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