vertexAttribute[attribNum].mStride = stride;
899	mState.vertexAttribute[attribNum].mPointer = pointer;
900}
901
902const void *Context::getVertexAttribPointer(unsigned int attribNum) const
903{
904	return mState.vertexAttribute[attribNum].mPointer;
905}
906
907const VertexAttributeArray &Context::getVertexAttributes()
908{
909	return mState.vertexAttribute;
910}
911
912void Context::setPackAlignment(GLint alignment)
913{
914	mState.packAlignment = alignment;
915}
916
917GLint Context::getPackAlignment() const
918{
919	return mState.packAlignment;
920}
921
922void Context::setUnpackAlignment(GLint alignment)
923{
924	mState.unpackAlignment = alignment;
925}
926
927GLint Context::getUnpackAlignment() const
928{
929	return mState.unpackAlignment;
930}
931
932GLuint Context::createBuffer()
933{
934	return mResourceManager->createBuffer();
935}
936
937GLuint Context::createTexture()
938{
939	return mResourceManager->createTexture();
940}
941
942GLuint Context::createRenderbuffer()
943{
944	return mResourceManager->createRenderbuffer();
945}
946
947// Returns an unused framebuffer name
948GLuint Context::createFramebuffer()
949{
950	return mFramebufferNameSpace.allocate();
951}
952
953void Context::deleteBuffer(GLuint buffer)
954{
955	detachBuffer(buffer);
956
957	mResourceManager->deleteBuffer(buffer);
958}
959
960void Context::deleteTexture(GLuint texture)
961{
962	detachTexture(texture);
963
964	mResourceManager->deleteTexture(texture);
965}
966
967void Context::deleteRenderbuffer(GLuint renderbuffer)
968{
969	detachRenderbuffer(renderbuffer);
970
971	mResourceManager->deleteRenderbuffer(renderbuffer);
972}
973
974void Context::deleteFramebuffer(GLuint framebuffer)
975{
976	detachFramebuffer(framebuffer);
977
978	Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
979
980	if(framebufferObject)
981	{
982		delete framebufferObject;
983	}
984}
985
986Buffer *Context::getBuffer(GLuint handle)
987{
988	return mResourceManager->getBuffer(handle);
989}
990
991Texture *Context::getTexture(GLuint handle)
992{
993	return mResourceManager->getTexture(handle);
994}
995
996Renderbuffer *Context::getRenderbuffer(GLuint handle)
997{
998	return mResourceManager->getRenderbuffer(handle);
999}
1000
1001Framebuffer *Context::getFramebuffer()
1002{
1003	return getFramebuffer(mState.framebuffer);
1004}
1005
1006void Context::bindArrayBuffer(unsigned int buffer)
1007{
1008	mResourceManager->checkBufferAllocation(buffer);
1009
1010	mState.arrayBuffer = getBuffer(buffer);
1011}
1012
1013void Context::bindElementArrayBuffer(unsigned int buffer)
1014{
1015	mResourceManager->checkBufferAllocation(buffer);
1016
1017	mState.elementArrayBuffer = getBuffer(buffer);
1018}
1019
1020void Context::bindTexture(TextureType type, GLuint texture)
1021{
1022	mResourceManager->checkTextureAllocation(texture, type);
1023
1024	mState.samplerTexture[type][mState.activeSampler] = getTexture(texture);
1025}
1026
1027void Context::bindFramebuffer(GLuint framebuffer)
1028{
1029	if(!getFramebuffer(framebuffer))
1030	{
1031		mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1032	}
1033
1034	mState.framebuffer = framebuffer;
1035}
1036
1037void Context::bindRenderbuffer(GLuint renderbuffer)
1038{
1039	mResourceManager->checkRenderbufferAllocation(renderbuffer);
1040
1041	mState.renderbuffer = getRenderbuffer(renderbuffer);
1042}
1043
1044void Context::setFramebufferZero(Framebuffer *buffer)
1045{
1046	delete mFramebufferNameSpace.remove(0);
1047	mFramebufferNameSpace.insert(0, buffer);
1048}
1049
1050void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1051{
1052	Renderbuffer *renderbufferObject = mState.renderbuffer;
1053	renderbufferObject->setStorage(renderbuffer);
1054}
1055
1056Framebuffer *Context::getFramebuffer(unsigned int handle)
1057{
1058	return mFramebufferNameSpace.find(handle);
1059}
1060
1061Buffer *Context::getArrayBuffer()
1062{
1063	return mState.arrayBuffer;
1064}
1065
1066Buffer *Context::getElementArrayBuffer()
1067{
1068	return mState.elementArrayBuffer;
1069}
1070
1071Texture2D *Context::getTexture2D()
1072{
1073	return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1074}
1075
1076TextureExternal *Context::getTextureExternal()
1077{
1078	return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1079}
1080
1081Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
1082{
1083	GLuint texid = mState.samplerTexture[type][sampler].name();
1084
1085	if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
1086	{
1087		switch(type)
1088		{
1089		case TEXTURE_2D: return mTexture2DZero;
1090		case TEXTURE_EXTERNAL: return mTextureExternalZero;
1091		default: UNREACHABLE(type);
1092		}
1093	}
1094
1095	return mState.samplerTexture[type][sampler];
1096}
1097
1098bool Context::getBooleanv(GLenum pname, GLboolean *params)
1099{
1100	switch(pname)
1101	{
1102	case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;         break;
1103	case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                    break;
1104	case GL_COLOR_WRITEMASK:
1105		params[0] = mState.colorMaskRed;
1106		params[1] = mState.colorMaskGreen;
1107		params[2] = mState.colorMaskBlue;
1108		params[3] = mState.colorMaskAlpha;
1109		break;
1110	case GL_CULL_FACE:                *params = mState.cullFaceEnabled;              break;
1111	case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;     break;
1112	case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break;
1113	case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;        break;
1114	case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;           break;
1115	case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;           break;
1116	case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;             break;
1117	case GL_BLEND:                    *params = mState.blendEnabled;                 break;
1118	case GL_DITHER:                   *params = mState.ditherEnabled;                break;
1119	case GL_LIGHT_MODEL_TWO_SIDE:     *params = lightModelTwoSide;                   break;
1120	default:
1121		return false;
1122	}
1123
1124	return true;
1125}
1126
1127bool Context::getFloatv(GLenum pname, GLfloat *params)
1128{
1129	// Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1130	// because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1131	// GetIntegerv as its native query function. As it would require conversion in any
1132	// case, this should make no difference to the calling application.
1133	switch(pname)
1134	{
1135	case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
1136	case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
1137	case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
1138	case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
1139	case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
1140	case GL_ALIASED_LINE_WIDTH_RANGE:
1141		params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1142		params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1143		break;
1144	case GL_ALIASED_POINT_SIZE_RANGE:
1145		params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1146		params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1147		break;
1148	case GL_SMOOTH_LINE_WIDTH_RANGE:
1149		params[0] = SMOOTH_LINE_WIDTH_RANGE_MIN;
1150		params[1] = SMOOTH_LINE_WIDTH_RANGE_MAX;
1151		break;
1152	case GL_SMOOTH_POINT_SIZE_RANGE:
1153		params[0] = SMOOTH_POINT_SIZE_RANGE_MIN;
1154		params[1] = SMOOTH_POINT_SIZE_RANGE_MAX;
1155		break;
1156	case GL_DEPTH_RANGE:
1157		params[0] = mState.zNear;
1158		params[1] = mState.zFar;
1159		break;
1160	case GL_COLOR_CLEAR_VALUE:
1161		params[0] = mState.colorClearValue.red;
1162		params[1] = mState.colorClearValue.green;
1163		params[2] = mState.colorClearValue.blue;
1164		params[3] = mState.colorClearValue.alpha;
1165		break;
1166	case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1167		*params = MAX_TEXTURE_MAX_ANISOTROPY;
1168		break;
1169	case GL_MODELVIEW_MATRIX:
1170		for(int i = 0; i < 16; i++)
1171		{
1172			params[i] = modelViewStack.current()[i % 4][i / 4];
1173		}
1174		break;
1175	case GL_PROJECTION_MATRIX:
1176		for(int i = 0; i < 16; i++)
1177		{
1178			params[i] = projectionStack.current()[i % 4][i / 4];
1179		}
1180		break;
1181	case GL_CURRENT_COLOR:
1182		for(int i = 0; i < 4; i++)
1183		{
1184			params[i] = mState.vertexAttribute[sw::Color0].mCurrentValue[i];
1185		}
1186		break;
1187	case GL_CURRENT_NORMAL:
1188		for(int i = 0; i < 3; i++)
1189		{
1190			params[i] = mState.vertexAttribute[sw::Normal].mCurrentValue[i];
1191		}
1192		break;
1193	case GL_CURRENT_TEXTURE_COORDS:
1194		for(int i = 0; i < 4; i++)
1195		{
1196			params[i] = mState.vertexAttribute[sw::TexCoord0].mCurrentValue[i];
1197		}
1198		break;
1199	default:
1200		return false;
1201	}
1202
1203	return true;
1204}
1205
1206bool Context::getIntegerv(GLenum pname, GLint *params)
1207{
1208	// Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1209	// because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1210	// GetIntegerv as its native query function. As it would require conversion in any
1211	// case, this should make no difference to the calling application. You may find it in
1212	// Context::getFloatv.
1213	switch(pname)
1214	{
1215	case GL_ARRAY_BUFFER_BINDING:             *params = mState.arrayBuffer.name();            break;
1216	case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = mState.elementArrayBuffer.name();     break;
1217	case GL_FRAMEBUFFER_BINDING_OES:          *params = mState.framebuffer;                   break;
1218	case GL_RENDERBUFFER_BINDING_OES:         *params = mState.renderbuffer.name();           break;
1219	case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 break;
1220	case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackAlignment;               break;
1221	case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            break;
1222	case GL_PERSPECTIVE_CORRECTION_HINT:      *params = mState.perspectiveCorrectionHint;     break;
1223	case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); break;
1224	case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   break;
1225	case GL_STENCIL_REF:                      *params = mState.stencilRef;                    break;
1226	case GL_STENCIL_VALUE_MASK:               *params = mState.stencilMask;                   break;
1227	case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   break;
1228	case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          break;
1229	case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          break;
1230	case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     break;
1231	case GL_BLEND_SRC_RGB_OES:                *params = mState.sourceBlendRGB;                break;
1232	case GL_BLEND_SRC_ALPHA_OES:              *params = mState.sourceBlendAlpha;              break;
1233	case GL_BLEND_DST_RGB_OES:                *params = mState.destBlendRGB;                  break;
1234	case GL_BLEND_DST_ALPHA_OES:              *params = mState.destBlendAlpha;                break;
1235	case GL_BLEND_EQUATION_RGB_OES:           *params = mState.blendEquationRGB;              break;
1236	case GL_BLEND_EQUATION_ALPHA_OES:         *params = mState.blendEquationAlpha;            break;
1237	case GL_STENCIL_WRITEMASK:                *params = mState.stencilWritemask;              break;
1238	case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             break;
1239	case GL_SUBPIXEL_BITS:                    *params = 4;                                    break;
1240	case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;      break;
1241	case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;       break;
1242	case GL_SAMPLE_BUFFERS:
1243	case GL_SAMPLES:
1244		{
1245			Framebuffer *framebuffer = getFramebuffer();
1246			int width, height, samples;
1247
1248			if(framebuffer && (framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE_OES))
1249			{
1250				switch(pname)
1251				{
1252				case GL_SAMPLE_BUFFERS:
1253					if(samples > 1)
1254					{
1255						*params = 1;
1256					}
1257					else
1258					{
1259						*params = 0;
1260					}
1261					break;
1262				case GL_SAMPLES:
1263					*params = samples;
1264					break;
1265				}
1266			}
1267			else
1268			{
1269				*params = 0;
1270			}
1271		}
1272		break;
1273	case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1274		{
1275			Framebuffer *framebuffer = getFramebuffer();
1276			if(framebuffer)
1277			{
1278				*params = framebuffer->getImplementationColorReadType();
1279			}
1280			else
1281			{
1282				return error(GL_INVALID_OPERATION, true);
1283			}
1284		}
1285		break;
1286	case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1287		{
1288			Framebuffer *framebuffer = getFramebuffer();
1289			if(framebuffer)
1290			{
1291				*params = framebuffer->getImplementationColorReadFormat();
1292			}
1293			else
1294			{
1295				return error(GL_INVALID_OPERATION, true);
1296			}
1297		}
1298		break;
1299	case GL_MAX_VIEWPORT_DIMS:
1300		{
1301			int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1302			params[0] = maxDimension;
1303			params[1] = maxDimension;
1304		}
1305		break;
1306	case GL_COMPRESSED_TEXTURE_FORMATS:
1307		{
1308			for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1309			{
1310				params[i] = compressedTextureFormats[i];
1311			}
1312		}
1313		break;
1314	case GL_VIEWPORT:
1315		params[0] = mState.viewportX;
1316		params[1] = mState.viewportY;
1317		params[2] = mState.viewportWidth;
1318		params[3] = mState.viewportHeight;
1319		break;
1320	case GL_SCISSOR_BOX:
1321		params[0] = mState.scissorX;
1322		params[1] = mState.scissorY;
1323		params[2] = mState.scissorWidth;
1324		params[3] = mState.scissorHeight;
1325		break;
1326	case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 break;
1327	case GL_FRONT_FACE:                       *params = mState.frontFace;                break;
1328	case GL_RED_BITS:
1329	case GL_GREEN_BITS:
1330	case GL_BLUE_BITS:
1331	case GL_ALPHA_BITS:
1332		{
1333			Framebuffer *framebuffer = getFramebuffer();
1334			Renderbuffer *colorbuffer = framebuffer ? framebuffer->getColorbuffer() : nullptr;
1335
1336			if(colorbuffer)
1337			{
1338				switch(pname)
1339				{
1340				case GL_RED_BITS:   *params = colorbuffer->getRedSize();   break;
1341				case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1342				case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  break;
1343				case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1344				}
1345			}
1346			else
1347			{
1348				*params = 0;
1349			}
1350		}
1351		break;
1352	case GL_DEPTH_BITS:
1353		{
1354			Framebuffer *framebuffer = getFramebuffer();
1355			Renderbuffer *depthbuffer = framebuffer ? framebuffer->getDepthbuffer() : nullptr;
1356
1357			if(depthbuffer)
1358			{
1359				*params = depthbuffer->getDepthSize();
1360			}
1361			else
1362			{
1363				*params = 0;
1364			}
1365		}
1366		break;
1367	case GL_STENCIL_BITS:
1368		{
1369			Framebuffer *framebuffer = getFramebuffer();
1370			Renderbuffer *stencilbuffer = framebuffer ? framebuffer->getStencilbuffer() : nullptr;
1371
1372			if(stencilbuffer)
1373			{
1374				*params = stencilbuffer->getStencilSize();
1375			}
1376			else
1377			{
1378				*params = 0;
1379			}
1380		}
1381		break;
1382	case GL_TEXTURE_BINDING_2D:                  *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();                   break;
1383	case GL_TEXTURE_BINDING_EXTERNAL_OES:        *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();             break;
1384	case GL_MAX_LIGHTS:                          *params = MAX_LIGHTS;                                                                       break;
1385	case GL_MAX_MODELVIEW_STACK_DEPTH:           *params = MAX_MODELVIEW_STACK_DEPTH;                                                        break;
1386	case GL_MAX_PROJECTION_STACK_DEPTH:          *params = MAX_PROJECTION_STACK_DEPTH;                                                       break;
1387	case GL_MAX_TEXTURE_STACK_DEPTH:             *params = MAX_TEXTURE_STACK_DEPTH;                                                          break;
1388	case GL_MAX_TEXTURE_UNITS:                   *params = MAX_TEXTURE_UNITS;                                                                break;
1389	case GL_MAX_CLIP_PLANES:                     *params = MAX_CLIP_PLANES;                                                                  break;
1390	case GL_POINT_SIZE_ARRAY_TYPE_OES:           *params = mState.vertexAttribute[sw::PointSize].mType;                                      break;
1391	case GL_POINT_SIZE_ARRAY_STRIDE_OES:         *params = mState.vertexAttribute[sw::PointSize].mStride;                                    break;
1392	case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: *params = mState.vertexAttribute[sw::PointSize].mBoundBuffer.name();                        break;
1393	case GL_VERTEX_ARRAY_SIZE:                   *params = mState.vertexAttribute[sw::Position].mSize;                                       break;
1394	case GL_VERTEX_ARRAY_TYPE:                   *params = mState.vertexAttribute[sw::Position].mType;                                       break;
1395	case GL_VERTEX_ARRAY_STRIDE:                 *params = mState.vertexAttribute[sw::Position].mStride;                                     break;
1396	case GL_VERTEX_ARRAY_BUFFER_BINDING:         *params = mState.vertexAttribute[sw::Position].mBoundBuffer.name();                         break;
1397	case GL_NORMAL_ARRAY_TYPE:                   *params = mState.vertexAttribute[sw::Normal].mType;                                         break;
1398	case GL_NORMAL_ARRAY_STRIDE:                 *params = mState.vertexAttribute[sw::Normal].mStride;                                       break;
1399	case GL_NORMAL_ARRAY_BUFFER_BINDING:         *params = mState.vertexAttribute[sw::Normal].mBoundBuffer.name();                           break;
1400	case GL_COLOR_ARRAY_SIZE:                    *params = mState.vertexAttribute[sw::Color0].mSize;                                         break;
1401	case GL_COLOR_ARRAY_TYPE:                    *params = mState.vertexAttribute[sw::Color0].mType;                                         break;
1402	case GL_COLOR_ARRAY_STRIDE:                  *params = mState.vertexAttribute[sw::Color0].mStride;                                       break;
1403	case GL_COLOR_ARRAY_BUFFER_BINDING:          *params = mState.vertexAttribute[sw::Color0].mBoundBuffer.name();                           break;
1404	case GL_TEXTURE_COORD_ARRAY_SIZE:            *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mSize;               break;
1405	case GL_TEXTURE_COORD_ARRAY_TYPE:            *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mType;               break;
1406	case GL_TEXTURE_COORD_ARRAY_STRIDE:          *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mStride;             break;
1407	case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING:  *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mBoundBuffer.name(); break;
1408	default:
1409		return false;
1410	}
1411
1412	return true;
1413}
1414
1415bool Context::getPointerv(GLenum pname, const GLvoid **params)
1416{
1417	switch(pname)
1418	{
1419	case GL_VERTEX_ARRAY_POINTER:         *params = mState.vertexAttribute[sw::Position].mPointer;                         break;
1420	case GL_NORMAL_ARRAY_POINTER:         *params = mState.vertexAttribute[sw::Normal].mPointer;                           break;
1421	case GL_COLOR_ARRAY_POINTER:          *params = mState.vertexAttribute[sw::Color0].mPointer;                           break;
1422	case GL_POINT_SIZE_ARRAY_POINTER_OES: *params = mState.vertexAttribute[sw::PointSize].mPointer;                        break;
1423	case GL_TEXTURE_COORD_ARRAY_POINTER:  *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mPointer; break;
1424	default:
1425		return false;
1426	}
1427
1428	return true;
1429}
1430
1431int Context::getQueryParameterNum(GLenum pname)
1432{
1433	// Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1434	// is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1435	// to the fact that it is stored internally as a float, and so would require conversion
1436	// if returned from Context::getIntegerv. Since this conversion is already implemented
1437	// in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1438	// place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1439	// application.
1440	switch(pname)
1441	{
1442	case GL_COMPRESSED_TEXTURE_FORMATS:
1443		return NUM_COMPRESSED_TEXTURE_FORMATS;
1444	case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1445	case GL_ARRAY_BUFFER_BINDING:
1446	case GL_FRAMEBUFFER_BINDING_OES:
1447	case GL_RENDERBUFFER_BINDING_OES:
1448	case GL_PACK_ALIGNMENT:
1449	case GL_UNPACK_ALIGNMENT:
1450	case GL_GENERATE_MIPMAP_HINT:
1451	case GL_RED_BITS:
1452	case GL_GREEN_BITS:
1453	case GL_BLUE_BITS:
1454	case GL_ALPHA_BITS:
1455	case GL_DEPTH_BITS:
1456	case GL_STENCIL_BITS:
1457	case GL_ELEMENT_ARRAY_BUFFER_BINDING:
1458	case GL_CULL_FACE_MODE:
1459	case GL_FRONT_FACE:
1460	case GL_ACTIVE_TEXTURE:
1461	case GL_STENCIL_FUNC:
1462	case GL_STENCIL_VALUE_MASK:
1463	case GL_STENCIL_REF:
1464	case GL_STENCIL_FAIL:
1465	case GL_STENCIL_PASS_DEPTH_FAIL:
1466	case GL_STENCIL_PASS_DEPTH_PASS:
1467	case GL_DEPTH_FUNC:
1468	case GL_BLEND_SRC_RGB_OES:
1469	case GL_BLEND_SRC_ALPHA_OES:
1470	case GL_BLEND_DST_RGB_OES:
1471	case GL_BLEND_DST_ALPHA_OES:
1472	case GL_BLEND_EQUATION_RGB_OES:
1473	case GL_BLEND_EQUATION_ALPHA_OES:
1474	case GL_STENCIL_WRITEMASK:
1475	case GL_STENCIL_CLEAR_VALUE:
1476	case GL_SUBPIXEL_BITS:
1477	case GL_MAX_TEXTURE_SIZE:
1478	case GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES:
1479	case GL_SAMPLE_BUFFERS:
1480	case GL_SAMPLES:
1481	case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1482	case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1483	case GL_TEXTURE_BINDING_2D:
1484	case GL_TEXTURE_BINDING_CUBE_MAP_OES:
1485	case GL_TEXTURE_BINDING_EXTERNAL_OES:
1486		return 1;
1487	case GL_MAX_VIEWPORT_DIMS:
1488		return 2;
1489	case GL_VIEWPORT:
1490	case GL_SCISSOR_BOX:
1491		return 4;
1492	case GL_SAMPLE_COVERAGE_INVERT:
1493	case GL_DEPTH_WRITEMASK:
1494	case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
1495	case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
1496	case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
1497	case GL_SAMPLE_COVERAGE:
1498	case GL_SCISSOR_TEST:
1499	case GL_STENCIL_TEST:
1500	case GL_DEPTH_TEST:
1501	case GL_BLEND:
1502	case GL_DITHER:
1503		return 1;
1504	case GL_COLOR_WRITEMASK:
1505		return 4;
1506	case GL_POLYGON_OFFSET_FACTOR:
1507	case GL_POLYGON_OFFSET_UNITS:
1508	case GL_SAMPLE_COVERAGE_VALUE:
1509	case GL_DEPTH_CLEAR_VALUE:
1510	case GL_LINE_WIDTH:
1511		return 1;
1512	case GL_ALIASED_LINE_WIDTH_RANGE:
1513	case GL_ALIASED_POINT_SIZE_RANGE:
1514	case GL_DEPTH_RANGE:
1515		return 2;
1516	case GL_COLOR_CLEAR_VALUE:
1517		return 4;
1518	case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1519	case GL_MAX_LIGHTS:
1520	case GL_MAX_MODELVIEW_STACK_DEPTH:
1521	case GL_MAX_PROJECTION_STACK_DEPTH:
1522	case GL_MAX_TEXTURE_STACK_DEPTH:
1523	case GL_MAX_TEXTURE_UNITS:
1524	case GL_MAX_CLIP_PLANES:
1525	case GL_POINT_SIZE_ARRAY_TYPE_OES:
1526	case GL_POINT_SIZE_ARRAY_STRIDE_OES:
1527	case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1528		return 1;
1529	case GL_CURRENT_COLOR:
1530		return 4;
1531	case GL_CURRENT_NORMAL:
1532		return 3;
1533	case GL_CURRENT_TEXTURE_COORDS:
1534		return 4;
1535	case GL_POINT_SIZE:
1536	case GL_POINT_SIZE_MIN:
1537	case GL_POINT_SIZE_MAX:
1538	case GL_POINT_FADE_THRESHOLD_SIZE:
1539		return 1;
1540	case GL_POINT_DISTANCE_ATTENUATION:
1541		return 3;
1542	case GL_SMOOTH_POINT_SIZE_RANGE:
1543	case GL_SMOOTH_LINE_WIDTH_RANGE:
1544		return 2;
1545	case GL_SHADE_MODEL:
1546	case GL_MATRIX_MODE:
1547	case GL_MODELVIEW_STACK_DEPTH:
1548	case GL_PROJECTION_STACK_DEPTH:
1549	case GL_TEXTURE_STACK_DEPTH:
1550		return 1;
1551	case GL_MODELVIEW_MATRIX:
1552	case GL_PROJECTION_MATRIX:
1553	case GL_TEXTURE_MATRIX:
1554		return 16;
1555	case GL_ALPHA_TEST_FUNC:
1556	case GL_ALPHA_TEST_REF:
1557	case GL_BLEND_DST:
1558	case GL_BLEND_SRC:
1559	case GL_LOGIC_OP_MODE:
1560	case GL_VERTEX_ARRAY_SIZE:
1561	case GL_VERTEX_ARRAY_TYPE:
1562	case GL_VERTEX_ARRAY_STRIDE:
1563	case GL_NORMAL_ARRAY_TYPE:
1564	case GL_NORMAL_ARRAY_STRIDE:
1565	case GL_COLOR_ARRAY_SIZE:
1566	case GL_COLOR_ARRAY_TYPE:
1567	case GL_COLOR_ARRAY_STRIDE:
1568	case GL_TEXTURE_COORD_ARRAY_SIZE:
1569	case GL_TEXTURE_COORD_ARRAY_TYPE:
1570	case GL_TEXTURE_COORD_ARRAY_STRIDE:
1571	case GL_VERTEX_ARRAY_POINTER:
1572	case GL_NORMAL_ARRAY_POINTER:
1573	case GL_COLOR_ARRAY_POINTER:
1574	case GL_TEXTURE_COORD_ARRAY_POINTER:
1575	case GL_LIGHT_MODEL_TWO_SIDE:
1576		return 1;
1577	default:
1578		UNREACHABLE(pname);
1579	}
1580
1581	return -1;
1582}
1583
1584bool Context::isQueryParameterInt(GLenum pname)
1585{
1586	// Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1587	// is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1588	// to the fact that it is stored internally as a float, and so would require conversion
1589	// if returned from Context::getIntegerv. Since this conversion is already implemented
1590	// in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1591	// place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1592	// application.
1593	switch(pname)
1594	{
1595	case GL_COMPRESSED_TEXTURE_FORMATS:
1596	case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1597	case GL_ARRAY_BUFFER_BINDING:
1598	case GL_FRAMEBUFFER_BINDING_OES:
1599	case GL_RENDERBUFFER_BINDING_OES:
1600	case GL_PACK_ALIGNMENT:
1601	case GL_UNPACK_ALIGNMENT:
1602	case GL_GENERATE_MIPMAP_HINT:
1603	case GL_RED_BITS:
1604	case GL_GREEN_BITS:
1605	case GL_BLUE_BITS:
1606	case GL_ALPHA_BITS:
1607	case GL_DEPTH_BITS:
1608	case GL_STENCIL_BITS:
1609	case GL_ELEMENT_ARRAY_BUFFER_BINDING:
1610	case GL_CULL_FACE_MODE:
1611	case GL_FRONT_FACE:
1612	case GL_ACTIVE_TEXTURE:
1613	case GL_STENCIL_FUNC:
1614	case GL_STENCIL_VALUE_MASK:
1615	case GL_STENCIL_REF:
1616	case GL_STENCIL_FAIL:
1617	case GL_STENCIL_PASS_DEPTH_FAIL:
1618	case GL_STENCIL_PASS_DEPTH_PASS:
1619	case GL_DEPTH_FUNC:
1620	case GL_BLEND_SRC_RGB_OES:
1621	case GL_BLEND_SRC_ALPHA_OES:
1622	case GL_BLEND_DST_RGB_OES:
1623	case GL_BLEND_DST_ALPHA_OES:
1624	case GL_BLEND_EQUATION_RGB_OES:
1625	case GL_BLEND_EQUATION_ALPHA_OES:
1626	case GL_STENCIL_WRITEMASK:
1627	case GL_STENCIL_CLEAR_VALUE:
1628	case GL_SUBPIXEL_BITS:
1629	case GL_MAX_TEXTURE_SIZE:
1630	case GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES:
1631	case GL_SAMPLE_BUFFERS:
1632	case GL_SAMPLES:
1633	case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1634	case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1635	case GL_TEXTURE_BINDING_2D:
1636	case GL_TEXTURE_BINDING_CUBE_MAP_OES:
1637	case GL_TEXTURE_BINDING_EXTERNAL_OES:
1638	case GL_MAX_VIEWPORT_DIMS:
1639	case GL_VIEWPORT:
1640	case GL_SCISSOR_BOX:
1641	case GL_MAX_LIGHTS:
1642	case GL_MAX_MODELVIEW_STACK_DEPTH:
1643	case GL_MAX_PROJECTION_STACK_DEPTH:
1644	case GL_MAX_TEXTURE_STACK_DEPTH:
1645	case GL_MAX_TEXTURE_UNITS:
1646	case GL_MAX_CLIP_PLANES:
1647	case GL_POINT_SIZE_ARRAY_TYPE_OES:
1648	case GL_POINT_SIZE_ARRAY_STRIDE_OES:
1649	case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1650		return true;
1651	}
1652
1653	return false;
1654}
1655
1656bool Context::isQueryParameterFloat(GLenum pname)
1657{
1658	// Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1659	// is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1660	// to the fact that it is stored internally as a float, and so would require conversion
1661	// if returned from Context::getIntegerv. Since this conversion is already implemented
1662	// in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1663	// place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1664	// application.
1665	switch(pname)
1666	{
1667	case GL_POLYGON_OFFSET_FACTOR:
1668	case GL_POLYGON_OFFSET_UNITS:
1669	case GL_SAMPLE_COVERAGE_VALUE:
1670	case GL_DEPTH_CLEAR_VALUE:
1671	case GL_LINE_WIDTH:
1672	case GL_ALIASED_LINE_WIDTH_RANGE:
1673	case GL_ALIASED_POINT_SIZE_RANGE:
1674	case GL_SMOOTH_LINE_WIDTH_RANGE:
1675	case GL_SMOOTH_POINT_SIZE_RANGE:
1676	case GL_DEPTH_RANGE:
1677	case GL_COLOR_CLEAR_VALUE:
1678	case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1679	case GL_LIGHT_MODEL_AMBIENT:
1680	case GL_POINT_SIZE_MIN:
1681	case GL_POINT_SIZE_MAX:
1682	case GL_POINT_DISTANCE_ATTENUATION:
1683	case GL_POINT_FADE_THRESHOLD_SIZE:
1684		return true;
1685	}
1686
1687	return false;
1688}
1689
1690bool Context::isQueryParameterBool(GLenum pname)
1691{
1692	switch(pname)
1693	{
1694	case GL_SAMPLE_COVERAGE_INVERT:
1695	case GL_DEPTH_WRITEMASK:
1696	case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
1697	case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
1698	case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
1699	case GL_SAMPLE_COVERAGE:
1700	case GL_SCISSOR_TEST:
1701	case GL_STENCIL_TEST:
1702	case GL_DEPTH_TEST:
1703	case GL_BLEND:
1704	case GL_DITHER:
1705	case GL_COLOR_WRITEMASK:
1706	case GL_LIGHT_MODEL_TWO_SIDE:
1707		return true;
1708	}
1709
1710	return false;
1711}
1712
1713bool Context::isQueryParameterPointer(GLenum pname)
1714{
1715	switch(pname)
1716	{
1717	case GL_VERTEX_ARRAY_POINTER:
1718	case GL_NORMAL_ARRAY_POINTER:
1719	case GL_COLOR_ARRAY_POINTER:
1720	case GL_TEXTURE_COORD_ARRAY_POINTER:
1721	case GL_POINT_SIZE_ARRAY_POINTER_OES:
1722		return true;
1723	}
1724
1725	return false;
1726}
1727
1728// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
1729bool Context::applyRenderTarget()
1730{
1731	Framebuffer *framebuffer = getFramebuffer();
1732	int width, height, samples;
1733
1734	if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE_OES)
1735	{
1736		return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES, false);
1737	}
1738
1739	egl::Image *renderTarget = framebuffer->getRenderTarget();
1740	device->setRenderTarget(0, renderTarget);
1741	if(renderTarget) renderTarget->release();
1742
1743	egl::Image *depthBuffer = framebuffer->getDepthBuffer();
1744	device->setDepthBuffer(depthBuffer);
1745	if(depthBuffer) depthBuffer->release();
1746
1747	egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
1748	device->setStencilBuffer(stencilBuffer);
1749	if(stencilBuffer) stencilBuffer->release();
1750
1751	Viewport viewport;
1752	float zNear = clamp01(mState.zNear);
1753	float zFar = clamp01(mState.zFar);
1754
1755	viewport.x0 = mState.viewportX;
1756	viewport.y0 = mState.viewportY;
1757	viewport.width = mState.viewportWidth;
1758	viewport.height = mState.viewportHeight;
1759	viewport.minZ = zNear;
1760	viewport.maxZ = zFar;
1761
1762	device->setViewport(viewport);
1763
1764	if(mState.scissorTestEnabled)
1765	{
1766		sw::Rect scissor = {mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight};
1767		scissor.clip(0, 0, width, height);
1768
1769		device->setScissorRect(scissor);
1770		device->setScissorEnable(true);
1771	}
1772	else
1773	{
1774		device->setScissorEnable(false);
1775	}
1776
1777	return true;
1778}
1779
1780// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
1781void Context::applyState(GLenum drawMode)
1782{
1783	Framebuffer *framebuffer = getFramebuffer();
1784
1785	if(mState.cullFaceEnabled)
1786	{
1787		device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
1788	}
1789	else
1790	{
1791		device->setCullMode(sw::CULL_NONE);
1792	}
1793
1794	if(mDepthStateDirty)
1795	{
1796		if(mState.depthTestEnabled)
1797		{
1798			device->setDepthBufferEnable(true);
1799			device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
1800		}
1801		else
1802		{
1803			device->setDepthBufferEnable(false);
1804		}
1805
1806		mDepthStateDirty = false;
1807	}
1808
1809	if(mBlendStateDirty)
1810	{
1811		if(mState.blendEnabled)
1812		{
1813			device->setAlphaBlendEnable(true);
1814			device->setSeparateAlphaBlendEnable(true);
1815
1816			device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
1817			device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
1818			device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
1819
1820			device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
1821			device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
1822			device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
1823		}
1824		else
1825		{
1826			device->setAlphaBlendEnable(false);
1827		}
1828
1829		mBlendStateDirty = false;
1830	}
1831
1832	if(mStencilStateDirty || mFrontFaceDirty)
1833	{
1834		if(mState.stencilTestEnabled && framebuffer->hasStencil())
1835		{
1836			device->setStencilEnable(true);
1837			device->setTwoSidedStencil(true);
1838
1839			// get the maximum size of the stencil ref
1840			Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
1841			GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
1842
1843			device->setStencilWriteMask(mState.stencilWritemask);
1844			device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
1845
1846			device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
1847			device->setStencilMask(mState.stencilMask);
1848
1849			device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
1850			device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
1851			device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
1852
1853			device->setStencilWriteMaskCCW(mState.stencilWritemask);
1854			device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
1855
1856			device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
1857			device->setStencilMaskCCW(mState.stencilMask);
1858
1859			device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
1860			device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
1861			device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
1862		}
1863		else
1864		{
1865			device->setStencilEnable(false);
1866		}
1867
1868		mStencilStateDirty = false;
1869		mFrontFaceDirty = false;
1870	}
1871
1872	if(mMaskStateDirty)
1873	{
1874		device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
1875		device->setDepthWriteEnable(mState.depthMask);
1876
1877		mMaskStateDirty = false;
1878	}
1879
1880	if(mPolygonOffsetStateDirty)
1881	{
1882		if(mState.polygonOffsetFillEnabled)
1883		{
1884			Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
1885			if(depthbuffer)
1886			{
1887				device->setSlopeDepthBias(mState.polygonOffsetFactor);
1888				float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
1889				device->setDepthBias(depthBias);
1890			}
1891		}
1892		else
1893		{
1894			device->setSlopeDepthBias(0);
1895			device->setDepthBias(0);
1896		}
1897
1898		mPolygonOffsetStateDirty = false;
1899	}
1900
1901	if(mSampleStateDirty)
1902	{
1903		if(mState.sampleAlphaToCoverageEnabled)
1904		{
1905			device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
1906		}
1907		else
1908		{
1909			device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
1910		}
1911
1912		if(mState.sampleCoverageEnabled)
1913		{
1914			unsigned int mask = 0;
1915			if(mState.sampleCoverageValue != 0)
1916			{
1917				int width, height, samples;
1918				framebuffer->completeness(width, height, samples);
1919
1920				float threshold = 0.5f;
1921
1922				for(int i = 0; i < samples; i++)
1923				{
1924					mask <<= 1;
1925
1926					if((i + 1) * mState.sampleCoverageValue >= threshold)
1927					{
1928						threshold += 1.0f;
1929						mask |= 1;
1930					}
1931				}
1932			}
1933
1934			if(mState.sampleCoverageInvert)
1935			{
1936				mask = ~mask;
1937			}
1938
1939			device->setMultiSampleMask(mask);
1940		}
1941		else
1942		{
1943			device->setMultiSampleMask(0xFFFFFFFF);
1944		}
1945
1946		mSampleStateDirty = false;
1947	}
1948
1949	if(mDitherStateDirty)
1950	{
1951	//	UNIMPLEMENTED();   // FIXME
1952
1953		mDitherStateDirty = false;
1954	}
1955
1956	switch(mState.shadeModel)
1957	{
1958	default: UNREACHABLE(mState.shadeModel);
1959	case GL_SMOOTH: device->setShadingMode(sw::SHADING_GOURAUD); break;
1960	case GL_FLAT:   device->setShadingMode(sw::SHADING_FLAT);    break;
1961	}
1962
1963	device->setLightingEnable(lightingEnabled);
1964	device->setGlobalAmbient(sw::Color<float>(globalAmbient.red, globalAmbient.green, globalAmbient.blue, globalAmbient.alpha));
1965
1966	for(int i = 0; i < MAX_LIGHTS; i++)
1967	{
1968		device->setLightEnable(i, light[i].enabled);
1969		device->setLightAmbient(i, sw::Color<float>(light[i].ambient.red, light[i].ambient.green, light[i].ambient.blue, light[i].ambient.alpha));
1970		device->setLightDiffuse(i, sw::Color<float>(light[i].diffuse.red, light[i].diffuse.green, light[i].diffuse.blue, light[i].diffuse.alpha));
1971		device->setLightSpecular(i, sw::Color<float>(light[i].specular.red, light[i].specular.green, light[i].specular.blue, light[i].specular.alpha));
1972		device->setLightAttenuation(i, light[i].attenuation.constant, light[i].attenuation.linear, light[i].attenuation.quadratic);
1973
1974		if(light[i].position.w != 0.0f)
1975		{
1976			device->setLightPosition(i, sw::Point(light[i].position.x / light[i].position.w, light[i].position.y / light[i].position.w, light[i].position.z / light[i].position.w));
1977		}
1978		else   // Directional light
1979		{
1980			// Hack: set the position far way
1981			float max = sw::max(abs(light[i].position.x), abs(light[i].position.y), abs(light[i].position.z));
1982			device->setLightPosition(i, sw::Point(1e10f * (light[i].position.x / max), 1e10f * (light[i].position.y / max), 1e10f * (light[i].position.z / max)));
1983		}
1984	}
1985
1986	device->setMaterialAmbient(sw::Color<float>(materialAmbient.red, materialAmbient.green, materialAmbient.blue, materialAmbient.alpha));
1987	device->setMaterialDiffuse(sw::Color<float>(materialDiffuse.red, materialDiffuse.green, materialDiffuse.blue, materialDiffuse.alpha));
1988	device->setMaterialSpecular(sw::Color<float>(materialSpecular.red, materialSpecular.green, materialSpecular.blue, materialSpecular.alpha));
1989	device->setMaterialEmission(sw::Color<float>(materialEmission.red, materialEmission.green, materialEmission.blue, materialEmission.alpha));
1990	device->setMaterialShininess(materialShininess);
1991
1992	device->setDiffuseMaterialSource(sw::MATERIAL_MATERIAL);
1993	device->setSpecularMaterialSource(sw::MATERIAL_MATERIAL);
1994	device->setAmbientMaterialSource(sw::MATERIAL_MATERIAL);
1995	device->setEmissiveMaterialSource(sw::MATERIAL_MATERIAL);
1996
1997	device->setProjectionMatrix(projectionStack.current());
1998	device->setModelMatrix(modelViewStack.current());
1999	device->setTextureMatrix(0, textureStack0.current());
2000	device->setTextureMatrix(1, textureStack1.current());
2001	device->setTextureTransform(0, textureStack0.isIdentity() ? 0 : 4, false);
2002	device->setTextureTransform(1, textureStack1.isIdentity() ? 0 : 4, false);
2003	device->setTexGen(0, sw::TEXGEN_NONE);
2004	device->setTexGen(1, sw::TEXGEN_NONE);
2005
2006	device->setAlphaTestEnable(alphaTestEnabled);
2007	device->setAlphaCompare(es2sw::ConvertAlphaComparison(alphaTestFunc));
2008	device->setAlphaReference(alphaTestRef * 0xFF);
2009
2010	device->setFogEnable(fogEnabled);
2011	device->setFogColor(sw::Color<float>(fogColor.red, fogColor.green, fogColor.blue, fogColor.alpha));
2012	device->setFogDensity(fogDensity);
2013	device->setFogStart(fogStart);
2014	device->setFogEnd(fogEnd);
2015
2016	switch(fogMode)
2017	{
2018	case GL_LINEAR: device->setVertexFogMode(sw::FOG_LINEAR); break;
2019	case GL_EXP:    device->setVertexFogMode(sw::FOG_EXP);    break;
2020	case GL_EXP2:   device->setVertexFogMode(sw::FOG_EXP2);   break;
2021	default: UNREACHABLE(fogMode);
2022	}
2023
2024	device->setColorLogicOpEnabled(colorLogicOpEnabled);
2025	device->setLogicalOperation(es2sw::ConvertLogicalOperation(logicalOperation));
2026
2027	device->setNormalizeNormals(normalizeEnabled || rescaleNormalEnabled);
2028}
2029
2030GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count)
2031{
2032	TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2033
2034	GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes);
2035	if(err != GL_NO_ERROR)
2036	{
2037		return err;
2038	}
2039
2040	device->resetInputStreams(false);
2041
2042	for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2043	{
2044		sw::Resource *resource = attributes[i].vertexBuffer;
2045		const void *buffer = (char*)resource->data() + attributes[i].offset;
2046
2047		int stride = attributes[i].stride;
2048
2049		buffer = (char*)buffer + stride * base;
2050
2051		sw::Stream attribute(resource, buffer, stride);
2052
2053		attribute.type = attributes[i].type;
2054		attribute.count = attributes[i].count;
2055		attribute.normalized = attributes[i].normalized;
2056
2057		device->setInputStream(i, attribute);
2058	}
2059
2060	return GL_NO_ERROR;
2061}
2062
2063// Applies the indices and element array bindings
2064GLenum Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2065{
2066	GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer, indices, indexInfo);
2067
2068	if(err == GL_NO_ERROR)
2069	{
2070		device->setIndexBuffer(indexInfo->indexBuffer);
2071	}
2072
2073	return err;
2074}
2075
2076void Context::applyTextures()
2077{
2078	for(int unit = 0; unit < MAX_TEXTURE_UNITS; unit++)
2079	{
2080		Texture *texture = nullptr;
2081
2082		if(textureExternalEnabled[unit])
2083		{
2084			texture = getSamplerTexture(unit, TEXTURE_EXTERNAL);
2085		}
2086		else if(texture2Denabled[unit])
2087		{
2088			texture = getSamplerTexture(unit, TEXTURE_2D);
2089		}
2090
2091		if(texture && texture->isSamplerComplete())
2092		{
2093			texture->autoGenerateMipmaps();
2094
2095			GLenum wrapS = texture->getWrapS();
2096			GLenum wrapT = texture->getWrapT();
2097			GLenum minFilter = texture->getMinFilter();
2098			GLenum magFilter = texture->getMagFilter();
2099			GLfloat maxAnisotropy = texture->getMaxAnisotropy();
2100
2101			device->setAddressingModeU(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureWrap(wrapS));
2102			device->setAddressingModeV(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureWrap(wrapT));
2103
2104			device->setTextureFilter(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
2105			device->setMipmapFilter(sw::SAMPLER_PIXEL, unit, es2sw::ConvertMipMapFilter(minFilter));
2106			device->setMaxAnisotropy(sw::SAMPLER_PIXEL, unit, maxAnisotropy);
2107
2108			applyTexture(unit, texture);
2109
2110			device->setConstantColor(unit, sw::Color<float>(mState.textureUnit[unit].color.red, mState.textureUnit[unit].color.green, mState.textureUnit[unit].color.blue, mState.textureUnit[unit].color.alpha));
2111
2112			if(mState.textureUnit[unit].environmentMode != GL_COMBINE)
2113			{
2114				device->setFirstArgument(unit, sw::TextureStage::SOURCE_TEXTURE);    // Cs
2115				device->setFirstModifier(unit, sw::TextureStage::MODIFIER_COLOR);
2116				device->setSecondArgument(unit, sw::TextureStage::SOURCE_CURRENT);   // Cp
2117				device->setSecondModifier(unit, sw::TextureStage::MODIFIER_COLOR);
2118				device->setThirdArgument(unit, sw::TextureStage::SOURCE_CONSTANT);   // Cc
2119				device->setThirdModifier(unit, sw::TextureStage::MODIFIER_COLOR);
2120
2121				device->setFirstArgumentAlpha(unit, sw::TextureStage::SOURCE_TEXTURE);    // As
2122				device->setFirstModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA);
2123				device->setSecondArgumentAlpha(unit, sw::TextureStage::SOURCE_CURRENT);   // Ap
2124				device->setSecondModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA);
2125				device->setThirdArgumentAlpha(unit, sw::TextureStage::SOURCE_CONSTANT);   // Ac
2126				device->setThirdModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA);
2127
2128				GLenum texFormat = texture->getFormat(GL_TEXTURE_2D, 0);
2129
2130				switch(mState.textureUnit[unit].environmentMode)
2131				{
2132				case GL_REPLACE:
2133					if(IsAlpha(texFormat))   // GL_ALPHA
2134					{
2135						// Cv = Cp, Av = As
2136						device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2);
2137						device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1);
2138					}
2139					else if(IsRGB(texFormat))   // GL_LUMINANCE (or 1) / GL_RGB (or 3)
2140					{
2141						// Cv = Cs, Av = Ap
2142						device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1);
2143						device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2);
2144					}
2145					else if(IsRGBA(texFormat))   // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4)
2146					{
2147						// Cv = Cs, Av = As
2148						device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1);
2149						device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1);
2150					}
2151					else UNREACHABLE(texFormat);
2152					break;
2153				case GL_MODULATE:
2154					if(IsAlpha(texFormat))   // GL_ALPHA
2155					{
2156						// Cv = Cp, Av = ApAs
2157						device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2);
2158						device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE);
2159					}
2160					else if(IsRGB(texFormat))   // GL_LUMINANCE (or 1) / GL_RGB (or 3)
2161					{
2162						// Cv = CpCs, Av = Ap
2163						device->setStageOperation(unit, sw::TextureStage::STAGE_MODULATE);
2164						device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2);
2165					}
2166					else if(IsRGBA(texFormat))   // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4)
2167					{
2168						// Cv = CpCs, Av = ApAs
2169						device->setStageOperation(unit, sw::TextureStage::STAGE_MODULATE);
2170						device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE);
2171					}
2172					else UNREACHABLE(texFormat);
2173					break;
2174				case GL_DECAL:
2175					if(texFormat == GL_ALPHA ||
2176					   texFormat == GL_LUMINANCE ||
2177					   texFormat == GL_LUMINANCE_ALPHA)
2178					{
2179						// undefined   // FIXME: Log
2180						device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2);
2181						device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2);
2182					}
2183					else if(IsRGB(texFormat))   // GL_LUMINANCE (or 1) / GL_RGB (or 3)
2184					{
2185						// Cv = Cs, Av = Ap
2186						device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1);
2187						device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2);
2188					}
2189					else if(IsRGBA(texFormat))   // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4)
2190					{
2191						// Cv = Cp(1 - As) + CsAs, Av = Ap
2192						device->setStageOperation(unit, sw::TextureStage::STAGE_BLENDTEXTUREALPHA);   // Alpha * (Arg1 - Arg2) + Arg2
2193						device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2);
2194					}
2195					else UNREACHABLE(texFormat);
2196					break;
2197				case GL_BLEND:
2198					if(IsAlpha(texFormat))   // GL_ALPHA
2199					{
2200						// Cv = Cp, Av = ApAs
2201						device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2);
2202						device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE);
2203					}
2204					else if(IsRGB(texFormat))   // GL_LUMINANCE (or 1) / GL_RGB (or 3)
2205					{
2206						// Cv = Cp(1 - Cs) + CcCs, Av = Ap
2207						device->setStageOperation(unit, sw::TextureStage::STAGE_LERP);   // Arg3 * (Arg1 - Arg2) + Arg2
2208						device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2);
2209					}
2210					else if(IsRGBA(texFormat))   // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4)
2211					{
2212						// Cv = Cp(1 - Cs) + CcCs, Av = ApAs
2213						device->setStageOperation(unit, sw::TextureStage::STAGE_LERP);   // Arg3 * (Arg1 - Arg2) + Arg2
2214						device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE);
2215					}
2216					else UNREACHABLE(texFormat);
2217					break;
2218				case GL_ADD:
2219					if(IsAlpha(texFormat))   // GL_ALPHA
2220					{
2221						// Cv = Cp, Av = ApAs
2222						device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2);
2223						device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE);
2224					}
2225					else if(IsRGB(texFormat))   // GL_LUMINANCE (or 1) / GL_RGB (or 3)
2226					{
2227						// Cv = Cp + Cs, Av = Ap
2228						device->setStageOperation(unit, sw::TextureStage::STAGE_ADD);
2229						device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2);
2230					}
2231					else if(IsRGBA(texFormat))   // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4)
2232					{
2233						// Cv = Cp + Cs, Av = ApAs
2234						device->setStageOperation(unit, sw::TextureStage::STAGE_ADD);
2235						device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE);
2236					}
2237					else UNREACHABLE(texFormat);
2238					break;
2239				default:
2240					UNREACHABLE(mState.textureUnit[unit].environmentMode);
2241				}
2242			}
2243			else   // GL_COMBINE
2244			{
2245				device->setFirstArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src0RGB));
2246				device->setFirstModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand0RGB));
2247				device->setSecondArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src1RGB));
2248				device->setSecondModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand1RGB));
2249				device->setThirdArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src2RGB));
2250				device->setThirdModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand2RGB));
2251
2252				device->setStageOperation(unit, es2sw::ConvertCombineOperation(mState.textureUnit[unit].combineRGB));
2253
2254				device->setFirstArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src0Alpha));
2255				device->setFirstModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand0Alpha));
2256				device->setSecondArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src1Alpha));
2257				device->setSecondModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand1Alpha));
2258				device->setThirdArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src2Alpha));
2259				device->setThirdModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand2Alpha));
2260
2261				device->setStageOperationAlpha(unit, es2sw::ConvertCombineOperation(mState.textureUnit[unit].combineAlpha));
2262			}
2263		}
2264		else
2265		{
2266			applyTexture(unit, nullptr);
2267
2268			device->setFirstArgument(unit, sw::TextureStage::SOURCE_CURRENT);
2269			device->setFirstModifier(unit, sw::TextureStage::MODIFIER_COLOR);
2270			device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1);
2271
2272			device->setFirstArgumentAlpha(unit, sw::TextureStage::SOURCE_CURRENT);
2273			device->setFirstModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA);
2274			device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1);
2275		}
2276	}
2277}
2278
2279void Context::setTextureEnvMode(GLenum texEnvMode)
2280{
2281	mState.textureUnit[mState.activeSampler].environmentMode = texEnvMode;
2282}
2283
2284void Context::setTextureEnvColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
2285{
2286	mState.textureUnit[mState.activeSampler].color = {red, green, blue, alpha};
2287}
2288
2289void Context::setCombineRGB(GLenum combineRGB)
2290{
2291	mState.textureUnit[mState.activeSampler].combineRGB = combineRGB;
2292}
2293
2294void Context::setCombineAlpha(GLenum combineAlpha)
2295{
2296	mState.textureUnit[mState.activeSampler].combineAlpha = combineAlpha;
2297}
2298
2299void Context::setOperand0RGB(GLenum operand)
2300{
2301	mState.textureUnit[mState.activeSampler].operand0RGB = operand;
2302}
2303
2304void Context::setOperand1RGB(GLenum operand)
2305{
2306	mState.textureUnit[mState.activeSampler].operand1RGB = operand;
2307}
2308
2309void Context::setOperand2RGB(GLenum operand)
2310{
2311	mState.textureUnit[mState.activeSampler].operand2RGB = operand;
2312}
2313
2314void Context::setOperand0Alpha(GLenum operand)
2315{
2316	mState.textureUnit[mState.activeSampler].operand0Alpha = operand;
2317}
2318
2319void Context::setOperand1Alpha(GLenum operand)
2320{
2321	mState.textureUnit[mState.activeSampler].operand1Alpha = operand;
2322}
2323
2324void Context::setOperand2Alpha(GLenum operand)
2325{
2326	mState.textureUnit[mState.activeSampler].operand2Alpha = operand;
2327}
2328
2329void Context::setSrc0RGB(GLenum src)
2330{
2331	mState.textureUnit[mState.activeSampler].src0RGB = src;
2332}
2333
2334void Context::setSrc1RGB(GLenum src)
2335{
2336	mState.textureUnit[mState.activeSampler].src1RGB = src;
2337}
2338
2339void Context::setSrc2RGB(GLenum src)
2340{
2341	mState.textureUnit[mState.activeSampler].src2RGB = src;
2342}
2343
2344void Context::setSrc0Alpha(GLenum src)
2345{
2346	mState.textureUnit[mState.activeSampler].src0Alpha = src;
2347}
2348
2349void Context::setSrc1Alpha(GLenum src)
2350{
2351	mState.textureUnit[mState.activeSampler].src1Alpha = src;
2352}
2353
2354void Context::setSrc2Alpha(GLenum src)
2355{
2356	mState.textureUnit[mState.activeSampler].src2Alpha = src;
2357}
2358
2359void Context::applyTexture(int index, Texture *baseTexture)
2360{
2361	sw::Resource *resource = 0;
2362
2363	if(baseTexture)
2364	{
2365		resource = baseTexture->getResource();
2366	}
2367
2368	device->setTextureResource(index, resource);
2369
2370	if(baseTexture)
2371	{
2372		int topLevel = baseTexture->getTopLevel();
2373
2374		if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
2375		{
2376			Texture2D *texture = static_cast<Texture2D*>(baseTexture);
2377
2378			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
2379			{
2380				int surfaceLevel = mipmapLevel;
2381
2382				if(surfaceLevel < 0)
2383				{
2384					surfaceLevel = 0;
2385				}
2386				else if(surfaceLevel > topLevel)
2387				{
2388					surfaceLevel = topLevel;
2389				}
2390
2391				egl::Image *surface = texture->getImage(surfaceLevel);
2392				device->setTextureLevel(index, 0, mipmapLevel, surface, sw::TEXTURE_2D);
2393			}
2394		}
2395		else UNIMPLEMENTED();
2396	}
2397	else
2398	{
2399		device->setTextureLevel(index, 0, 0, 0, sw::TEXTURE_NULL);
2400	}
2401}
2402
2403void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
2404                         GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
2405{
2406	Framebuffer *framebuffer = getFramebuffer();
2407	int framebufferWidth, framebufferHeight, framebufferSamples;
2408
2409	if(!framebuffer || (framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE_OES))
2410	{
2411		return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES);
2412	}
2413
2414	if(getFramebufferName() != 0 && framebufferSamples != 0)
2415	{
2416		return error(GL_INVALID_OPERATION);
2417	}
2418
2419	if(format != GL_RGBA || type != GL_UNSIGNED_BYTE)
2420	{
2421		if(format != framebuffer->getImplementationColorReadFormat() || type != framebuffer->getImplementationColorReadType())
2422		{
2423			return error(GL_INVALID_OPERATION);
2424		}
2425	}
2426
2427	GLsizei outputPitch = gl::ComputePitch(width, format, type, mState.packAlignment);
2428
2429	// Sized query sanity check
2430	if(bufSize)
2431	{
2432		int requiredSize = outputPitch * height;
2433		if(requiredSize > *bufSize)
2434		{
2435			return error(GL_INVALID_OPERATION);
2436		}
2437	}
2438
2439	egl::Image *renderTarget = framebuffer->getRenderTarget();
2440
2441	if(!renderTarget)
2442	{
2443		return error(GL_OUT_OF_MEMORY);
2444	}
2445
2446	sw::Rect rect = {x, y, x + width, y + height};
2447	rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
2448
2449	unsigned char *source = (unsigned char*)renderTarget->lock(rect.x0, rect.y0, 0, sw::LOCK_READONLY);
2450	unsigned char *dest = (unsigned char*)pixels;
2451	int inputPitch = (int)renderTarget->getPitch();
2452
2453	for(int j = 0; j < rect.y1 - rect.y0; j++)
2454	{
2455		unsigned short *dest16 = (unsigned short*)dest;
2456		unsigned int *dest32 = (unsigned int*)dest;
2457
2458		if(renderTarget->getExternalFormat() == sw::FORMAT_A8B8G8R8 &&
2459		   format == GL_RGBA && type == GL_UNSIGNED_BYTE)
2460		{
2461			memcpy(dest, source, (rect.x1 - rect.x0) * 4);
2462		}
2463		else if(renderTarget->getExternalFormat() == sw::FORMAT_A8R8G8B8 &&
2464				format == GL_RGBA && type == GL_UNSIGNED_BYTE)
2465		{
2466			for(int i = 0; i < rect.x1 - rect.x0; i++)
2467			{
2468				unsigned int argb = *(unsigned int*)(source + 4 * i);
2469
2470				dest32[i] = (argb & 0xFF00FF00) | ((argb & 0x000000FF) << 16) | ((argb & 0x00FF0000) >> 16);
2471			}
2472		}
2473		else if(renderTarget->getExternalFormat() == sw::FORMAT_X8R8G8B8 &&
2474				format == GL_RGBA && type == GL_UNSIGNED_BYTE)
2475		{
2476			for(int i = 0; i < rect.x1 - rect.x0; i++)
2477			{
2478				unsigned int xrgb = *(unsigned int*)(source + 4 * i);
2479
2480				dest32[i] = (xrgb & 0xFF00FF00) | ((xrgb & 0x000000FF) << 16) | ((xrgb & 0x00FF0000) >> 16) | 0xFF000000;
2481			}
2482		}
2483		else if(renderTarget->getExternalFormat() == sw::FORMAT_X8R8G8B8 &&
2484				format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE)
2485		{
2486			for(int i = 0; i < rect.x1 - rect.x0; i++)
2487			{
2488				unsigned int xrgb = *(unsigned int*)(source + 4 * i);
2489
2490				dest32[i] = xrgb | 0xFF000000;
2491			}
2492		}
2493		else if(renderTarget->getExternalFormat() == sw::FORMAT_A8R8G8B8 &&
2494				format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE)
2495		{
2496			memcpy(dest, source, (rect.x1 - rect.x0) * 4);
2497		}
2498		else if(renderTarget->getExternalFormat() == sw::FORMAT_A1R5G5B5 &&
2499				format == GL_BGRA_EXT && type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT)
2500		{
2501			memcpy(dest, source, (rect.x1 - rect.x0) * 2);
2502		}
2503		else if(renderTarget->getExternalFormat() == sw::FORMAT_R5G6B5 &&
2504				format == 0x80E0 && type == GL_UNSIGNED_SHORT_5_6_5)   // GL_BGR_EXT
2505		{
2506			memcpy(dest, source, (rect.x1 - rect.x0) * 2);
2507		}
2508		else
2509		{
2510			for(int i = 0; i < rect.x1 - rect.x0; i++)
2511			{
2512				float r;
2513				float g;
2514				float b;
2515				float a;
2516
2517				switch(renderTarget->getExternalFormat())
2518				{
2519				case sw::FORMAT_R5G6B5:
2520					{
2521						unsigned short rgb = *(unsigned short*)(source + 2 * i);
2522
2523						a = 1.0f;
2524						b = (rgb & 0x001F) * (1.0f / 0x001F);
2525						g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2526						r = (rgb & 0xF800) * (1.0f / 0xF800);
2527					}
2528					break;
2529				case sw::FORMAT_A1R5G5B5:
2530					{
2531						unsigned short argb = *(unsigned short*)(source + 2 * i);
2532
2533						a = (argb & 0x8000) ? 1.0f : 0.0f;
2534						b = (argb & 0x001F) * (1.0f / 0x001F);
2535						g = (argb & 0x03E0) * (1.0f / 0x03E0);
2536						r = (argb & 0x7C00) * (1.0f / 0x7C00);
2537					}
2538					break;
2539				case sw::FORMAT_A8R8G8B8:
2540					{
2541						unsigned int argb = *(unsigned int*)(source + 4 * i);
2542
2543						a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2544						b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2545						g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2546						r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2547					}
2548					break;
2549				case sw::FORMAT_A8B8G8R8:
2550					{
2551						unsigned int abgr = *(unsigned int*)(source + 4 * i);
2552
2553						a = (abgr & 0xFF000000) * (1.0f / 0xFF000000);
2554						b = (abgr & 0x00FF0000) * (1.0f / 0x00FF0000);
2555						g = (abgr & 0x0000FF00) * (1.0f / 0x0000FF00);
2556						r = (abgr & 0x000000FF) * (1.0f / 0x000000FF);
2557					}
2558					break;
2559				case sw::FORMAT_X8R8G8B8:
2560					{
2561						unsigned int xrgb = *(unsigned int*)(source + 4 * i);
2562
2563						a = 1.0f;
2564						b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2565						g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2566						r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2567					}
2568					break;
2569				case sw::FORMAT_X8B8G8R8:
2570					{
2571						unsigned int xbgr = *(unsigned int*)(source + 4 * i);
2572
2573						a = 1.0f;
2574						b = (xbgr & 0x00FF0000) * (1.0f / 0x00FF0000);
2575						g = (xbgr & 0x0000FF00) * (1.0f / 0x0000FF00);
2576						r = (xbgr & 0x000000FF) * (1.0f / 0x000000FF);
2577					}
2578					break;
2579				case sw::FORMAT_A2R10G10B10:
2580					{
2581						unsigned int argb = *(unsigned int*)(source + 4 * i);
2582
2583						a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2584						b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2585						g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2586						r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2587					}
2588					break;
2589				default:
2590					UNIMPLEMENTED();   // FIXME
2591					UNREACHABLE(renderTarget->getExternalFormat());
2592				}
2593
2594				switch(format)
2595				{
2596				case GL_RGBA:
2597					switch(type)
2598					{
2599					case GL_UNSIGNED_BYTE:
2600						dest[4 * i + 0] = (unsigned char)(255 * r + 0.5f);
2601						dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f);
2602						dest[4 * i + 2] = (unsigned char)(255 * b + 0.5f);
2603						dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f);
2604						break;
2605					default: UNREACHABLE(type);
2606					}
2607					break;
2608				case GL_BGRA_EXT:
2609					switch(type)
2610					{
2611					case GL_UNSIGNED_BYTE:
2612						dest[4 * i + 0] = (unsigned char)(255 * b + 0.5f);
2613						dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f);
2614						dest[4 * i + 2] = (unsigned char)(255 * r + 0.5f);
2615						dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f);
2616						break;
2617					case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2618						// According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2619						// this type is packed as follows:
2620						//   15   14   13   12   11   10    9    8    7    6    5    4    3    2    1    0
2621						//  --------------------------------------------------------------------------------
2622						// |       4th         |        3rd         |        2nd        |   1st component   |
2623						//  --------------------------------------------------------------------------------
2624						// in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2625						dest16[i] =
2626							((unsigned short)(15 * a + 0.5f) << 12)|
2627							((unsigned short)(15 * r + 0.5f) << 8) |
2628							((unsigned short)(15 * g + 0.5f) << 4) |
2629							((unsigned short)(15 * b + 0.5f) << 0);
2630						break;
2631					case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2632						// According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2633						// this type is packed as follows:
2634						//   15   14   13   12   11   10    9    8    7    6    5    4    3    2    1    0
2635						//  --------------------------------------------------------------------------------
2636						// | 4th |          3rd           |           2nd          |      1st component     |
2637						//  --------------------------------------------------------------------------------
2638						// in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2639						dest16[i] =
2640							((unsigned short)(     a + 0.5f) << 15) |
2641							((unsigned short)(31 * r + 0.5f) << 10) |
2642							((unsigned short)(31 * g + 0.5f) << 5) |
2643							((unsigned short)(31 * b + 0.5f) << 0);
2644						break;
2645					default: UNREACHABLE(type);
2646					}
2647					break;
2648				case GL_RGB:
2649					switch(type)
2650					{
2651					case GL_UNSIGNED_SHORT_5_6_5:
2652						dest16[i] =
2653							((unsigned short)(31 * b + 0.5f) << 0) |
2654							((unsigned short)(63 * g + 0.5f) << 5) |
2655							((unsigned short)(31 * r + 0.5f) << 11);
2656						break;
2657					default: UNREACHABLE(type);
2658					}
2659					break;
2660				default: UNREACHABLE(format);
2661				}
2662			}
2663		}
2664
2665		source += inputPitch;
2666		dest += outputPitch;
2667	}
2668
2669	renderTarget->unlock();
2670	renderTarget->release();
2671}
2672
2673void Context::clear(GLbitfield mask)
2674{
2675	Framebuffer *framebuffer = getFramebuffer();
2676
2677	if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE_OES)
2678	{
2679		return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES);
2680	}
2681
2682	if(!applyRenderTarget())
2683	{
2684		return;
2685	}
2686
2687	float depth = clamp01(mState.depthClearValue);
2688	int stencil = mState.stencilClearValue & 0x000000FF;
2689
2690	if(mask & GL_COLOR_BUFFER_BIT)
2691	{
2692		unsigned int rgbaMask = (mState.colorMaskRed ? 0x1 : 0) |
2693		                        (mState.colorMaskGreen ? 0x2 : 0) |
2694		                        (mState.colorMaskBlue ? 0x4 : 0) |
2695		                        (mState.colorMaskAlpha ? 0x8 : 0);
2696
2697		if(rgbaMask != 0)
2698		{
2699			device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
2700		}
2701	}
2702
2703	if(mask & GL_DEPTH_BUFFER_BIT)
2704	{
2705		if(mState.depthMask != 0)
2706		{
2707			device->clearDepth(depth);
2708		}
2709	}
2710
2711	if(mask & GL_STENCIL_BUFFER_BIT)
2712	{
2713		if(mState.stencilWritemask != 0)
2714		{
2715			device->clearStencil(stencil, mState.stencilWritemask);
2716		}
2717	}
2718}
2719
2720void Context::drawArrays(GLenum mode, GLint first, GLsizei count)
2721{
2722	sw::DrawType primitiveType;
2723	int primitiveCount;
2724
2725	if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount))
2726		return error(GL_INVALID_ENUM);
2727
2728	if(primitiveCount <= 0)
2729	{
2730		return;
2731	}
2732
2733	if(!applyRenderTarget())
2734	{
2735		return;
2736	}
2737
2738	applyState(mode);
2739
2740	GLenum err = applyVertexBuffer(0, first, count);
2741	if(err != GL_NO_ERROR)
2742	{
2743		return error(err);
2744	}
2745
2746	applyTextures();
2747
2748	if(!cullSkipsDraw(mode))
2749	{
2750		device->drawPrimitive(primitiveType, primitiveCount);
2751	}
2752}
2753
2754void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
2755{
2756	if(!indices && !mState.elementArrayBuffer)
2757	{
2758		return error(GL_INVALID_OPERATION);
2759	}
2760
2761	sw::DrawType primitiveType;
2762	int primitiveCount;
2763
2764	if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount))
2765		return error(GL_INVALID_ENUM);
2766
2767	if(primitiveCount <= 0)
2768	{
2769		return;
2770	}
2771
2772	if(!applyRenderTarget())
2773	{
2774		return;
2775	}
2776
2777	applyState(mode);
2778
2779	TranslatedIndexData indexInfo;
2780	GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
2781	if(err != GL_NO_ERROR)
2782	{
2783		return error(err);
2784	}
2785
2786	GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
2787	err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount);
2788	if(err != GL_NO_ERROR)
2789	{
2790		return error(err);
2791	}
2792
2793	applyTextures();
2794
2795	if(!cullSkipsDraw(mode))
2796	{
2797		device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount);
2798	}
2799}
2800
2801void Context::drawTexture(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height)
2802{
2803	es1::Framebuffer *framebuffer = getFramebuffer();
2804	es1::Renderbuffer *renderbuffer = framebuffer ? framebuffer->getColorbuffer() : nullptr;
2805	if(!renderbuffer)
2806	{
2807		return;
2808	}
2809
2810	float targetWidth = (float)renderbuffer->getWidth();
2811	float targetHeight = (float)renderbuffer->getHeight();
2812	float x0 = 2.0f * x / targetWidth - 1.0f;
2813	float y0 = 2.0f * y / targetHeight - 1.0f;
2814	float x1 = 2.0f * (x + width) / targetWidth - 1.0f;
2815	float y1 = 2.0f * (y + height) / targetHeight - 1.0f;
2816	float Zw = sw::clamp(mState.zNear + z * (mState.zFar - mState.zNear), mState.zNear, mState.zFar);
2817
2818	float vertices[][3] = {{x0, y0, Zw},
2819	                       {x0, y1, Zw},
2820	                       {x1, y0, Zw},
2821	                       {x1, y1, Zw}};
2822
2823	ASSERT(mState.samplerTexture[TEXTURE_2D][1].name() == 0);   // Multi-texturing unimplemented
2824	es1::Texture *texture = getSamplerTexture(0, TEXTURE_2D);
2825	float textureWidth = (float)texture->getWidth(GL_TEXTURE_2D, 0);
2826	float textureHeight = (float)texture->getHeight(GL_TEXTURE_2D, 0);
2827	int Ucr = texture->getCropRectU();
2828	int Vcr = texture->getCropRectV();
2829	int Wcr = texture->getCropRectW();
2830	int Hcr = texture->getCropRectH();
2831
2832	float texCoords[][2] = {{Ucr / textureWidth, Vcr / textureHeight},
2833	                        {Ucr / textureWidth, (Vcr + Hcr) / textureHeight},
2834	                        {(Ucr + Wcr) / textureWidth, Vcr / textureHeight},
2835	                        {(Ucr + Wcr) / textureWidth, (Vcr + Hcr) / textureHeight}};
2836
2837	VertexAttribute oldPositionAttribute = mState.vertexAttribute[sw::Position];
2838	VertexAttribute oldTexCoord0Attribute = mState.vertexAttribute[sw::TexCoord0];
2839	gl::BindingPointer<Buffer> oldArrayBuffer = mState.arrayBuffer;
2840	mState.arrayBuffer = nullptr;
2841
2842	glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), vertices);
2843	glEnableClientState(GL_VERTEX_ARRAY);
2844	glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(float), texCoords);
2845	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
2846
2847	sw::Matrix P = projectionStack.current();
2848	sw::Matrix M = modelViewStack.current();
2849	sw::Matrix T = textureStack0.current();
2850
2851	projectionStack.identity();
2852	modelViewStack.identity();
2853	textureStack0.identity();
2854
2855	drawArrays(GL_TRIANGLE_STRIP, 0, 4);
2856
2857	// Restore state
2858	mState.vertexAttribute[sw::Position] = oldPositionAttribute;
2859	mState.vertexAttribute[sw::TexCoord0] = oldTexCoord0Attribute;
2860	mState.arrayBuffer = oldArrayBuffer;
2861	oldArrayBuffer = nullptr;
2862	oldPositionAttribute.mBoundBuffer = nullptr;
2863	oldTexCoord0Attribute.mBoundBuffer = nullptr;
2864	textureStack0.load(T);
2865	modelViewStack.load(M);
2866	projectionStack.load(P);
2867}
2868
2869void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect)
2870{
2871	sw::SliceRectF sRectF((float)sRect.x0, (float)sRect.y0, (float)sRect.x1, (float)sRect.y1, sRect.slice);
2872	device->blit(source, sRectF, dest, dRect, false);
2873}
2874
2875void Context::finish()
2876{
2877	device->finish();
2878}
2879
2880void Context::flush()
2881{
2882	// We don't queue anything without processing it as fast as possible
2883}
2884
2885void Context::recordInvalidEnum()
2886{
2887	mInvalidEnum = true;
2888}
2889
2890void Context::recordInvalidValue()
2891{
2892	mInvalidValue = true;
2893}
2894
2895void Context::recordInvalidOperation()
2896{
2897	mInvalidOperation = true;
2898}
2899
2900void Context::recordOutOfMemory()
2901{
2902	mOutOfMemory = true;
2903}
2904
2905void Context::recordInvalidFramebufferOperation()
2906{
2907	mInvalidFramebufferOperation = true;
2908}
2909
2910void Context::recordMatrixStackOverflow()
2911{
2912	mMatrixStackOverflow = true;
2913}
2914
2915void Context::recordMatrixStackUnderflow()
2916{
2917	mMatrixStackUnderflow = true;
2918}
2919
2920// Get one of the recorded errors and clear its flag, if any.
2921// [OpenGL ES 2.0.24] section 2.5 page 13.
2922GLenum Context::getError()
2923{
2924	if(mInvalidEnum)
2925	{
2926		mInvalidEnum = false;
2927
2928		return GL_INVALID_ENUM;
2929	}
2930
2931	if(mInvalidValue)
2932	{
2933		mInvalidValue = false;
2934
2935		return GL_INVALID_VALUE;
2936	}
2937
2938	if(mInvalidOperation)
2939	{
2940		mInvalidOperation = false;
2941
2942		return GL_INVALID_OPERATION;
2943	}
2944
2945	if(mOutOfMemory)
2946	{
2947		mOutOfMemory = false;
2948
2949		return GL_OUT_OF_MEMORY;
2950	}
2951
2952	if(mInvalidFramebufferOperation)
2953	{
2954		mInvalidFramebufferOperation = false;
2955
2956		return GL_INVALID_FRAMEBUFFER_OPERATION_OES;
2957	}
2958
2959	if(mMatrixStackOverflow)
2960	{
2961		mMatrixStackOverflow = false;
2962
2963		return GL_INVALID_FRAMEBUFFER_OPERATION_OES;
2964	}
2965
2966	if(mMatrixStackUnderflow)
2967	{
2968		mMatrixStackUnderflow = false;
2969
2970		return GL_INVALID_FRAMEBUFFER_OPERATION_OES;
2971	}
2972
2973	return GL_NO_ERROR;
2974}
2975
2976int Context::getSupportedMultisampleCount(int requested)
2977{
2978	int supported = 0;
2979
2980	for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
2981	{
2982		if(supported >= requested)
2983		{
2984			return supported;
2985		}
2986
2987		supported = multisampleCount[i];
2988	}
2989
2990	return supported;
2991}
2992
2993void Context::detachBuffer(GLuint buffer)
2994{
2995	// [OpenGL ES 2.0.24] section 2.9 page 22:
2996	// If a buffer object is deleted while it is bound, all bindings to that object in the current context
2997	// (i.e. in the thread that called Delete-Buffers) are reset to zero.
2998
2999	if(mState.arrayBuffer.name() == buffer)
3000	{
3001		mState.arrayBuffer = nullptr;
3002	}
3003
3004	if(mState.elementArrayBuffer.name() == buffer)
3005	{
3006		mState.elementArrayBuffer = nullptr;
3007	}
3008
3009	for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3010	{
3011		if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3012		{
3013			mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3014		}
3015	}
3016}
3017
3018void Context::detachTexture(GLuint texture)
3019{
3020	// [OpenGL ES 2.0.24] section 3.8 page 84:
3021	// If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3022	// rebound to texture object zero
3023
3024	for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3025	{
3026		for(int sampler = 0; sampler < MAX_TEXTURE_UNITS; sampler++)
3027		{
3028			if(mState.samplerTexture[type][sampler].name() == texture)
3029			{
3030				mState.samplerTexture[type][sampler] = nullptr;
3031			}
3032		}
3033	}
3034
3035	// [OpenGL ES 2.0.24] section 4.4 page 112:
3036	// If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3037	// as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3038	// image was attached in the currently bound framebuffer.
3039
3040	Framebuffer *framebuffer = getFramebuffer();
3041
3042	if(framebuffer)
3043	{
3044		framebuffer->detachTexture(texture);
3045	}
3046}
3047
3048void Context::detachFramebuffer(GLuint framebuffer)
3049{
3050	// [OpenGL ES 2.0.24] section 4.4 page 107:
3051	// If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3052	// BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3053
3054	if(mState.framebuffer == framebuffer)
3055	{
3056		bindFramebuffer(0);
3057	}
3058}
3059
3060void Context::detachRenderbuffer(GLuint renderbuffer)
3061{
3062	// [OpenGL ES 2.0.24] section 4.4 page 109:
3063	// If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3064	// had been executed with the target RENDERBUFFER and name of zero.
3065
3066	if(mState.renderbuffer.name() == renderbuffer)
3067	{
3068		bindRenderbuffer(0);
3069	}
3070
3071	// [OpenGL ES 2.0.24] section 4.4 page 111:
3072	// If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3073	// then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3074	// point to which this image was attached in the currently bound framebuffer.
3075
3076	Framebuffer *framebuffer = getFramebuffer();
3077
3078	if(framebuffer)
3079	{
3080		framebuffer->detachRenderbuffer(renderbuffer);
3081	}
3082}
3083
3084bool Context::cullSkipsDraw(GLenum drawMode)
3085{
3086	return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3087}
3088
3089bool Context::isTriangleMode(GLenum drawMode)
3090{
3091	switch(drawMode)
3092	{
3093	case GL_TRIANGLES:
3094	case GL_TRIANGLE_FAN:
3095	case GL_TRIANGLE_STRIP:
3096		return true;
3097	case GL_POINTS:
3098	case GL_LINES:
3099	case GL_LINE_LOOP:
3100	case GL_LINE_STRIP:
3101		return false;
3102	default: UNREACHABLE(drawMode);
3103	}
3104
3105	return false;
3106}
3107
3108void Context::setVertexAttrib(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
3109{
3110	ASSERT(index < MAX_VERTEX_ATTRIBS);
3111
3112	mState.vertexAttribute[index].mCurrentValue[0] = x;
3113	mState.vertexAttribute[index].mCurrentValue[1] = y;
3114	mState.vertexAttribute[index].mCurrentValue[2] = z;
3115	mState.vertexAttribute[index].mCurrentValue[3] = w;
3116
3117	mVertexDataManager->dirtyCurrentValue(index);
3118}
3119
3120void Context::bindTexImage(gl::Surface *surface)
3121{
3122	es1::Texture2D *textureObject = getTexture2D();
3123
3124	if(textureObject)
3125	{
3126		textureObject->bindTexImage(surface);
3127	}
3128}
3129
3130EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
3131{
3132	switch(target)
3133	{
3134	case EGL_GL_TEXTURE_2D_KHR:
3135		break;
3136	case EGL_GL_RENDERBUFFER_KHR:
3137		break;
3138	default:
3139		return EGL_BAD_PARAMETER;
3140	}
3141
3142	if(textureLevel >= IMPLEMENTATION_MAX_TEXTURE_LEVELS)
3143	{
3144		return EGL_BAD_MATCH;
3145	}
3146
3147	if(target == EGL_GL_TEXTURE_2D_KHR)
3148	{
3149		Texture *texture = getTexture(name);
3150
3151		if(!texture || texture->getTarget() != GL_TEXTURE_2D)
3152		{
3153			return EGL_BAD_PARAMETER;
3154		}
3155
3156		if(texture->isShared(GL_TEXTURE_2D, textureLevel))   // Bound to an EGLSurface or already an EGLImage sibling
3157		{
3158			return EGL_BAD_ACCESS;
3159		}
3160
3161		if(textureLevel != 0 && !texture->isSamplerComplete())
3162		{
3163			return EGL_BAD_PARAMETER;
3164		}
3165
3166		if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getTopLevel() == 0))
3167		{
3168			return EGL_BAD_PARAMETER;
3169		}
3170	}
3171	else if(target == EGL_GL_RENDERBUFFER_KHR)
3172	{
3173		Renderbuffer *renderbuffer = getRenderbuffer(name);
3174
3175		if(!renderbuffer)
3176		{
3177			return EGL_BAD_PARAMETER;
3178		}
3179
3180		if(renderbuffer->isShared())   // Already an EGLImage sibling
3181		{
3182			return EGL_BAD_ACCESS;
3183		}
3184	}
3185	else UNREACHABLE(target);
3186
3187	return EGL_SUCCESS;
3188}
3189
3190egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
3191{
3192	if(target == EGL_GL_TEXTURE_2D_KHR)
3193	{
3194		es1::Texture *texture = getTexture(name);
3195
3196		return texture->createSharedImage(GL_TEXTURE_2D, textureLevel);
3197	}
3198	else if(target == EGL_GL_RENDERBUFFER_KHR)
3199	{
3200		es1::Renderbuffer *renderbuffer = getRenderbuffer(name);
3201
3202		return renderbuffer->createSharedImage();
3203	}
3204	else UNREACHABLE(target);
3205
3206	return nullptr;
3207}
3208
3209egl::Image *Context::getSharedImage(GLeglImageOES image)
3210{
3211	return display->getSharedImage(image);
3212}
3213
3214Device *Context::getDevice()
3215{
3216	return device;
3217}
3218
3219void Context::setMatrixMode(GLenum mode)
3220{
3221	matrixMode = mode;
3222}
3223
3224sw::MatrixStack &Context::currentMatrixStack()
3225{
3226	switch(matrixMode)
3227	{
3228	case GL_MODELVIEW:
3229		return modelViewStack;
3230	case GL_PROJECTION:
3231		return projectionStack;
3232	case GL_TEXTURE:
3233		switch(mState.activeSampler)
3234		{
3235		case 0: return textureStack0;
3236		case 1: return textureStack1;
3237		}
3238		break;
3239	}
3240
3241	UNREACHABLE(matrixMode);
3242	return textureStack0;
3243}
3244
3245void Context::loadIdentity()
3246{
3247	currentMatrixStack().identity();
3248}
3249
3250void Context::load(const GLfloat *m)
3251{
3252	currentMatrixStack().load(m);
3253}
3254
3255void Context::pushMatrix()
3256{
3257	if(!currentMatrixStack().push())
3258	{
3259		return error(GL_STACK_OVERFLOW);
3260	}
3261}
3262
3263void Context::popMatrix()
3264{
3265	if(!currentMatrixStack().pop())
3266	{
3267		return error(GL_STACK_OVERFLOW);
3268	}
3269}
3270
3271void Context::rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
3272{
3273	currentMatrixStack().rotate(angle, x, y, z);
3274}
3275
3276void Context::translate(GLfloat x, GLfloat y, GLfloat z)
3277{
3278	currentMatrixStack().translate(x, y, z);
3279}
3280
3281void Context::scale(GLfloat x, GLfloat y, GLfloat z)
3282{
3283	currentMatrixStack().scale(x, y, z);
3284}
3285
3286void Context::multiply(const GLfloat *m)
3287{
3288	currentMatrixStack().multiply(m);
3289}
3290
3291void Context::frustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar)
3292{
3293	currentMatrixStack().frustum(left, right, bottom, top, zNear, zFar);
3294}
3295
3296void Context::ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar)
3297{
3298	currentMatrixStack().ortho(left, right, bottom, top, zNear, zFar);
3299}
3300
3301void Context::setClipPlane(int index, const float plane[4])
3302{
3303	sw::Plane clipPlane = modelViewStack.current() * sw::Plane(plane);
3304	device->setClipPlane(index, &clipPlane.A);
3305}
3306
3307void Context::setClipPlaneEnabled(int index, bool enable)
3308{
3309	clipFlags = (clipFlags & ~((int)!enable << index)) | ((int)enable << index);
3310	device->setClipFlags(clipFlags);
3311}
3312
3313bool Context::isClipPlaneEnabled(int index) const
3314{
3315	return (clipFlags & (1 << index)) != 0;
3316}
3317
3318void Context::setColorLogicOpEnabled(bool enable)
3319{
3320	colorLogicOpEnabled = enable;
3321}
3322
3323bool Context::isColorLogicOpEnabled() const
3324{
3325	return colorLogicOpEnabled;
3326}
3327
3328void Context::setLogicalOperation(GLenum logicOp)
3329{
3330	logicalOperation = logicOp;
3331}
3332
3333void Context::setLineSmoothEnabled(bool enable)
3334{
3335	lineSmoothEnabled = enable;
3336}
3337
3338bool Context::isLineSmoothEnabled() const
3339{
3340	return lineSmoothEnabled;
3341}
3342
3343void Context::setColorMaterialEnabled(bool enable)
3344{
3345	colorMaterialEnabled = enable;
3346}
3347
3348bool Context::isColorMaterialEnabled() const
3349{
3350	return colorMaterialEnabled;
3351}
3352
3353void Context::setNormalizeEnabled(bool enable)
3354{
3355	normalizeEnabled = enable;
3356}
3357
3358bool Context::isNormalizeEnabled() const
3359{
3360	return normalizeEnabled;
3361}
3362
3363void Context::setRescaleNormalEnabled(bool enable)
3364{
3365	rescaleNormalEnabled = enable;
3366}
3367
3368bool Context::isRescaleNormalEnabled() const
3369{
3370	return rescaleNormalEnabled;
3371}
3372
3373void Context::setVertexArrayEnabled(bool enable)
3374{
3375	mState.vertexAttribute[sw::Position].mArrayEnabled = enable;
3376}
3377
3378bool Context::isVertexArrayEnabled() const
3379{
3380	return mState.vertexAttribute[sw::Position].mArrayEnabled;
3381}
3382
3383void Context::setNormalArrayEnabled(bool enable)
3384{
3385	mState.vertexAttribute[sw::Normal].mArrayEnabled = enable;
3386}
3387
3388bool Context::isNormalArrayEnabled() const
3389{
3390	return mState.vertexAttribute[sw::Normal].mArrayEnabled;
3391}
3392
3393void Context::setColorArrayEnabled(bool enable)
3394{
3395	mState.vertexAttribute[sw::Color0].mArrayEnabled = enable;
3396}
3397
3398bool Context::isColorArrayEnabled() const
3399{
3400	return mState.vertexAttribute[sw::Color0].mArrayEnabled;
3401}
3402
3403void Context::setPointSizeArrayEnabled(bool enable)
3404{
3405	mState.vertexAttribute[sw::PointSize].mArrayEnabled = enable;
3406}
3407
3408bool Context::isPointSizeArrayEnabled() const
3409{
3410	return mState.vertexAttribute[sw::PointSize].mArrayEnabled;
3411}
3412
3413void Context::setTextureCoordArrayEnabled(bool enable)
3414{
3415	mState.vertexAttribute[sw::TexCoord0 + clientTexture].mArrayEnabled = enable;
3416}
3417
3418bool Context::isTextureCoordArrayEnabled() const
3419{
3420	return mState.vertexAttribute[sw::TexCoord0 + clientTexture].mArrayEnabled;
3421}
3422
3423void Context::setMultisampleEnabled(bool enable)
3424{
3425	multisampleEnabled = enable;
3426}
3427
3428bool Context::isMultisampleEnabled() const
3429{
3430	return multisampleEnabled;
3431}
3432
3433void Context::setSampleAlphaToOneEnabled(bool enable)
3434{
3435	sampleAlphaToOneEnabled = enable;
3436}
3437
3438bool Context::isSampleAlphaToOneEnabled() const
3439{
3440	return sampleAlphaToOneEnabled;
3441}
3442
3443void Context::setPointSpriteEnabled(bool enable)
3444{
3445	pointSpriteEnabled = enable;
3446}
3447
3448bool Context::isPointSpriteEnabled() const
3449{
3450	return pointSpriteEnabled;
3451}
3452
3453void Context::setPointSmoothEnabled(bool enable)
3454{
3455	pointSmoothEnabled = enable;
3456}
3457
3458bool Context::isPointSmoothEnabled() const
3459{
3460	return pointSmoothEnabled;
3461}
3462
3463void Context::setPointSizeMin(float min)
3464{
3465	pointSizeMin = min;
3466}
3467
3468void Context::setPointSizeMax(float max)
3469{
3470	pointSizeMax = max;
3471}
3472
3473void Context::setPointDistanceAttenuation(float a, float b, float c)
3474{
3475	pointDistanceAttenuation = {a, b, c};
3476}
3477
3478void Context::setPointFadeThresholdSize(float threshold)
3479{
3480	pointFadeThresholdSize = threshold;
3481}
3482
3483void Context::clientActiveTexture(GLenum texture)
3484{
3485	clientTexture = texture;
3486}
3487
3488GLenum Context::getClientActiveTexture() const
3489{
3490	return clientTexture;
3491}
3492
3493unsigned int Context::getActiveTexture() const
3494{
3495	return mState.activeSampler;
3496}
3497
3498}
3499
3500egl::Context *es1CreateContext(egl::Display *display, const egl::Context *shareContext, const egl::Config *config)
3501{
3502	ASSERT(!shareContext || shareContext->getClientVersion() == 1);   // Should be checked by eglCreateContext
3503	return new es1::Context(display, static_cast<const es1::Context*>(shareContext), config);
3504}
3505