Context.cpp revision 10c74a62ed7bcde6e4f48445bd43e2f8707c30d6
1538122d159ef845767ea430a5541248e85e43717Seigo Nonaka// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2538122d159ef845767ea430a5541248e85e43717Seigo Nonaka//
3538122d159ef845767ea430a5541248e85e43717Seigo Nonaka// Licensed under the Apache License, Version 2.0 (the "License");
4538122d159ef845767ea430a5541248e85e43717Seigo Nonaka// you may not use this file except in compliance with the License.
5538122d159ef845767ea430a5541248e85e43717Seigo Nonaka// You may obtain a copy of the License at
6538122d159ef845767ea430a5541248e85e43717Seigo Nonaka//
7538122d159ef845767ea430a5541248e85e43717Seigo Nonaka//    http://www.apache.org/licenses/LICENSE-2.0
8538122d159ef845767ea430a5541248e85e43717Seigo Nonaka//
9538122d159ef845767ea430a5541248e85e43717Seigo Nonaka// Unless required by applicable law or agreed to in writing, software
10538122d159ef845767ea430a5541248e85e43717Seigo Nonaka// distributed under the License is distributed on an "AS IS" BASIS,
11538122d159ef845767ea430a5541248e85e43717Seigo Nonaka// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12538122d159ef845767ea430a5541248e85e43717Seigo Nonaka// See the License for the specific language governing permissions and
13538122d159ef845767ea430a5541248e85e43717Seigo Nonaka// limitations under the License.
14538122d159ef845767ea430a5541248e85e43717Seigo Nonaka
15538122d159ef845767ea430a5541248e85e43717Seigo Nonaka// Context.cpp: Implements the es2::Context class, managing all GL state and performing
16538122d159ef845767ea430a5541248e85e43717Seigo Nonaka// rendering operations. It is the GLES2 specific implementation of EGLContext.
17538122d159ef845767ea430a5541248e85e43717Seigo Nonaka
18538122d159ef845767ea430a5541248e85e43717Seigo Nonaka#include "Context.h"
19538122d159ef845767ea430a5541248e85e43717Seigo Nonaka
20538122d159ef845767ea430a5541248e85e43717Seigo Nonaka#include "main.h"
21538122d159ef845767ea430a5541248e85e43717Seigo Nonaka#include "mathutil.h"
22538122d159ef845767ea430a5541248e85e43717Seigo Nonaka#include "utilities.h"
23538122d159ef845767ea430a5541248e85e43717Seigo Nonaka#include "ResourceManager.h"
24538122d159ef845767ea430a5541248e85e43717Seigo Nonaka#include "Buffer.h"
25538122d159ef845767ea430a5541248e85e43717Seigo Nonaka#include "Fence.h"
266c8722e217ff5238f0b849152d7936959a728103Seigo Nonaka#include "Framebuffer.h"
27538122d159ef845767ea430a5541248e85e43717Seigo Nonaka#include "Program.h"
286c8722e217ff5238f0b849152d7936959a728103Seigo Nonaka#include "Query.h"
296c8722e217ff5238f0b849152d7936959a728103Seigo Nonaka#include "Renderbuffer.h"
306c8722e217ff5238f0b849152d7936959a728103Seigo Nonaka#include "Sampler.h"
316c8722e217ff5238f0b849152d7936959a728103Seigo Nonaka#include "Shader.h"
326c8722e217ff5238f0b849152d7936959a728103Seigo Nonaka#include "Texture.h"
336c8722e217ff5238f0b849152d7936959a728103Seigo Nonaka#include "TransformFeedback.h"
346c8722e217ff5238f0b849152d7936959a728103Seigo Nonaka#include "VertexArray.h"
35538122d159ef845767ea430a5541248e85e43717Seigo Nonaka#include "VertexDataManager.h"
36538122d159ef845767ea430a5541248e85e43717Seigo Nonaka#include "IndexDataManager.h"
37538122d159ef845767ea430a5541248e85e43717Seigo Nonaka#include "libEGL/Display.h"
38538122d159ef845767ea430a5541248e85e43717Seigo Nonaka#include "common/Surface.hpp"
396c8722e217ff5238f0b849152d7936959a728103Seigo Nonaka#include "Common/Half.hpp"
40538122d159ef845767ea430a5541248e85e43717Seigo Nonaka
41538122d159ef845767ea430a5541248e85e43717Seigo Nonaka#include <EGL/eglext.h>
42538122d159ef845767ea430a5541248e85e43717Seigo Nonaka
43538122d159ef845767ea430a5541248e85e43717Seigo Nonaka#include <algorithm>
44538122d159ef845767ea430a5541248e85e43717Seigo Nonaka#include <string>
45538122d159ef845767ea430a5541248e85e43717Seigo Nonaka
46538122d159ef845767ea430a5541248e85e43717Seigo Nonakanamespace es2
47538122d159ef845767ea430a5541248e85e43717Seigo Nonaka{
48538122d159ef845767ea430a5541248e85e43717Seigo NonakaContext::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config)
49538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	: egl::Context(display), clientVersion(clientVersion), config(config)
50538122d159ef845767ea430a5541248e85e43717Seigo Nonaka{
51538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	sw::Context *context = new sw::Context();
52538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	device = new es2::Device(context);
53538122d159ef845767ea430a5541248e85e43717Seigo Nonaka
54538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
55538122d159ef845767ea430a5541248e85e43717Seigo Nonaka
56538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	mState.depthClearValue = 1.0f;
57538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	mState.stencilClearValue = 0;
58538122d159ef845767ea430a5541248e85e43717Seigo Nonaka
59538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	mState.cullFaceEnabled = false;
60538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	mState.cullMode = GL_BACK;
61538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	mState.frontFace = GL_CCW;
62538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	mState.depthTestEnabled = false;
63538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	mState.depthFunc = GL_LESS;
64538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	mState.blendEnabled = false;
65538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	mState.sourceBlendRGB = GL_ONE;
66538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	mState.sourceBlendAlpha = GL_ONE;
67538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	mState.destBlendRGB = GL_ZERO;
68538122d159ef845767ea430a5541248e85e43717Seigo Nonaka	mState.destBlendAlpha = GL_ZERO;
69	mState.blendEquationRGB = GL_FUNC_ADD;
70	mState.blendEquationAlpha = GL_FUNC_ADD;
71	mState.blendColor.red = 0;
72	mState.blendColor.green = 0;
73	mState.blendColor.blue = 0;
74	mState.blendColor.alpha = 0;
75	mState.stencilTestEnabled = false;
76	mState.stencilFunc = GL_ALWAYS;
77	mState.stencilRef = 0;
78	mState.stencilMask = 0xFFFFFFFFu;
79	mState.stencilWritemask = 0xFFFFFFFFu;
80	mState.stencilBackFunc = GL_ALWAYS;
81	mState.stencilBackRef = 0;
82	mState.stencilBackMask = 0xFFFFFFFFu;
83	mState.stencilBackWritemask = 0xFFFFFFFFu;
84	mState.stencilFail = GL_KEEP;
85	mState.stencilPassDepthFail = GL_KEEP;
86	mState.stencilPassDepthPass = GL_KEEP;
87	mState.stencilBackFail = GL_KEEP;
88	mState.stencilBackPassDepthFail = GL_KEEP;
89	mState.stencilBackPassDepthPass = GL_KEEP;
90	mState.polygonOffsetFillEnabled = false;
91	mState.polygonOffsetFactor = 0.0f;
92	mState.polygonOffsetUnits = 0.0f;
93	mState.sampleAlphaToCoverageEnabled = false;
94	mState.sampleCoverageEnabled = false;
95	mState.sampleCoverageValue = 1.0f;
96	mState.sampleCoverageInvert = false;
97	mState.scissorTestEnabled = false;
98	mState.ditherEnabled = true;
99	mState.primitiveRestartFixedIndexEnabled = false;
100	mState.rasterizerDiscardEnabled = false;
101	mState.generateMipmapHint = GL_DONT_CARE;
102	mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
103	mState.textureFilteringHint = GL_DONT_CARE;
104
105	mState.lineWidth = 1.0f;
106
107	mState.viewportX = 0;
108	mState.viewportY = 0;
109	mState.viewportWidth = 0;
110	mState.viewportHeight = 0;
111	mState.zNear = 0.0f;
112	mState.zFar = 1.0f;
113
114	mState.scissorX = 0;
115	mState.scissorY = 0;
116	mState.scissorWidth = 0;
117	mState.scissorHeight = 0;
118
119	mState.colorMaskRed = true;
120	mState.colorMaskGreen = true;
121	mState.colorMaskBlue = true;
122	mState.colorMaskAlpha = true;
123	mState.depthMask = true;
124
125	if(shareContext)
126	{
127		mResourceManager = shareContext->mResourceManager;
128		mResourceManager->addRef();
129	}
130	else
131	{
132		mResourceManager = new ResourceManager();
133	}
134
135	// [OpenGL ES 2.0.24] section 3.7 page 83:
136	// In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
137	// and cube map texture state vectors respectively associated with them.
138	// In order that access to these initial textures not be lost, they are treated as texture
139	// objects all of whose names are 0.
140
141	mTexture2DZero = new Texture2D(0);
142	mTexture3DZero = new Texture3D(0);
143	mTexture2DArrayZero = new Texture2DArray(0);
144	mTextureCubeMapZero = new TextureCubeMap(0);
145	mTextureExternalZero = new TextureExternal(0);
146
147	mState.activeSampler = 0;
148	bindVertexArray(0);
149	bindArrayBuffer(0);
150	bindElementArrayBuffer(0);
151	bindTextureCubeMap(0);
152	bindTexture2D(0);
153	bindReadFramebuffer(0);
154	bindDrawFramebuffer(0);
155	bindRenderbuffer(0);
156	bindGenericUniformBuffer(0);
157	bindTransformFeedback(0);
158
159	mState.currentProgram = 0;
160
161	mState.packAlignment = 4;
162	mState.unpackInfo.alignment = 4;
163	mState.packRowLength = 0;
164	mState.packImageHeight = 0;
165	mState.packSkipPixels = 0;
166	mState.packSkipRows = 0;
167	mState.packSkipImages = 0;
168	mState.unpackInfo.rowLength = 0;
169	mState.unpackInfo.imageHeight = 0;
170	mState.unpackInfo.skipPixels = 0;
171	mState.unpackInfo.skipRows = 0;
172	mState.unpackInfo.skipImages = 0;
173
174	mVertexDataManager = nullptr;
175	mIndexDataManager = nullptr;
176
177	mInvalidEnum = false;
178	mInvalidValue = false;
179	mInvalidOperation = false;
180	mOutOfMemory = false;
181	mInvalidFramebufferOperation = false;
182
183	mHasBeenCurrent = false;
184
185	markAllStateDirty();
186}
187
188Context::~Context()
189{
190	if(mState.currentProgram != 0)
191	{
192		Program *programObject = mResourceManager->getProgram(mState.currentProgram);
193		if(programObject)
194		{
195			programObject->release();
196		}
197		mState.currentProgram = 0;
198	}
199
200	while(!mFramebufferNameSpace.empty())
201	{
202		deleteFramebuffer(mFramebufferNameSpace.firstName());
203	}
204
205	while(!mFenceNameSpace.empty())
206	{
207		deleteFence(mFenceNameSpace.firstName());
208	}
209
210	while(!mQueryNameSpace.empty())
211	{
212		deleteQuery(mQueryNameSpace.firstName());
213	}
214
215	while(!mVertexArrayNameSpace.empty())
216	{
217		deleteVertexArray(mVertexArrayNameSpace.lastName());
218	}
219
220	while(!mTransformFeedbackNameSpace.empty())
221	{
222		deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
223	}
224
225	for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
226	{
227		for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
228		{
229			mState.samplerTexture[type][sampler] = nullptr;
230		}
231	}
232
233	for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
234	{
235		mState.vertexAttribute[i].mBoundBuffer = nullptr;
236	}
237
238	for(int i = 0; i < QUERY_TYPE_COUNT; i++)
239	{
240		mState.activeQuery[i] = nullptr;
241	}
242
243	mState.arrayBuffer = nullptr;
244	mState.copyReadBuffer = nullptr;
245	mState.copyWriteBuffer = nullptr;
246	mState.pixelPackBuffer = nullptr;
247	mState.pixelUnpackBuffer = nullptr;
248	mState.genericUniformBuffer = nullptr;
249
250	for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) {
251		mState.uniformBuffers[i].set(nullptr, 0, 0);
252	}
253
254	mState.renderbuffer = nullptr;
255
256	for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
257	{
258		mState.sampler[i] = nullptr;
259	}
260
261	mTexture2DZero = nullptr;
262	mTexture3DZero = nullptr;
263	mTexture2DArrayZero = nullptr;
264	mTextureCubeMapZero = nullptr;
265	mTextureExternalZero = nullptr;
266
267	delete mVertexDataManager;
268	delete mIndexDataManager;
269
270	mResourceManager->release();
271	delete device;
272}
273
274void Context::makeCurrent(gl::Surface *surface)
275{
276	if(!mHasBeenCurrent)
277	{
278		mVertexDataManager = new VertexDataManager(this);
279		mIndexDataManager = new IndexDataManager();
280
281		mState.viewportX = 0;
282		mState.viewportY = 0;
283		mState.viewportWidth = surface ? surface->getWidth() : 0;
284		mState.viewportHeight = surface ? surface->getHeight() : 0;
285
286		mState.scissorX = 0;
287		mState.scissorY = 0;
288		mState.scissorWidth = surface ? surface->getWidth() : 0;
289		mState.scissorHeight = surface ? surface->getHeight() : 0;
290
291		mHasBeenCurrent = true;
292	}
293
294	if(surface)
295	{
296		// Wrap the existing resources into GL objects and assign them to the '0' names
297		egl::Image *defaultRenderTarget = surface->getRenderTarget();
298		egl::Image *depthStencil = surface->getDepthStencil();
299
300		Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
301		DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
302		Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
303
304		setFramebufferZero(framebufferZero);
305
306		if(defaultRenderTarget)
307		{
308			defaultRenderTarget->release();
309		}
310
311		if(depthStencil)
312		{
313			depthStencil->release();
314		}
315	}
316	else
317	{
318		setFramebufferZero(nullptr);
319	}
320
321	markAllStateDirty();
322}
323
324EGLint Context::getClientVersion() const
325{
326	return clientVersion;
327}
328
329EGLint Context::getConfigID() const
330{
331	return config->mConfigID;
332}
333
334// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
335void Context::markAllStateDirty()
336{
337	mAppliedProgramSerial = 0;
338
339	mDepthStateDirty = true;
340	mMaskStateDirty = true;
341	mBlendStateDirty = true;
342	mStencilStateDirty = true;
343	mPolygonOffsetStateDirty = true;
344	mSampleStateDirty = true;
345	mDitherStateDirty = true;
346	mFrontFaceDirty = true;
347}
348
349void Context::setClearColor(float red, float green, float blue, float alpha)
350{
351	mState.colorClearValue.red = red;
352	mState.colorClearValue.green = green;
353	mState.colorClearValue.blue = blue;
354	mState.colorClearValue.alpha = alpha;
355}
356
357void Context::setClearDepth(float depth)
358{
359	mState.depthClearValue = depth;
360}
361
362void Context::setClearStencil(int stencil)
363{
364	mState.stencilClearValue = stencil;
365}
366
367void Context::setCullFaceEnabled(bool enabled)
368{
369	mState.cullFaceEnabled = enabled;
370}
371
372bool Context::isCullFaceEnabled() const
373{
374	return mState.cullFaceEnabled;
375}
376
377void Context::setCullMode(GLenum mode)
378{
379   mState.cullMode = mode;
380}
381
382void Context::setFrontFace(GLenum front)
383{
384	if(mState.frontFace != front)
385	{
386		mState.frontFace = front;
387		mFrontFaceDirty = true;
388	}
389}
390
391void Context::setDepthTestEnabled(bool enabled)
392{
393	if(mState.depthTestEnabled != enabled)
394	{
395		mState.depthTestEnabled = enabled;
396		mDepthStateDirty = true;
397	}
398}
399
400bool Context::isDepthTestEnabled() const
401{
402	return mState.depthTestEnabled;
403}
404
405void Context::setDepthFunc(GLenum depthFunc)
406{
407	if(mState.depthFunc != depthFunc)
408	{
409		mState.depthFunc = depthFunc;
410		mDepthStateDirty = true;
411	}
412}
413
414void Context::setDepthRange(float zNear, float zFar)
415{
416	mState.zNear = zNear;
417	mState.zFar = zFar;
418}
419
420void Context::setBlendEnabled(bool enabled)
421{
422	if(mState.blendEnabled != enabled)
423	{
424		mState.blendEnabled = enabled;
425		mBlendStateDirty = true;
426	}
427}
428
429bool Context::isBlendEnabled() const
430{
431	return mState.blendEnabled;
432}
433
434void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
435{
436	if(mState.sourceBlendRGB != sourceRGB ||
437	   mState.sourceBlendAlpha != sourceAlpha ||
438	   mState.destBlendRGB != destRGB ||
439	   mState.destBlendAlpha != destAlpha)
440	{
441		mState.sourceBlendRGB = sourceRGB;
442		mState.destBlendRGB = destRGB;
443		mState.sourceBlendAlpha = sourceAlpha;
444		mState.destBlendAlpha = destAlpha;
445		mBlendStateDirty = true;
446	}
447}
448
449void Context::setBlendColor(float red, float green, float blue, float alpha)
450{
451	if(mState.blendColor.red != red ||
452	   mState.blendColor.green != green ||
453	   mState.blendColor.blue != blue ||
454	   mState.blendColor.alpha != alpha)
455	{
456		mState.blendColor.red = red;
457		mState.blendColor.green = green;
458		mState.blendColor.blue = blue;
459		mState.blendColor.alpha = alpha;
460		mBlendStateDirty = true;
461	}
462}
463
464void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
465{
466	if(mState.blendEquationRGB != rgbEquation ||
467	   mState.blendEquationAlpha != alphaEquation)
468	{
469		mState.blendEquationRGB = rgbEquation;
470		mState.blendEquationAlpha = alphaEquation;
471		mBlendStateDirty = true;
472	}
473}
474
475void Context::setStencilTestEnabled(bool enabled)
476{
477	if(mState.stencilTestEnabled != enabled)
478	{
479		mState.stencilTestEnabled = enabled;
480		mStencilStateDirty = true;
481	}
482}
483
484bool Context::isStencilTestEnabled() const
485{
486	return mState.stencilTestEnabled;
487}
488
489void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
490{
491	if(mState.stencilFunc != stencilFunc ||
492	   mState.stencilRef != stencilRef ||
493	   mState.stencilMask != stencilMask)
494	{
495		mState.stencilFunc = stencilFunc;
496		mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
497		mState.stencilMask = stencilMask;
498		mStencilStateDirty = true;
499	}
500}
501
502void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
503{
504	if(mState.stencilBackFunc != stencilBackFunc ||
505	   mState.stencilBackRef != stencilBackRef ||
506	   mState.stencilBackMask != stencilBackMask)
507	{
508		mState.stencilBackFunc = stencilBackFunc;
509		mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
510		mState.stencilBackMask = stencilBackMask;
511		mStencilStateDirty = true;
512	}
513}
514
515void Context::setStencilWritemask(GLuint stencilWritemask)
516{
517	if(mState.stencilWritemask != stencilWritemask)
518	{
519		mState.stencilWritemask = stencilWritemask;
520		mStencilStateDirty = true;
521	}
522}
523
524void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
525{
526	if(mState.stencilBackWritemask != stencilBackWritemask)
527	{
528		mState.stencilBackWritemask = stencilBackWritemask;
529		mStencilStateDirty = true;
530	}
531}
532
533void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
534{
535	if(mState.stencilFail != stencilFail ||
536	   mState.stencilPassDepthFail != stencilPassDepthFail ||
537	   mState.stencilPassDepthPass != stencilPassDepthPass)
538	{
539		mState.stencilFail = stencilFail;
540		mState.stencilPassDepthFail = stencilPassDepthFail;
541		mState.stencilPassDepthPass = stencilPassDepthPass;
542		mStencilStateDirty = true;
543	}
544}
545
546void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
547{
548	if(mState.stencilBackFail != stencilBackFail ||
549	   mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
550	   mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
551	{
552		mState.stencilBackFail = stencilBackFail;
553		mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
554		mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
555		mStencilStateDirty = true;
556	}
557}
558
559void Context::setPolygonOffsetFillEnabled(bool enabled)
560{
561	if(mState.polygonOffsetFillEnabled != enabled)
562	{
563		mState.polygonOffsetFillEnabled = enabled;
564		mPolygonOffsetStateDirty = true;
565	}
566}
567
568bool Context::isPolygonOffsetFillEnabled() const
569{
570	return mState.polygonOffsetFillEnabled;
571}
572
573void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
574{
575	if(mState.polygonOffsetFactor != factor ||
576	   mState.polygonOffsetUnits != units)
577	{
578		mState.polygonOffsetFactor = factor;
579		mState.polygonOffsetUnits = units;
580		mPolygonOffsetStateDirty = true;
581	}
582}
583
584void Context::setSampleAlphaToCoverageEnabled(bool enabled)
585{
586	if(mState.sampleAlphaToCoverageEnabled != enabled)
587	{
588		mState.sampleAlphaToCoverageEnabled = enabled;
589		mSampleStateDirty = true;
590	}
591}
592
593bool Context::isSampleAlphaToCoverageEnabled() const
594{
595	return mState.sampleAlphaToCoverageEnabled;
596}
597
598void Context::setSampleCoverageEnabled(bool enabled)
599{
600	if(mState.sampleCoverageEnabled != enabled)
601	{
602		mState.sampleCoverageEnabled = enabled;
603		mSampleStateDirty = true;
604	}
605}
606
607bool Context::isSampleCoverageEnabled() const
608{
609	return mState.sampleCoverageEnabled;
610}
611
612void Context::setSampleCoverageParams(GLclampf value, bool invert)
613{
614	if(mState.sampleCoverageValue != value ||
615	   mState.sampleCoverageInvert != invert)
616	{
617		mState.sampleCoverageValue = value;
618		mState.sampleCoverageInvert = invert;
619		mSampleStateDirty = true;
620	}
621}
622
623void Context::setScissorTestEnabled(bool enabled)
624{
625	mState.scissorTestEnabled = enabled;
626}
627
628bool Context::isScissorTestEnabled() const
629{
630	return mState.scissorTestEnabled;
631}
632
633void Context::setDitherEnabled(bool enabled)
634{
635	if(mState.ditherEnabled != enabled)
636	{
637		mState.ditherEnabled = enabled;
638		mDitherStateDirty = true;
639	}
640}
641
642bool Context::isDitherEnabled() const
643{
644	return mState.ditherEnabled;
645}
646
647void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
648{
649	mState.primitiveRestartFixedIndexEnabled = enabled;
650}
651
652bool Context::isPrimitiveRestartFixedIndexEnabled() const
653{
654	return mState.primitiveRestartFixedIndexEnabled;
655}
656
657void Context::setRasterizerDiscardEnabled(bool enabled)
658{
659	mState.rasterizerDiscardEnabled = enabled;
660}
661
662bool Context::isRasterizerDiscardEnabled() const
663{
664	return mState.rasterizerDiscardEnabled;
665}
666
667void Context::setLineWidth(GLfloat width)
668{
669	mState.lineWidth = width;
670	device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
671}
672
673void Context::setGenerateMipmapHint(GLenum hint)
674{
675	mState.generateMipmapHint = hint;
676}
677
678void Context::setFragmentShaderDerivativeHint(GLenum hint)
679{
680	mState.fragmentShaderDerivativeHint = hint;
681	// TODO: Propagate the hint to shader translator so we can write
682	// ddx, ddx_coarse, or ddx_fine depending on the hint.
683	// Ignore for now. It is valid for implementations to ignore hint.
684}
685
686void Context::setTextureFilteringHint(GLenum hint)
687{
688	mState.textureFilteringHint = hint;
689}
690
691void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
692{
693	mState.viewportX = x;
694	mState.viewportY = y;
695	mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);     // GL_MAX_VIEWPORT_DIMS[0]
696	mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);   // GL_MAX_VIEWPORT_DIMS[1]
697}
698
699void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
700{
701	mState.scissorX = x;
702	mState.scissorY = y;
703	mState.scissorWidth = width;
704	mState.scissorHeight = height;
705}
706
707void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
708{
709	if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
710	   mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
711	{
712		mState.colorMaskRed = red;
713		mState.colorMaskGreen = green;
714		mState.colorMaskBlue = blue;
715		mState.colorMaskAlpha = alpha;
716		mMaskStateDirty = true;
717	}
718}
719
720unsigned int Context::getColorMask() const
721{
722	return (mState.colorMaskRed ? 0x1 : 0) |
723	       (mState.colorMaskGreen ? 0x2 : 0) |
724	       (mState.colorMaskBlue ? 0x4 : 0) |
725	       (mState.colorMaskAlpha ? 0x8 : 0);
726}
727
728void Context::setDepthMask(bool mask)
729{
730	if(mState.depthMask != mask)
731	{
732		mState.depthMask = mask;
733		mMaskStateDirty = true;
734	}
735}
736
737void Context::setActiveSampler(unsigned int active)
738{
739	mState.activeSampler = active;
740}
741
742GLuint Context::getReadFramebufferName() const
743{
744	return mState.readFramebuffer;
745}
746
747GLuint Context::getDrawFramebufferName() const
748{
749	return mState.drawFramebuffer;
750}
751
752GLuint Context::getRenderbufferName() const
753{
754	return mState.renderbuffer.name();
755}
756
757void Context::setFramebufferReadBuffer(GLuint buf)
758{
759	getReadFramebuffer()->setReadBuffer(buf);
760}
761
762void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
763{
764	Framebuffer *drawFramebuffer = getDrawFramebuffer();
765
766	for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
767	{
768		drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
769	}
770}
771
772GLuint Context::getReadFramebufferColorIndex() const
773{
774	GLenum buf = getReadFramebuffer()->getReadBuffer();
775	switch(buf)
776	{
777	case GL_BACK:
778		return 0;
779	case GL_NONE:
780		return GL_INVALID_INDEX;
781	default:
782		return buf - GL_COLOR_ATTACHMENT0;
783}
784}
785
786GLuint Context::getArrayBufferName() const
787{
788	return mState.arrayBuffer.name();
789}
790
791GLuint Context::getElementArrayBufferName() const
792{
793	Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
794	return elementArrayBuffer ? elementArrayBuffer->name : 0;
795}
796
797GLuint Context::getActiveQuery(GLenum target) const
798{
799	Query *queryObject = nullptr;
800
801	switch(target)
802	{
803	case GL_ANY_SAMPLES_PASSED_EXT:
804		queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
805		break;
806	case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
807		queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
808		break;
809	case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
810		queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
811		break;
812	default:
813		ASSERT(false);
814	}
815
816	if(queryObject)
817	{
818		return queryObject->name;
819	}
820
821	return 0;
822}
823
824void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
825{
826	getCurrentVertexArray()->enableAttribute(attribNum, enabled);
827}
828
829void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
830{
831	getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
832}
833
834const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
835{
836	return getCurrentVertexArray()->getVertexAttribute(attribNum);
837}
838
839void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
840                                   GLsizei stride, const void *pointer)
841{
842	getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer);
843}
844
845const void *Context::getVertexAttribPointer(unsigned int attribNum) const
846{
847	return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
848}
849
850const VertexAttributeArray &Context::getVertexArrayAttributes()
851{
852	return getCurrentVertexArray()->getVertexAttributes();
853}
854
855const VertexAttributeArray &Context::getCurrentVertexAttributes()
856{
857	return mState.vertexAttribute;
858}
859
860void Context::setPackAlignment(GLint alignment)
861{
862	mState.packAlignment = alignment;
863}
864
865void Context::setUnpackAlignment(GLint alignment)
866{
867	mState.unpackInfo.alignment = alignment;
868}
869
870const egl::Image::UnpackInfo& Context::getUnpackInfo() const
871{
872	return mState.unpackInfo;
873}
874
875void Context::setPackRowLength(GLint rowLength)
876{
877	mState.packRowLength = rowLength;
878}
879
880void Context::setPackImageHeight(GLint imageHeight)
881{
882	mState.packImageHeight = imageHeight;
883}
884
885void Context::setPackSkipPixels(GLint skipPixels)
886{
887	mState.packSkipPixels = skipPixels;
888}
889
890void Context::setPackSkipRows(GLint skipRows)
891{
892	mState.packSkipRows = skipRows;
893}
894
895void Context::setPackSkipImages(GLint skipImages)
896{
897	mState.packSkipImages = skipImages;
898}
899
900void Context::setUnpackRowLength(GLint rowLength)
901{
902	mState.unpackInfo.rowLength = rowLength;
903}
904
905void Context::setUnpackImageHeight(GLint imageHeight)
906{
907	mState.unpackInfo.imageHeight = imageHeight;
908}
909
910void Context::setUnpackSkipPixels(GLint skipPixels)
911{
912	mState.unpackInfo.skipPixels = skipPixels;
913}
914
915void Context::setUnpackSkipRows(GLint skipRows)
916{
917	mState.unpackInfo.skipRows = skipRows;
918}
919
920void Context::setUnpackSkipImages(GLint skipImages)
921{
922	mState.unpackInfo.skipImages = skipImages;
923}
924
925GLuint Context::createBuffer()
926{
927	return mResourceManager->createBuffer();
928}
929
930GLuint Context::createProgram()
931{
932	return mResourceManager->createProgram();
933}
934
935GLuint Context::createShader(GLenum type)
936{
937	return mResourceManager->createShader(type);
938}
939
940GLuint Context::createTexture()
941{
942	return mResourceManager->createTexture();
943}
944
945GLuint Context::createRenderbuffer()
946{
947	return mResourceManager->createRenderbuffer();
948}
949
950// Returns an unused framebuffer name
951GLuint Context::createFramebuffer()
952{
953	return mFramebufferNameSpace.allocate();
954}
955
956GLuint Context::createFence()
957{
958	return mFenceNameSpace.allocate(new Fence());
959}
960
961// Returns an unused query name
962GLuint Context::createQuery()
963{
964	return mQueryNameSpace.allocate();
965}
966
967// Returns an unused vertex array name
968GLuint Context::createVertexArray()
969{
970	return mVertexArrayNameSpace.allocate();
971}
972
973GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
974{
975	GLuint handle = mResourceManager->createFenceSync(condition, flags);
976
977	return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
978}
979
980// Returns an unused transform feedback name
981GLuint Context::createTransformFeedback()
982{
983	return mTransformFeedbackNameSpace.allocate();
984}
985
986// Returns an unused sampler name
987GLuint Context::createSampler()
988{
989	return mResourceManager->createSampler();
990}
991
992void Context::deleteBuffer(GLuint buffer)
993{
994	detachBuffer(buffer);
995
996	mResourceManager->deleteBuffer(buffer);
997}
998
999void Context::deleteShader(GLuint shader)
1000{
1001	mResourceManager->deleteShader(shader);
1002}
1003
1004void Context::deleteProgram(GLuint program)
1005{
1006	mResourceManager->deleteProgram(program);
1007}
1008
1009void Context::deleteTexture(GLuint texture)
1010{
1011	detachTexture(texture);
1012
1013	mResourceManager->deleteTexture(texture);
1014}
1015
1016void Context::deleteRenderbuffer(GLuint renderbuffer)
1017{
1018	if(mResourceManager->getRenderbuffer(renderbuffer))
1019	{
1020		detachRenderbuffer(renderbuffer);
1021	}
1022
1023	mResourceManager->deleteRenderbuffer(renderbuffer);
1024}
1025
1026void Context::deleteFramebuffer(GLuint framebuffer)
1027{
1028	detachFramebuffer(framebuffer);
1029
1030	Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1031
1032	if(framebufferObject)
1033	{
1034		delete framebufferObject;
1035	}
1036}
1037
1038void Context::deleteFence(GLuint fence)
1039{
1040	Fence *fenceObject = mFenceNameSpace.remove(fence);
1041
1042	if(fenceObject)
1043	{
1044		delete fenceObject;
1045	}
1046}
1047
1048void Context::deleteQuery(GLuint query)
1049{
1050	Query *queryObject = mQueryNameSpace.remove(query);
1051
1052	if(queryObject)
1053	{
1054		queryObject->release();
1055	}
1056}
1057
1058void Context::deleteVertexArray(GLuint vertexArray)
1059{
1060	// [OpenGL ES 3.0.2] section 2.10 page 43:
1061	// If a vertex array object that is currently bound is deleted, the binding
1062	// for that object reverts to zero and the default vertex array becomes current.
1063	if(getCurrentVertexArray()->name == vertexArray)
1064	{
1065		bindVertexArray(0);
1066	}
1067
1068	VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1069
1070	if(vertexArrayObject)
1071	{
1072		delete vertexArrayObject;
1073	}
1074}
1075
1076void Context::deleteFenceSync(GLsync fenceSync)
1077{
1078	// The spec specifies the underlying Fence object is not deleted until all current
1079	// wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1080	// and since our API is currently designed for being called from a single thread, we can delete
1081	// the fence immediately.
1082	mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1083}
1084
1085void Context::deleteTransformFeedback(GLuint transformFeedback)
1086{
1087	TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1088
1089	if(transformFeedbackObject)
1090	{
1091		delete transformFeedbackObject;
1092	}
1093}
1094
1095void Context::deleteSampler(GLuint sampler)
1096{
1097	detachSampler(sampler);
1098
1099	mResourceManager->deleteSampler(sampler);
1100}
1101
1102Buffer *Context::getBuffer(GLuint handle) const
1103{
1104	return mResourceManager->getBuffer(handle);
1105}
1106
1107Shader *Context::getShader(GLuint handle) const
1108{
1109	return mResourceManager->getShader(handle);
1110}
1111
1112Program *Context::getProgram(GLuint handle) const
1113{
1114	return mResourceManager->getProgram(handle);
1115}
1116
1117Texture *Context::getTexture(GLuint handle) const
1118{
1119	return mResourceManager->getTexture(handle);
1120}
1121
1122Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1123{
1124	return mResourceManager->getRenderbuffer(handle);
1125}
1126
1127Framebuffer *Context::getReadFramebuffer() const
1128{
1129	return getFramebuffer(mState.readFramebuffer);
1130}
1131
1132Framebuffer *Context::getDrawFramebuffer() const
1133{
1134	return getFramebuffer(mState.drawFramebuffer);
1135}
1136
1137void Context::bindArrayBuffer(unsigned int buffer)
1138{
1139	mResourceManager->checkBufferAllocation(buffer);
1140
1141	mState.arrayBuffer = getBuffer(buffer);
1142}
1143
1144void Context::bindElementArrayBuffer(unsigned int buffer)
1145{
1146	mResourceManager->checkBufferAllocation(buffer);
1147
1148	getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1149}
1150
1151void Context::bindCopyReadBuffer(GLuint buffer)
1152{
1153	mResourceManager->checkBufferAllocation(buffer);
1154
1155	mState.copyReadBuffer = getBuffer(buffer);
1156}
1157
1158void Context::bindCopyWriteBuffer(GLuint buffer)
1159{
1160	mResourceManager->checkBufferAllocation(buffer);
1161
1162	mState.copyWriteBuffer = getBuffer(buffer);
1163}
1164
1165void Context::bindPixelPackBuffer(GLuint buffer)
1166{
1167	mResourceManager->checkBufferAllocation(buffer);
1168
1169	mState.pixelPackBuffer = getBuffer(buffer);
1170}
1171
1172void Context::bindPixelUnpackBuffer(GLuint buffer)
1173{
1174	mResourceManager->checkBufferAllocation(buffer);
1175
1176	mState.pixelUnpackBuffer = getBuffer(buffer);
1177}
1178
1179void Context::bindTransformFeedbackBuffer(GLuint buffer)
1180{
1181	mResourceManager->checkBufferAllocation(buffer);
1182
1183	TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1184
1185	if(transformFeedback)
1186	{
1187		transformFeedback->setGenericBuffer(getBuffer(buffer));
1188	}
1189}
1190
1191void Context::bindTexture2D(GLuint texture)
1192{
1193	mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1194
1195	mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture);
1196}
1197
1198void Context::bindTextureCubeMap(GLuint texture)
1199{
1200	mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1201
1202	mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture);
1203}
1204
1205void Context::bindTextureExternal(GLuint texture)
1206{
1207	mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL);
1208
1209	mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture);
1210}
1211
1212void Context::bindTexture3D(GLuint texture)
1213{
1214	mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1215
1216	mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture);
1217}
1218
1219void Context::bindTexture2DArray(GLuint texture)
1220{
1221	mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1222
1223	mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture);
1224}
1225
1226void Context::bindReadFramebuffer(GLuint framebuffer)
1227{
1228	if(!getFramebuffer(framebuffer))
1229	{
1230		mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1231	}
1232
1233	mState.readFramebuffer = framebuffer;
1234}
1235
1236void Context::bindDrawFramebuffer(GLuint framebuffer)
1237{
1238	if(!getFramebuffer(framebuffer))
1239	{
1240		mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1241	}
1242
1243	mState.drawFramebuffer = framebuffer;
1244}
1245
1246void Context::bindRenderbuffer(GLuint renderbuffer)
1247{
1248	mResourceManager->checkRenderbufferAllocation(renderbuffer);
1249
1250	mState.renderbuffer = getRenderbuffer(renderbuffer);
1251}
1252
1253void Context::bindVertexArray(GLuint array)
1254{
1255	VertexArray *vertexArray = getVertexArray(array);
1256
1257	if(!vertexArray)
1258	{
1259		vertexArray = new VertexArray(array);
1260		mVertexArrayNameSpace.insert(array, vertexArray);
1261	}
1262
1263	mState.vertexArray = array;
1264}
1265
1266void Context::bindGenericUniformBuffer(GLuint buffer)
1267{
1268	mResourceManager->checkBufferAllocation(buffer);
1269
1270	mState.genericUniformBuffer = getBuffer(buffer);
1271}
1272
1273void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1274{
1275	mResourceManager->checkBufferAllocation(buffer);
1276
1277	Buffer* bufferObject = getBuffer(buffer);
1278	mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size));
1279}
1280
1281void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1282{
1283	mResourceManager->checkBufferAllocation(buffer);
1284
1285	getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1286}
1287
1288void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1289{
1290	mResourceManager->checkBufferAllocation(buffer);
1291
1292	Buffer* bufferObject = getBuffer(buffer);
1293	getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1294}
1295
1296void Context::bindTransformFeedback(GLuint id)
1297{
1298	if(!getTransformFeedback(id))
1299	{
1300		mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1301	}
1302
1303	mState.transformFeedback = id;
1304}
1305
1306bool Context::bindSampler(GLuint unit, GLuint sampler)
1307{
1308	mResourceManager->checkSamplerAllocation(sampler);
1309
1310	Sampler* samplerObject = getSampler(sampler);
1311
1312	mState.sampler[unit] = samplerObject;
1313
1314	return !!samplerObject;
1315}
1316
1317void Context::useProgram(GLuint program)
1318{
1319	GLuint priorProgram = mState.currentProgram;
1320	mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
1321
1322	if(priorProgram != program)
1323	{
1324		Program *newProgram = mResourceManager->getProgram(program);
1325		Program *oldProgram = mResourceManager->getProgram(priorProgram);
1326
1327		if(newProgram)
1328		{
1329			newProgram->addRef();
1330		}
1331
1332		if(oldProgram)
1333		{
1334			oldProgram->release();
1335		}
1336	}
1337}
1338
1339void Context::beginQuery(GLenum target, GLuint query)
1340{
1341	// From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1342	// of zero, if the active query object name for <target> is non-zero (for the
1343	// targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1344	// the active query for either target is non-zero), if <id> is the name of an
1345	// existing query object whose type does not match <target>, or if <id> is the
1346	// active query object name for any query type, the error INVALID_OPERATION is
1347	// generated.
1348
1349	// Ensure no other queries are active
1350	// NOTE: If other queries than occlusion are supported, we will need to check
1351	// separately that:
1352	//    a) The query ID passed is not the current active query for any target/type
1353	//    b) There are no active queries for the requested target (and in the case
1354	//       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1355	//       no query may be active for either if glBeginQuery targets either.
1356	for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1357	{
1358		if(mState.activeQuery[i])
1359		{
1360			switch(mState.activeQuery[i]->getType())
1361			{
1362			case GL_ANY_SAMPLES_PASSED_EXT:
1363			case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1364				if((target == GL_ANY_SAMPLES_PASSED_EXT) ||
1365				   (target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT))
1366				{
1367					return error(GL_INVALID_OPERATION);
1368				}
1369				break;
1370			case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1371				if(target == GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN)
1372				{
1373					return error(GL_INVALID_OPERATION);
1374				}
1375				break;
1376			default:
1377				break;
1378			}
1379		}
1380	}
1381
1382	QueryType qType;
1383	switch(target)
1384	{
1385	case GL_ANY_SAMPLES_PASSED_EXT:
1386		qType = QUERY_ANY_SAMPLES_PASSED;
1387		break;
1388	case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1389		qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1390		break;
1391	case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1392		qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1393		break;
1394	default:
1395		UNREACHABLE(target);
1396		return error(GL_INVALID_ENUM);
1397	}
1398
1399	Query *queryObject = createQuery(query, target);
1400
1401	// Check that name was obtained with glGenQueries
1402	if(!queryObject)
1403	{
1404		return error(GL_INVALID_OPERATION);
1405	}
1406
1407	// Check for type mismatch
1408	if(queryObject->getType() != target)
1409	{
1410		return error(GL_INVALID_OPERATION);
1411	}
1412
1413	// Set query as active for specified target
1414	mState.activeQuery[qType] = queryObject;
1415
1416	// Begin query
1417	queryObject->begin();
1418}
1419
1420void Context::endQuery(GLenum target)
1421{
1422	QueryType qType;
1423
1424	switch(target)
1425	{
1426	case GL_ANY_SAMPLES_PASSED_EXT:                qType = QUERY_ANY_SAMPLES_PASSED;                    break;
1427	case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:   qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;       break;
1428	case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1429	default: UNREACHABLE(target); return;
1430	}
1431
1432	Query *queryObject = mState.activeQuery[qType];
1433
1434	if(!queryObject)
1435	{
1436		return error(GL_INVALID_OPERATION);
1437	}
1438
1439	queryObject->end();
1440
1441	mState.activeQuery[qType] = nullptr;
1442}
1443
1444void Context::setFramebufferZero(Framebuffer *buffer)
1445{
1446	delete mFramebufferNameSpace.remove(0);
1447	mFramebufferNameSpace.insert(0, buffer);
1448}
1449
1450void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1451{
1452	Renderbuffer *renderbufferObject = mState.renderbuffer;
1453	renderbufferObject->setStorage(renderbuffer);
1454}
1455
1456Framebuffer *Context::getFramebuffer(unsigned int handle) const
1457{
1458	return mFramebufferNameSpace.find(handle);
1459}
1460
1461Fence *Context::getFence(unsigned int handle) const
1462{
1463	return mFenceNameSpace.find(handle);
1464}
1465
1466FenceSync *Context::getFenceSync(GLsync handle) const
1467{
1468	return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1469}
1470
1471Query *Context::getQuery(unsigned int handle) const
1472{
1473	return mQueryNameSpace.find(handle);
1474}
1475
1476Query *Context::createQuery(unsigned int handle, GLenum type)
1477{
1478	if(!mQueryNameSpace.isReserved(handle))
1479	{
1480		return nullptr;
1481	}
1482	else
1483	{
1484		Query *query = mQueryNameSpace.find(handle);
1485		if(!query)
1486		{
1487			query = new Query(handle, type);
1488			query->addRef();
1489			mQueryNameSpace.insert(handle, query);
1490		}
1491
1492		return query;
1493	}
1494}
1495
1496VertexArray *Context::getVertexArray(GLuint array) const
1497{
1498	return mVertexArrayNameSpace.find(array);
1499}
1500
1501VertexArray *Context::getCurrentVertexArray() const
1502{
1503	return getVertexArray(mState.vertexArray);
1504}
1505
1506bool Context::isVertexArray(GLuint array) const
1507{
1508	return mVertexArrayNameSpace.isReserved(array);
1509}
1510
1511bool Context::hasZeroDivisor() const
1512{
1513	// Verify there is at least one active attribute with a divisor of zero
1514	es2::Program *programObject = getCurrentProgram();
1515	for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1516	{
1517		bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1518		if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1519		{
1520			return true;
1521		}
1522	}
1523
1524	return false;
1525}
1526
1527TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1528{
1529	return mTransformFeedbackNameSpace.find(transformFeedback);
1530}
1531
1532bool Context::isTransformFeedback(GLuint array) const
1533{
1534	return mTransformFeedbackNameSpace.isReserved(array);
1535}
1536
1537Sampler *Context::getSampler(GLuint sampler) const
1538{
1539	return mResourceManager->getSampler(sampler);
1540}
1541
1542bool Context::isSampler(GLuint sampler) const
1543{
1544	return mResourceManager->isSampler(sampler);
1545}
1546
1547Buffer *Context::getArrayBuffer() const
1548{
1549	return mState.arrayBuffer;
1550}
1551
1552Buffer *Context::getElementArrayBuffer() const
1553{
1554	return getCurrentVertexArray()->getElementArrayBuffer();
1555}
1556
1557Buffer *Context::getCopyReadBuffer() const
1558{
1559	return mState.copyReadBuffer;
1560}
1561
1562Buffer *Context::getCopyWriteBuffer() const
1563{
1564	return mState.copyWriteBuffer;
1565}
1566
1567Buffer *Context::getPixelPackBuffer() const
1568{
1569	return mState.pixelPackBuffer;
1570}
1571
1572Buffer *Context::getPixelUnpackBuffer() const
1573{
1574	return mState.pixelUnpackBuffer;
1575}
1576
1577Buffer *Context::getGenericUniformBuffer() const
1578{
1579	return mState.genericUniformBuffer;
1580}
1581
1582GLsizei Context::getRequiredBufferSize(GLsizei width, GLsizei height, GLsizei depth, GLint internalformat, GLenum type) const
1583{
1584	GLenum format = GetSizedInternalFormat(internalformat, type);
1585	GLsizei inputWidth = (mState.unpackInfo.rowLength == 0) ? width : mState.unpackInfo.rowLength;
1586	GLsizei inputPitch = egl::ComputePitch(inputWidth, format, type, mState.unpackInfo.alignment);
1587	GLsizei inputHeight = (mState.unpackInfo.imageHeight == 0) ? height : mState.unpackInfo.imageHeight;
1588	return inputPitch * inputHeight * depth;
1589}
1590
1591GLenum Context::getPixels(const GLvoid **data, GLenum type, GLsizei imageSize) const
1592{
1593	if(mState.pixelUnpackBuffer)
1594	{
1595		if(mState.pixelUnpackBuffer->name)
1596		{
1597			if(mState.pixelUnpackBuffer->isMapped() ||
1598			   (mState.pixelUnpackBuffer->size() < static_cast<size_t>(imageSize)) ||
1599			   (static_cast<GLsizei>((ptrdiff_t)(*data)) % GetTypeSize(type)))
1600			{
1601				return GL_INVALID_OPERATION;
1602			}
1603		}
1604
1605		*data = static_cast<const unsigned char*>(mState.pixelUnpackBuffer->data()) + (ptrdiff_t)(*data);
1606	}
1607	return GL_NONE;
1608}
1609
1610bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1611{
1612	switch(target)
1613	{
1614	case GL_ARRAY_BUFFER:
1615		*buffer = getArrayBuffer();
1616		break;
1617	case GL_ELEMENT_ARRAY_BUFFER:
1618		*buffer = getElementArrayBuffer();
1619		break;
1620	case GL_COPY_READ_BUFFER:
1621		if(clientVersion >= 3)
1622		{
1623			*buffer = getCopyReadBuffer();
1624			break;
1625		}
1626		else return false;
1627	case GL_COPY_WRITE_BUFFER:
1628		if(clientVersion >= 3)
1629		{
1630			*buffer = getCopyWriteBuffer();
1631			break;
1632		}
1633		else return false;
1634	case GL_PIXEL_PACK_BUFFER:
1635		if(clientVersion >= 3)
1636		{
1637			*buffer = getPixelPackBuffer();
1638			break;
1639		}
1640		else return false;
1641	case GL_PIXEL_UNPACK_BUFFER:
1642		if(clientVersion >= 3)
1643		{
1644			*buffer = getPixelUnpackBuffer();
1645			break;
1646		}
1647		else return false;
1648	case GL_TRANSFORM_FEEDBACK_BUFFER:
1649		if(clientVersion >= 3)
1650		{
1651			TransformFeedback* transformFeedback = getTransformFeedback();
1652			*buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1653			break;
1654		}
1655		else return false;
1656	case GL_UNIFORM_BUFFER:
1657		if(clientVersion >= 3)
1658		{
1659			*buffer = getGenericUniformBuffer();
1660			break;
1661		}
1662		else return false;
1663	default:
1664		return false;
1665	}
1666	return true;
1667}
1668
1669TransformFeedback *Context::getTransformFeedback() const
1670{
1671	return getTransformFeedback(mState.transformFeedback);
1672}
1673
1674Program *Context::getCurrentProgram() const
1675{
1676	return mResourceManager->getProgram(mState.currentProgram);
1677}
1678
1679Texture2D *Context::getTexture2D() const
1680{
1681	return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1682}
1683
1684Texture3D *Context::getTexture3D() const
1685{
1686	return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1687}
1688
1689Texture2DArray *Context::getTexture2DArray() const
1690{
1691	return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1692}
1693
1694TextureCubeMap *Context::getTextureCubeMap() const
1695{
1696	return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1697}
1698
1699TextureExternal *Context::getTextureExternal() const
1700{
1701	return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1702}
1703
1704Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1705{
1706	GLuint texid = mState.samplerTexture[type][sampler].name();
1707
1708	if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
1709	{
1710		switch(type)
1711		{
1712		case TEXTURE_2D: return mTexture2DZero;
1713		case TEXTURE_3D: return mTexture3DZero;
1714		case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1715		case TEXTURE_CUBE: return mTextureCubeMapZero;
1716		case TEXTURE_EXTERNAL: return mTextureExternalZero;
1717		default: UNREACHABLE(type);
1718		}
1719	}
1720
1721	return mState.samplerTexture[type][sampler];
1722}
1723
1724void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1725{
1726	mResourceManager->checkSamplerAllocation(sampler);
1727
1728	Sampler *samplerObject = getSampler(sampler);
1729	ASSERT(samplerObject);
1730
1731	switch(pname)
1732	{
1733	case GL_TEXTURE_MIN_FILTER:   samplerObject->setMinFilter(static_cast<GLenum>(param));   break;
1734	case GL_TEXTURE_MAG_FILTER:   samplerObject->setMagFilter(static_cast<GLenum>(param));   break;
1735	case GL_TEXTURE_WRAP_S:       samplerObject->setWrapS(static_cast<GLenum>(param));       break;
1736	case GL_TEXTURE_WRAP_T:       samplerObject->setWrapT(static_cast<GLenum>(param));       break;
1737	case GL_TEXTURE_WRAP_R:       samplerObject->setWrapR(static_cast<GLenum>(param));       break;
1738	case GL_TEXTURE_MIN_LOD:      samplerObject->setMinLod(static_cast<GLfloat>(param));     break;
1739	case GL_TEXTURE_MAX_LOD:      samplerObject->setMaxLod(static_cast<GLfloat>(param));     break;
1740	case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(param)); break;
1741	case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break;
1742	default:                      UNREACHABLE(pname); break;
1743	}
1744}
1745
1746void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1747{
1748	mResourceManager->checkSamplerAllocation(sampler);
1749
1750	Sampler *samplerObject = getSampler(sampler);
1751	ASSERT(samplerObject);
1752
1753	switch(pname)
1754	{
1755	case GL_TEXTURE_MIN_FILTER:   samplerObject->setMinFilter(static_cast<GLenum>(roundf(param)));   break;
1756	case GL_TEXTURE_MAG_FILTER:   samplerObject->setMagFilter(static_cast<GLenum>(roundf(param)));   break;
1757	case GL_TEXTURE_WRAP_S:       samplerObject->setWrapS(static_cast<GLenum>(roundf(param)));       break;
1758	case GL_TEXTURE_WRAP_T:       samplerObject->setWrapT(static_cast<GLenum>(roundf(param)));       break;
1759	case GL_TEXTURE_WRAP_R:       samplerObject->setWrapR(static_cast<GLenum>(roundf(param)));       break;
1760	case GL_TEXTURE_MIN_LOD:      samplerObject->setMinLod(param);                                   break;
1761	case GL_TEXTURE_MAX_LOD:      samplerObject->setMaxLod(param);                                   break;
1762	case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(roundf(param))); break;
1763	case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(roundf(param))); break;
1764	default:                      UNREACHABLE(pname); break;
1765	}
1766}
1767
1768GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1769{
1770	mResourceManager->checkSamplerAllocation(sampler);
1771
1772	Sampler *samplerObject = getSampler(sampler);
1773	ASSERT(samplerObject);
1774
1775	switch(pname)
1776	{
1777	case GL_TEXTURE_MIN_FILTER:   return static_cast<GLint>(samplerObject->getMinFilter());
1778	case GL_TEXTURE_MAG_FILTER:   return static_cast<GLint>(samplerObject->getMagFilter());
1779	case GL_TEXTURE_WRAP_S:       return static_cast<GLint>(samplerObject->getWrapS());
1780	case GL_TEXTURE_WRAP_T:       return static_cast<GLint>(samplerObject->getWrapT());
1781	case GL_TEXTURE_WRAP_R:       return static_cast<GLint>(samplerObject->getWrapR());
1782	case GL_TEXTURE_MIN_LOD:      return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1783	case GL_TEXTURE_MAX_LOD:      return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1784	case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getCompareMode());
1785	case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc());
1786	default:                      UNREACHABLE(pname); return 0;
1787	}
1788}
1789
1790GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1791{
1792	mResourceManager->checkSamplerAllocation(sampler);
1793
1794	Sampler *samplerObject = getSampler(sampler);
1795	ASSERT(samplerObject);
1796
1797	switch(pname)
1798	{
1799	case GL_TEXTURE_MIN_FILTER:   return static_cast<GLfloat>(samplerObject->getMinFilter());
1800	case GL_TEXTURE_MAG_FILTER:   return static_cast<GLfloat>(samplerObject->getMagFilter());
1801	case GL_TEXTURE_WRAP_S:       return static_cast<GLfloat>(samplerObject->getWrapS());
1802	case GL_TEXTURE_WRAP_T:       return static_cast<GLfloat>(samplerObject->getWrapT());
1803	case GL_TEXTURE_WRAP_R:       return static_cast<GLfloat>(samplerObject->getWrapR());
1804	case GL_TEXTURE_MIN_LOD:      return samplerObject->getMinLod();
1805	case GL_TEXTURE_MAX_LOD:      return samplerObject->getMaxLod();
1806	case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getCompareMode());
1807	case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc());
1808	default:                      UNREACHABLE(pname); return 0;
1809	}
1810}
1811
1812bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1813{
1814	switch(pname)
1815	{
1816	case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
1817	case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
1818	case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
1819	case GL_COLOR_WRITEMASK:
1820		params[0] = mState.colorMaskRed;
1821		params[1] = mState.colorMaskGreen;
1822		params[2] = mState.colorMaskBlue;
1823		params[3] = mState.colorMaskAlpha;
1824		break;
1825	case GL_CULL_FACE:                *params = mState.cullFaceEnabled;                  break;
1826	case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;         break;
1827	case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled;     break;
1828	case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;            break;
1829	case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;               break;
1830	case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;               break;
1831	case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;                 break;
1832	case GL_BLEND:                    *params = mState.blendEnabled;                     break;
1833	case GL_DITHER:                   *params = mState.ditherEnabled;                    break;
1834	case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1835	case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscardEnabled;         break;
1836	case GL_TRANSFORM_FEEDBACK_ACTIVE:
1837		{
1838			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1839			if(transformFeedback)
1840			{
1841				*params = transformFeedback->isActive();
1842				break;
1843			}
1844			else return false;
1845		}
1846	 case GL_TRANSFORM_FEEDBACK_PAUSED:
1847		{
1848			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1849			if(transformFeedback)
1850			{
1851				*params = transformFeedback->isPaused();
1852				break;
1853			}
1854			else return false;
1855		}
1856	default:
1857		return false;
1858	}
1859
1860	return true;
1861}
1862
1863bool Context::getFloatv(GLenum pname, GLfloat *params) const
1864{
1865	// Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1866	// because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1867	// GetIntegerv as its native query function. As it would require conversion in any
1868	// case, this should make no difference to the calling application.
1869	switch(pname)
1870	{
1871	case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
1872	case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
1873	case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
1874	case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
1875	case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
1876	case GL_ALIASED_LINE_WIDTH_RANGE:
1877		params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1878		params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1879		break;
1880	case GL_ALIASED_POINT_SIZE_RANGE:
1881		params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1882		params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1883		break;
1884	case GL_DEPTH_RANGE:
1885		params[0] = mState.zNear;
1886		params[1] = mState.zFar;
1887		break;
1888	case GL_COLOR_CLEAR_VALUE:
1889		params[0] = mState.colorClearValue.red;
1890		params[1] = mState.colorClearValue.green;
1891		params[2] = mState.colorClearValue.blue;
1892		params[3] = mState.colorClearValue.alpha;
1893		break;
1894	case GL_BLEND_COLOR:
1895		params[0] = mState.blendColor.red;
1896		params[1] = mState.blendColor.green;
1897		params[2] = mState.blendColor.blue;
1898		params[3] = mState.blendColor.alpha;
1899		break;
1900	case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1901		*params = MAX_TEXTURE_MAX_ANISOTROPY;
1902		break;
1903	default:
1904		return false;
1905	}
1906
1907	return true;
1908}
1909
1910template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1911template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1912
1913template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1914{
1915	// Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1916	// because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1917	// GetIntegerv as its native query function. As it would require conversion in any
1918	// case, this should make no difference to the calling application. You may find it in
1919	// Context::getFloatv.
1920	switch(pname)
1921	{
1922	case GL_MAX_VERTEX_ATTRIBS:               *params = MAX_VERTEX_ATTRIBS;               return true;
1923	case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = MAX_VERTEX_UNIFORM_VECTORS;       return true;
1924	case GL_MAX_VARYING_VECTORS:              *params = MAX_VARYING_VECTORS;              return true;
1925	case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true;
1926	case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS;   return true;
1927	case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = MAX_TEXTURE_IMAGE_UNITS;          return true;
1928	case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = MAX_FRAGMENT_UNIFORM_VECTORS;     return true;
1929	case GL_MAX_RENDERBUFFER_SIZE:            *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true;
1930	case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    return true;
1931	case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          return true;
1932	case GL_ARRAY_BUFFER_BINDING:             *params = getArrayBufferName();                 return true;
1933	case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = getElementArrayBufferName();          return true;
1934//	case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1935	case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               return true;
1936	case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               return true;
1937	case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.name();           return true;
1938	case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                return true;
1939	case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 return true;
1940	case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackInfo.alignment;          return true;
1941	case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            return true;
1942	case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true;
1943	case GL_TEXTURE_FILTERING_HINT_CHROMIUM:  *params = mState.textureFilteringHint;          return true;
1944	case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); return true;
1945	case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   return true;
1946	case GL_STENCIL_REF:                      *params = mState.stencilRef;                    return true;
1947	case GL_STENCIL_VALUE_MASK:               *params = sw::clampToSignedInt(mState.stencilMask); return true;
1948	case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               return true;
1949	case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                return true;
1950	case GL_STENCIL_BACK_VALUE_MASK:          *params = sw::clampToSignedInt(mState.stencilBackMask); return true;
1951	case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   return true;
1952	case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          return true;
1953	case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          return true;
1954	case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               return true;
1955	case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      return true;
1956	case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      return true;
1957	case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     return true;
1958	case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                return true;
1959	case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              return true;
1960	case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  return true;
1961	case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                return true;
1962	case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              return true;
1963	case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            return true;
1964	case GL_STENCIL_WRITEMASK:                *params = sw::clampToSignedInt(mState.stencilWritemask); return true;
1965	case GL_STENCIL_BACK_WRITEMASK:           *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true;
1966	case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             return true;
1967	case GL_SUBPIXEL_BITS:                    *params = 4;                                    return true;
1968	case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;          return true;
1969	case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true;
1970	case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;           return true;
1971	case GL_MAX_SAMPLES_ANGLE:                *params = IMPLEMENTATION_MAX_SAMPLES;               return true;
1972	case GL_SAMPLE_BUFFERS:
1973	case GL_SAMPLES:
1974		{
1975			Framebuffer *framebuffer = getDrawFramebuffer();
1976			int width, height, samples;
1977
1978			if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1979			{
1980				switch(pname)
1981				{
1982				case GL_SAMPLE_BUFFERS:
1983					if(samples > 1)
1984					{
1985						*params = 1;
1986					}
1987					else
1988					{
1989						*params = 0;
1990					}
1991					break;
1992				case GL_SAMPLES:
1993					*params = samples;
1994					break;
1995				}
1996			}
1997			else
1998			{
1999				*params = 0;
2000			}
2001		}
2002		return true;
2003	case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2004		{
2005			Framebuffer *framebuffer = getReadFramebuffer();
2006			*params = framebuffer->getImplementationColorReadType();
2007		}
2008		return true;
2009	case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2010		{
2011			Framebuffer *framebuffer = getReadFramebuffer();
2012			*params = framebuffer->getImplementationColorReadFormat();
2013		}
2014		return true;
2015	case GL_MAX_VIEWPORT_DIMS:
2016		{
2017			int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
2018			params[0] = maxDimension;
2019			params[1] = maxDimension;
2020		}
2021		return true;
2022	case GL_COMPRESSED_TEXTURE_FORMATS:
2023		{
2024			for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
2025			{
2026				params[i] = compressedTextureFormats[i];
2027			}
2028		}
2029		return true;
2030	case GL_VIEWPORT:
2031		params[0] = mState.viewportX;
2032		params[1] = mState.viewportY;
2033		params[2] = mState.viewportWidth;
2034		params[3] = mState.viewportHeight;
2035		return true;
2036	case GL_SCISSOR_BOX:
2037		params[0] = mState.scissorX;
2038		params[1] = mState.scissorY;
2039		params[2] = mState.scissorWidth;
2040		params[3] = mState.scissorHeight;
2041		return true;
2042	case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 return true;
2043	case GL_FRONT_FACE:                       *params = mState.frontFace;                return true;
2044	case GL_RED_BITS:
2045	case GL_GREEN_BITS:
2046	case GL_BLUE_BITS:
2047	case GL_ALPHA_BITS:
2048		{
2049			Framebuffer *framebuffer = getDrawFramebuffer();
2050			Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
2051
2052			if(colorbuffer)
2053			{
2054				switch(pname)
2055				{
2056				case GL_RED_BITS:   *params = colorbuffer->getRedSize();   return true;
2057				case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true;
2058				case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  return true;
2059				case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true;
2060				}
2061			}
2062			else
2063			{
2064				*params = 0;
2065			}
2066		}
2067		return true;
2068	case GL_DEPTH_BITS:
2069		{
2070			Framebuffer *framebuffer = getDrawFramebuffer();
2071			Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2072
2073			if(depthbuffer)
2074			{
2075				*params = depthbuffer->getDepthSize();
2076			}
2077			else
2078			{
2079				*params = 0;
2080			}
2081		}
2082		return true;
2083	case GL_STENCIL_BITS:
2084		{
2085			Framebuffer *framebuffer = getDrawFramebuffer();
2086			Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2087
2088			if(stencilbuffer)
2089			{
2090				*params = stencilbuffer->getStencilSize();
2091			}
2092			else
2093			{
2094				*params = 0;
2095			}
2096		}
2097		return true;
2098	case GL_TEXTURE_BINDING_2D:
2099		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2100		{
2101			error(GL_INVALID_OPERATION);
2102			return false;
2103		}
2104
2105		*params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2106		return true;
2107	case GL_TEXTURE_BINDING_CUBE_MAP:
2108		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2109		{
2110			error(GL_INVALID_OPERATION);
2111			return false;
2112		}
2113
2114		*params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2115		return true;
2116	case GL_TEXTURE_BINDING_EXTERNAL_OES:
2117		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2118		{
2119			error(GL_INVALID_OPERATION);
2120			return false;
2121		}
2122
2123		*params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2124		return true;
2125	case GL_TEXTURE_BINDING_3D_OES:
2126		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2127		{
2128			error(GL_INVALID_OPERATION);
2129			return false;
2130		}
2131
2132		*params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2133		return true;
2134	case GL_DRAW_BUFFER0:
2135	case GL_DRAW_BUFFER1:
2136	case GL_DRAW_BUFFER2:
2137	case GL_DRAW_BUFFER3:
2138	case GL_DRAW_BUFFER4:
2139	case GL_DRAW_BUFFER5:
2140	case GL_DRAW_BUFFER6:
2141	case GL_DRAW_BUFFER7:
2142	case GL_DRAW_BUFFER8:
2143	case GL_DRAW_BUFFER9:
2144	case GL_DRAW_BUFFER10:
2145	case GL_DRAW_BUFFER11:
2146	case GL_DRAW_BUFFER12:
2147	case GL_DRAW_BUFFER13:
2148	case GL_DRAW_BUFFER14:
2149	case GL_DRAW_BUFFER15:
2150		if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS)
2151		{
2152			*params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2153		}
2154		else
2155		{
2156			return false;
2157		}
2158		return true;
2159	case GL_MAX_DRAW_BUFFERS:
2160		*params = MAX_DRAW_BUFFERS;
2161		return true;
2162	case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers
2163		*params = MAX_COLOR_ATTACHMENTS;
2164		return true;
2165	default:
2166		break;
2167	}
2168
2169	if(clientVersion >= 3)
2170	{
2171		switch(pname)
2172		{
2173		case GL_TEXTURE_BINDING_2D_ARRAY:
2174			if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2175			{
2176				error(GL_INVALID_OPERATION);
2177				return false;
2178			}
2179
2180			*params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2181			return true;
2182		case GL_COPY_READ_BUFFER_BINDING:
2183			*params = mState.copyReadBuffer.name();
2184			return true;
2185		case GL_COPY_WRITE_BUFFER_BINDING:
2186			*params = mState.copyWriteBuffer.name();
2187			return true;
2188		case GL_MAJOR_VERSION:
2189			*params = clientVersion;
2190			return true;
2191		case GL_MAX_3D_TEXTURE_SIZE:
2192			*params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2193			return true;
2194		case GL_MAX_ARRAY_TEXTURE_LAYERS:
2195			*params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2196			return true;
2197		case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2198			*params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2199			return true;
2200		case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2201			*params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS;
2202			return true;
2203		case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2204			*params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2205			return true;
2206		case GL_MAX_ELEMENT_INDEX:
2207			*params = MAX_ELEMENT_INDEX;
2208			return true;
2209		case GL_MAX_ELEMENTS_INDICES:
2210			*params = MAX_ELEMENTS_INDICES;
2211			return true;
2212		case GL_MAX_ELEMENTS_VERTICES:
2213			*params = MAX_ELEMENTS_VERTICES;
2214			return true;
2215		case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2216			*params = MAX_FRAGMENT_INPUT_VECTORS * 4;
2217			return true;
2218		case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2219			*params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2220			return true;
2221		case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2222			*params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2223			return true;
2224		case GL_MAX_PROGRAM_TEXEL_OFFSET:
2225			// Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2226			// In any case, any behavior outside the specified range is valid since the spec mentions:
2227			// (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2228			// "If any of the offset values are outside the range of the  implementation-defined values
2229			//  MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2230			//  undefined."
2231			*params = MAX_PROGRAM_TEXEL_OFFSET;
2232			return true;
2233		case GL_MAX_SERVER_WAIT_TIMEOUT:
2234			*params = 0;
2235			return true;
2236		case GL_MAX_TEXTURE_LOD_BIAS:
2237			*params = MAX_TEXTURE_LOD_BIAS;
2238			return true;
2239		case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2240			*params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2241			return true;
2242		case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2243			*params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2244			return true;
2245		case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2246			*params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2247			return true;
2248		case GL_MAX_UNIFORM_BLOCK_SIZE:
2249			*params = MAX_UNIFORM_BLOCK_SIZE;
2250			return true;
2251		case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2252			*params = MAX_UNIFORM_BUFFER_BINDINGS;
2253			return true;
2254		case GL_MAX_VARYING_COMPONENTS:
2255			*params = MAX_VARYING_VECTORS * 4;
2256			return true;
2257		case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2258			*params = MAX_VERTEX_OUTPUT_VECTORS * 4;
2259			return true;
2260		case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2261			*params = MAX_VERTEX_UNIFORM_BLOCKS;
2262			return true;
2263		case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2264			*params = MAX_VERTEX_UNIFORM_COMPONENTS;
2265			return true;
2266		case GL_MIN_PROGRAM_TEXEL_OFFSET:
2267			// Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2268			// In any case, any behavior outside the specified range is valid since the spec mentions:
2269			// (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2270			// "If any of the offset values are outside the range of the  implementation-defined values
2271			//  MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2272			//  undefined."
2273			*params = MIN_PROGRAM_TEXEL_OFFSET;
2274			return true;
2275		case GL_MINOR_VERSION:
2276			*params = 0;
2277			return true;
2278		case GL_NUM_EXTENSIONS:
2279			GLuint numExtensions;
2280			getExtensions(0, &numExtensions);
2281			*params = numExtensions;
2282			return true;
2283		case GL_NUM_PROGRAM_BINARY_FORMATS:
2284			*params = NUM_PROGRAM_BINARY_FORMATS;
2285			return true;
2286		case GL_PACK_ROW_LENGTH:
2287			*params = mState.packRowLength;
2288			return true;
2289		case GL_PACK_SKIP_PIXELS:
2290			*params = mState.packSkipPixels;
2291			return true;
2292		case GL_PACK_SKIP_ROWS:
2293			*params = mState.packSkipRows;
2294			return true;
2295		case GL_PIXEL_PACK_BUFFER_BINDING:
2296			*params = mState.pixelPackBuffer.name();
2297			return true;
2298		case GL_PIXEL_UNPACK_BUFFER_BINDING:
2299			*params = mState.pixelUnpackBuffer.name();
2300			return true;
2301		case GL_PROGRAM_BINARY_FORMATS:
2302			// Since NUM_PROGRAM_BINARY_FORMATS is 0, the input
2303			// should be a 0 sized array, so don't write to params
2304			return true;
2305		case GL_READ_BUFFER:
2306			*params = getReadFramebuffer()->getReadBuffer();
2307			return true;
2308		case GL_SAMPLER_BINDING:
2309			*params = mState.sampler[mState.activeSampler].name();
2310			return true;
2311		case GL_UNIFORM_BUFFER_BINDING:
2312			*params = mState.genericUniformBuffer.name();
2313			return true;
2314		case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2315			*params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2316			return true;
2317		case GL_UNIFORM_BUFFER_SIZE:
2318			*params = static_cast<T>(mState.genericUniformBuffer->size());
2319			return true;
2320		case GL_UNIFORM_BUFFER_START:
2321			*params = static_cast<T>(mState.genericUniformBuffer->offset());
2322			return true;
2323		case GL_UNPACK_IMAGE_HEIGHT:
2324			*params = mState.unpackInfo.imageHeight;
2325			return true;
2326		case GL_UNPACK_ROW_LENGTH:
2327			*params = mState.unpackInfo.rowLength;
2328			return true;
2329		case GL_UNPACK_SKIP_IMAGES:
2330			*params = mState.unpackInfo.skipImages;
2331			return true;
2332		case GL_UNPACK_SKIP_PIXELS:
2333			*params = mState.unpackInfo.skipPixels;
2334			return true;
2335		case GL_UNPACK_SKIP_ROWS:
2336			*params = mState.unpackInfo.skipRows;
2337			return true;
2338		case GL_VERTEX_ARRAY_BINDING:
2339			*params = getCurrentVertexArray()->name;
2340			return true;
2341		case GL_TRANSFORM_FEEDBACK_BINDING:
2342			{
2343				TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2344				if(transformFeedback)
2345				{
2346					*params = transformFeedback->name;
2347				}
2348				else
2349				{
2350					return false;
2351				}
2352			}
2353			return true;
2354		case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2355			{
2356				TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2357				if(transformFeedback)
2358				{
2359					*params = transformFeedback->getGenericBufferName();
2360				}
2361				else
2362				{
2363					return false;
2364				}
2365			}
2366			return true;
2367		default:
2368			break;
2369		}
2370	}
2371
2372	return false;
2373}
2374
2375template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2376template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2377
2378template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2379{
2380	TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2381	if(!transformFeedback)
2382	{
2383		return false;
2384	}
2385
2386	switch(pname)
2387	{
2388	case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2389		*param = transformFeedback->name;
2390		break;
2391	case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2392		*param = transformFeedback->isActive();
2393		break;
2394	case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2395		*param = transformFeedback->getBufferName(index);
2396		break;
2397	case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2398		*param = transformFeedback->isPaused();
2399		break;
2400	case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2401		if(transformFeedback->getBuffer(index))
2402		{
2403			*param = transformFeedback->getSize(index);
2404			break;
2405		}
2406		else return false;
2407	case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2408		if(transformFeedback->getBuffer(index))
2409		{
2410			*param = transformFeedback->getOffset(index);
2411		break;
2412		}
2413		else return false;
2414	default:
2415		return false;
2416	}
2417
2418	return true;
2419}
2420
2421template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2422template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2423
2424template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2425{
2426	switch(pname)
2427	{
2428	case GL_UNIFORM_BUFFER_BINDING:
2429	case GL_UNIFORM_BUFFER_SIZE:
2430	case GL_UNIFORM_BUFFER_START:
2431		if(index >= MAX_UNIFORM_BUFFER_BINDINGS)
2432		{
2433			return error(GL_INVALID_VALUE, true);
2434		}
2435		break;
2436	default:
2437		break;
2438	}
2439
2440	const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2441
2442	switch(pname)
2443	{
2444	case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2445		*param = uniformBuffer.get().name();
2446		break;
2447	case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2448		*param = uniformBuffer.getSize();
2449		break;
2450	case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2451		*param = uniformBuffer.getOffset();
2452		break;
2453	default:
2454		return false;
2455	}
2456
2457	return true;
2458}
2459
2460bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2461{
2462	// Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2463	// is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2464	// to the fact that it is stored internally as a float, and so would require conversion
2465	// if returned from Context::getIntegerv. Since this conversion is already implemented
2466	// in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2467	// place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2468	// application.
2469	switch(pname)
2470	{
2471	case GL_COMPRESSED_TEXTURE_FORMATS:
2472		{
2473			*type = GL_INT;
2474			*numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2475		}
2476		break;
2477	case GL_SHADER_BINARY_FORMATS:
2478		{
2479			*type = GL_INT;
2480			*numParams = 0;
2481		}
2482		break;
2483	case GL_MAX_VERTEX_ATTRIBS:
2484	case GL_MAX_VERTEX_UNIFORM_VECTORS:
2485	case GL_MAX_VARYING_VECTORS:
2486	case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2487	case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2488	case GL_MAX_TEXTURE_IMAGE_UNITS:
2489	case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2490	case GL_MAX_RENDERBUFFER_SIZE:
2491	case GL_NUM_SHADER_BINARY_FORMATS:
2492	case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2493	case GL_ARRAY_BUFFER_BINDING:
2494	case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2495	case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2496	case GL_RENDERBUFFER_BINDING:
2497	case GL_CURRENT_PROGRAM:
2498	case GL_PACK_ALIGNMENT:
2499	case GL_UNPACK_ALIGNMENT:
2500	case GL_GENERATE_MIPMAP_HINT:
2501	case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2502	case GL_TEXTURE_FILTERING_HINT_CHROMIUM:
2503	case GL_RED_BITS:
2504	case GL_GREEN_BITS:
2505	case GL_BLUE_BITS:
2506	case GL_ALPHA_BITS:
2507	case GL_DEPTH_BITS:
2508	case GL_STENCIL_BITS:
2509	case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2510	case GL_CULL_FACE_MODE:
2511	case GL_FRONT_FACE:
2512	case GL_ACTIVE_TEXTURE:
2513	case GL_STENCIL_FUNC:
2514	case GL_STENCIL_VALUE_MASK:
2515	case GL_STENCIL_REF:
2516	case GL_STENCIL_FAIL:
2517	case GL_STENCIL_PASS_DEPTH_FAIL:
2518	case GL_STENCIL_PASS_DEPTH_PASS:
2519	case GL_STENCIL_BACK_FUNC:
2520	case GL_STENCIL_BACK_VALUE_MASK:
2521	case GL_STENCIL_BACK_REF:
2522	case GL_STENCIL_BACK_FAIL:
2523	case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2524	case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2525	case GL_DEPTH_FUNC:
2526	case GL_BLEND_SRC_RGB:
2527	case GL_BLEND_SRC_ALPHA:
2528	case GL_BLEND_DST_RGB:
2529	case GL_BLEND_DST_ALPHA:
2530	case GL_BLEND_EQUATION_RGB:
2531	case GL_BLEND_EQUATION_ALPHA:
2532	case GL_STENCIL_WRITEMASK:
2533	case GL_STENCIL_BACK_WRITEMASK:
2534	case GL_STENCIL_CLEAR_VALUE:
2535	case GL_SUBPIXEL_BITS:
2536	case GL_MAX_TEXTURE_SIZE:
2537	case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2538	case GL_SAMPLE_BUFFERS:
2539	case GL_SAMPLES:
2540	case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2541	case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2542	case GL_TEXTURE_BINDING_2D:
2543	case GL_TEXTURE_BINDING_CUBE_MAP:
2544	case GL_TEXTURE_BINDING_EXTERNAL_OES:
2545	case GL_TEXTURE_BINDING_3D_OES:
2546	case GL_COPY_READ_BUFFER_BINDING:
2547	case GL_COPY_WRITE_BUFFER_BINDING:
2548	case GL_DRAW_BUFFER0:
2549	case GL_DRAW_BUFFER1:
2550	case GL_DRAW_BUFFER2:
2551	case GL_DRAW_BUFFER3:
2552	case GL_DRAW_BUFFER4:
2553	case GL_DRAW_BUFFER5:
2554	case GL_DRAW_BUFFER6:
2555	case GL_DRAW_BUFFER7:
2556	case GL_DRAW_BUFFER8:
2557	case GL_DRAW_BUFFER9:
2558	case GL_DRAW_BUFFER10:
2559	case GL_DRAW_BUFFER11:
2560	case GL_DRAW_BUFFER12:
2561	case GL_DRAW_BUFFER13:
2562	case GL_DRAW_BUFFER14:
2563	case GL_DRAW_BUFFER15:
2564	case GL_MAJOR_VERSION:
2565	case GL_MAX_3D_TEXTURE_SIZE:
2566	case GL_MAX_ARRAY_TEXTURE_LAYERS:
2567	case GL_MAX_COLOR_ATTACHMENTS:
2568	case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2569	case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2570	case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2571	case GL_MAX_DRAW_BUFFERS:
2572	case GL_MAX_ELEMENT_INDEX:
2573	case GL_MAX_ELEMENTS_INDICES:
2574	case GL_MAX_ELEMENTS_VERTICES:
2575	case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2576	case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2577	case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2578	case GL_MAX_PROGRAM_TEXEL_OFFSET:
2579	case GL_MAX_SERVER_WAIT_TIMEOUT:
2580	case GL_MAX_TEXTURE_LOD_BIAS:
2581	case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2582	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2583	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2584	case GL_MAX_UNIFORM_BLOCK_SIZE:
2585	case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2586	case GL_MAX_VARYING_COMPONENTS:
2587	case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2588	case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2589	case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2590	case GL_MIN_PROGRAM_TEXEL_OFFSET:
2591	case GL_MINOR_VERSION:
2592	case GL_NUM_EXTENSIONS:
2593	case GL_NUM_PROGRAM_BINARY_FORMATS:
2594	case GL_PACK_ROW_LENGTH:
2595	case GL_PACK_SKIP_PIXELS:
2596	case GL_PACK_SKIP_ROWS:
2597	case GL_PIXEL_PACK_BUFFER_BINDING:
2598	case GL_PIXEL_UNPACK_BUFFER_BINDING:
2599	case GL_PROGRAM_BINARY_FORMATS:
2600	case GL_READ_BUFFER:
2601	case GL_SAMPLER_BINDING:
2602	case GL_TEXTURE_BINDING_2D_ARRAY:
2603	case GL_UNIFORM_BUFFER_BINDING:
2604	case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2605	case GL_UNIFORM_BUFFER_SIZE:
2606	case GL_UNIFORM_BUFFER_START:
2607	case GL_UNPACK_IMAGE_HEIGHT:
2608	case GL_UNPACK_ROW_LENGTH:
2609	case GL_UNPACK_SKIP_IMAGES:
2610	case GL_UNPACK_SKIP_PIXELS:
2611	case GL_UNPACK_SKIP_ROWS:
2612	case GL_VERTEX_ARRAY_BINDING:
2613	case GL_TRANSFORM_FEEDBACK_BINDING:
2614	case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2615		{
2616			*type = GL_INT;
2617			*numParams = 1;
2618		}
2619		break;
2620	case GL_MAX_SAMPLES_ANGLE:
2621		{
2622			*type = GL_INT;
2623			*numParams = 1;
2624		}
2625		break;
2626	case GL_MAX_VIEWPORT_DIMS:
2627		{
2628			*type = GL_INT;
2629			*numParams = 2;
2630		}
2631		break;
2632	case GL_VIEWPORT:
2633	case GL_SCISSOR_BOX:
2634		{
2635			*type = GL_INT;
2636			*numParams = 4;
2637		}
2638		break;
2639	case GL_SHADER_COMPILER:
2640	case GL_SAMPLE_COVERAGE_INVERT:
2641	case GL_DEPTH_WRITEMASK:
2642	case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
2643	case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
2644	case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2645	case GL_SAMPLE_COVERAGE:
2646	case GL_SCISSOR_TEST:
2647	case GL_STENCIL_TEST:
2648	case GL_DEPTH_TEST:
2649	case GL_BLEND:
2650	case GL_DITHER:
2651	case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2652	case GL_RASTERIZER_DISCARD:
2653	case GL_TRANSFORM_FEEDBACK_ACTIVE:
2654	case GL_TRANSFORM_FEEDBACK_PAUSED:
2655		{
2656			*type = GL_BOOL;
2657			*numParams = 1;
2658		}
2659		break;
2660	case GL_COLOR_WRITEMASK:
2661		{
2662			*type = GL_BOOL;
2663			*numParams = 4;
2664		}
2665		break;
2666	case GL_POLYGON_OFFSET_FACTOR:
2667	case GL_POLYGON_OFFSET_UNITS:
2668	case GL_SAMPLE_COVERAGE_VALUE:
2669	case GL_DEPTH_CLEAR_VALUE:
2670	case GL_LINE_WIDTH:
2671		{
2672			*type = GL_FLOAT;
2673			*numParams = 1;
2674		}
2675		break;
2676	case GL_ALIASED_LINE_WIDTH_RANGE:
2677	case GL_ALIASED_POINT_SIZE_RANGE:
2678	case GL_DEPTH_RANGE:
2679		{
2680			*type = GL_FLOAT;
2681			*numParams = 2;
2682		}
2683		break;
2684	case GL_COLOR_CLEAR_VALUE:
2685	case GL_BLEND_COLOR:
2686		{
2687			*type = GL_FLOAT;
2688			*numParams = 4;
2689		}
2690		break;
2691	case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2692		*type = GL_FLOAT;
2693		*numParams = 1;
2694		break;
2695	default:
2696		return false;
2697	}
2698
2699	return true;
2700}
2701
2702void Context::applyScissor(int width, int height)
2703{
2704	if(mState.scissorTestEnabled)
2705	{
2706		sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2707		scissor.clip(0, 0, width, height);
2708
2709		device->setScissorRect(scissor);
2710		device->setScissorEnable(true);
2711	}
2712	else
2713	{
2714		device->setScissorEnable(false);
2715	}
2716}
2717
2718// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2719bool Context::applyRenderTarget()
2720{
2721	Framebuffer *framebuffer = getDrawFramebuffer();
2722	int width, height, samples;
2723
2724	if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2725	{
2726		return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2727	}
2728
2729	for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2730	{
2731		if(framebuffer->getDrawBuffer(i) != GL_NONE)
2732		{
2733			egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2734			device->setRenderTarget(i, renderTarget);
2735			if(renderTarget) renderTarget->release();
2736		}
2737		else
2738		{
2739			device->setRenderTarget(i, nullptr);
2740		}
2741	}
2742
2743	egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2744	device->setDepthBuffer(depthBuffer);
2745	if(depthBuffer) depthBuffer->release();
2746
2747	egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2748	device->setStencilBuffer(stencilBuffer);
2749	if(stencilBuffer) stencilBuffer->release();
2750
2751	Viewport viewport;
2752	float zNear = clamp01(mState.zNear);
2753	float zFar = clamp01(mState.zFar);
2754
2755	viewport.x0 = mState.viewportX;
2756	viewport.y0 = mState.viewportY;
2757	viewport.width = mState.viewportWidth;
2758	viewport.height = mState.viewportHeight;
2759	viewport.minZ = zNear;
2760	viewport.maxZ = zFar;
2761
2762	device->setViewport(viewport);
2763
2764	applyScissor(width, height);
2765
2766	Program *program = getCurrentProgram();
2767
2768	if(program)
2769	{
2770		GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2771		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2772		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2773		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2774	}
2775
2776	return true;
2777}
2778
2779// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2780void Context::applyState(GLenum drawMode)
2781{
2782	Framebuffer *framebuffer = getDrawFramebuffer();
2783
2784	if(mState.cullFaceEnabled)
2785	{
2786		device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2787	}
2788	else
2789	{
2790		device->setCullMode(sw::CULL_NONE);
2791	}
2792
2793	if(mDepthStateDirty)
2794	{
2795		if(mState.depthTestEnabled)
2796		{
2797			device->setDepthBufferEnable(true);
2798			device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2799		}
2800		else
2801		{
2802			device->setDepthBufferEnable(false);
2803		}
2804
2805		mDepthStateDirty = false;
2806	}
2807
2808	if(mBlendStateDirty)
2809	{
2810		if(mState.blendEnabled)
2811		{
2812			device->setAlphaBlendEnable(true);
2813			device->setSeparateAlphaBlendEnable(true);
2814
2815			device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2816
2817			device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2818			device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2819			device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2820
2821			device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2822			device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2823			device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2824		}
2825		else
2826		{
2827			device->setAlphaBlendEnable(false);
2828		}
2829
2830		mBlendStateDirty = false;
2831	}
2832
2833	if(mStencilStateDirty || mFrontFaceDirty)
2834	{
2835		if(mState.stencilTestEnabled && framebuffer->hasStencil())
2836		{
2837			device->setStencilEnable(true);
2838			device->setTwoSidedStencil(true);
2839
2840			// get the maximum size of the stencil ref
2841			Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2842			GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2843
2844			if(mState.frontFace == GL_CCW)
2845			{
2846				device->setStencilWriteMask(mState.stencilWritemask);
2847				device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2848
2849				device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2850				device->setStencilMask(mState.stencilMask);
2851
2852				device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2853				device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2854				device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2855
2856				device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2857				device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2858
2859				device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2860				device->setStencilMaskCCW(mState.stencilBackMask);
2861
2862				device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2863				device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2864				device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2865			}
2866			else
2867			{
2868				device->setStencilWriteMaskCCW(mState.stencilWritemask);
2869				device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2870
2871				device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2872				device->setStencilMaskCCW(mState.stencilMask);
2873
2874				device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2875				device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2876				device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2877
2878				device->setStencilWriteMask(mState.stencilBackWritemask);
2879				device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2880
2881				device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2882				device->setStencilMask(mState.stencilBackMask);
2883
2884				device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2885				device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2886				device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2887			}
2888		}
2889		else
2890		{
2891			device->setStencilEnable(false);
2892		}
2893
2894		mStencilStateDirty = false;
2895		mFrontFaceDirty = false;
2896	}
2897
2898	if(mMaskStateDirty)
2899	{
2900		for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2901		{
2902			device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2903		}
2904
2905		device->setDepthWriteEnable(mState.depthMask);
2906
2907		mMaskStateDirty = false;
2908	}
2909
2910	if(mPolygonOffsetStateDirty)
2911	{
2912		if(mState.polygonOffsetFillEnabled)
2913		{
2914			Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2915			if(depthbuffer)
2916			{
2917				device->setSlopeDepthBias(mState.polygonOffsetFactor);
2918				float depthBias = ldexp(mState.polygonOffsetUnits, -23);   // We use 32-bit floating-point for all depth formats, with 23 mantissa bits.
2919				device->setDepthBias(depthBias);
2920			}
2921		}
2922		else
2923		{
2924			device->setSlopeDepthBias(0);
2925			device->setDepthBias(0);
2926		}
2927
2928		mPolygonOffsetStateDirty = false;
2929	}
2930
2931	if(mSampleStateDirty)
2932	{
2933		if(mState.sampleAlphaToCoverageEnabled)
2934		{
2935			device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2936		}
2937		else
2938		{
2939			device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2940		}
2941
2942		if(mState.sampleCoverageEnabled)
2943		{
2944			unsigned int mask = 0;
2945			if(mState.sampleCoverageValue != 0)
2946			{
2947				int width, height, samples;
2948				framebuffer->completeness(width, height, samples);
2949
2950				float threshold = 0.5f;
2951
2952				for(int i = 0; i < samples; i++)
2953				{
2954					mask <<= 1;
2955
2956					if((i + 1) * mState.sampleCoverageValue >= threshold)
2957					{
2958						threshold += 1.0f;
2959						mask |= 1;
2960					}
2961				}
2962			}
2963
2964			if(mState.sampleCoverageInvert)
2965			{
2966				mask = ~mask;
2967			}
2968
2969			device->setMultiSampleMask(mask);
2970		}
2971		else
2972		{
2973			device->setMultiSampleMask(0xFFFFFFFF);
2974		}
2975
2976		mSampleStateDirty = false;
2977	}
2978
2979	if(mDitherStateDirty)
2980	{
2981	//	UNIMPLEMENTED();   // FIXME
2982
2983		mDitherStateDirty = false;
2984	}
2985
2986	device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2987}
2988
2989GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2990{
2991	TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2992
2993	GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2994	if(err != GL_NO_ERROR)
2995	{
2996		return err;
2997	}
2998
2999	Program *program = getCurrentProgram();
3000
3001	device->resetInputStreams(false);
3002
3003	for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3004	{
3005		if(program->getAttributeStream(i) == -1)
3006		{
3007			continue;
3008		}
3009
3010		sw::Resource *resource = attributes[i].vertexBuffer;
3011		const void *buffer = (char*)resource->data() + attributes[i].offset;
3012
3013		int stride = attributes[i].stride;
3014
3015		buffer = (char*)buffer + stride * base;
3016
3017		sw::Stream attribute(resource, buffer, stride);
3018
3019		attribute.type = attributes[i].type;
3020		attribute.count = attributes[i].count;
3021		attribute.normalized = attributes[i].normalized;
3022
3023		int stream = program->getAttributeStream(i);
3024		device->setInputStream(stream, attribute);
3025	}
3026
3027	return GL_NO_ERROR;
3028}
3029
3030// Applies the indices and element array bindings
3031GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
3032{
3033	GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled());
3034
3035	if(err == GL_NO_ERROR)
3036	{
3037		device->setIndexBuffer(indexInfo->indexBuffer);
3038	}
3039
3040	return err;
3041}
3042
3043// Applies the shaders and shader constants
3044void Context::applyShaders()
3045{
3046	Program *programObject = getCurrentProgram();
3047	sw::VertexShader *vertexShader = programObject->getVertexShader();
3048	sw::PixelShader *pixelShader = programObject->getPixelShader();
3049
3050	device->setVertexShader(vertexShader);
3051	device->setPixelShader(pixelShader);
3052
3053	if(programObject->getSerial() != mAppliedProgramSerial)
3054	{
3055		programObject->dirtyAllUniforms();
3056		mAppliedProgramSerial = programObject->getSerial();
3057	}
3058
3059	programObject->applyTransformFeedback(device, getTransformFeedback());
3060	programObject->applyUniformBuffers(device, mState.uniformBuffers);
3061	programObject->applyUniforms(device);
3062}
3063
3064void Context::applyTextures()
3065{
3066	applyTextures(sw::SAMPLER_PIXEL);
3067	applyTextures(sw::SAMPLER_VERTEX);
3068}
3069
3070void Context::applyTextures(sw::SamplerType samplerType)
3071{
3072	Program *programObject = getCurrentProgram();
3073
3074	int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS;   // Range of samplers of given sampler type
3075
3076	for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3077	{
3078		int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex);   // OpenGL texture image unit index
3079
3080		if(textureUnit != -1)
3081		{
3082			TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3083
3084			Texture *texture = getSamplerTexture(textureUnit, textureType);
3085
3086			if(texture->isSamplerComplete())
3087			{
3088				GLenum wrapS, wrapT, wrapR, minFilter, magFilter, compFunc, compMode;
3089				GLfloat minLOD, maxLOD;
3090
3091				Sampler *samplerObject = mState.sampler[textureUnit];
3092				if(samplerObject)
3093				{
3094					wrapS = samplerObject->getWrapS();
3095					wrapT = samplerObject->getWrapT();
3096					wrapR = samplerObject->getWrapR();
3097					minFilter = samplerObject->getMinFilter();
3098					magFilter = samplerObject->getMagFilter();
3099					minLOD = samplerObject->getMinLod();
3100					maxLOD = samplerObject->getMaxLod();
3101					compFunc = samplerObject->getCompareFunc();
3102					compMode = samplerObject->getCompareMode();
3103				}
3104				else
3105				{
3106					wrapS = texture->getWrapS();
3107					wrapT = texture->getWrapT();
3108					wrapR = texture->getWrapR();
3109					minFilter = texture->getMinFilter();
3110					magFilter = texture->getMagFilter();
3111					minLOD = texture->getMinLOD();
3112					maxLOD = texture->getMaxLOD();
3113					compFunc = texture->getCompareFunc();
3114					compMode = texture->getCompareMode();
3115				}
3116
3117				GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3118				GLint baseLevel = texture->getBaseLevel();
3119				GLint maxLevel = texture->getMaxLevel();
3120				GLenum swizzleR = texture->getSwizzleR();
3121				GLenum swizzleG = texture->getSwizzleG();
3122				GLenum swizzleB = texture->getSwizzleB();
3123				GLenum swizzleA = texture->getSwizzleA();
3124
3125				device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3126				device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3127				device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3128				device->setCompareFunc(samplerType, samplerIndex, es2sw::ConvertCompareFunc(compFunc, compMode));
3129				device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3130				device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3131				device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3132				device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3133				device->setMinLod(samplerType, samplerIndex, minLOD);
3134				device->setMaxLod(samplerType, samplerIndex, maxLOD);
3135				device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3136				device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3137				device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3138				device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3139				device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3140				device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST);
3141
3142				applyTexture(samplerType, samplerIndex, texture);
3143			}
3144			else
3145			{
3146				applyTexture(samplerType, samplerIndex, nullptr);
3147			}
3148		}
3149		else
3150		{
3151			applyTexture(samplerType, samplerIndex, nullptr);
3152		}
3153	}
3154}
3155
3156void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3157{
3158	Program *program = getCurrentProgram();
3159	int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3160	bool textureUsed = false;
3161
3162	if(type == sw::SAMPLER_PIXEL)
3163	{
3164		textureUsed = program->getPixelShader()->usesSampler(index);
3165	}
3166	else if(type == sw::SAMPLER_VERTEX)
3167	{
3168		textureUsed = program->getVertexShader()->usesSampler(index);
3169	}
3170	else UNREACHABLE(type);
3171
3172	sw::Resource *resource = 0;
3173
3174	if(baseTexture && textureUsed)
3175	{
3176		resource = baseTexture->getResource();
3177	}
3178
3179	device->setTextureResource(sampler, resource);
3180
3181	if(baseTexture && textureUsed)
3182	{
3183		int levelCount = baseTexture->getLevelCount();
3184
3185		if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
3186		{
3187			Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3188
3189			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3190			{
3191				int surfaceLevel = mipmapLevel;
3192
3193				if(surfaceLevel < 0)
3194				{
3195					surfaceLevel = 0;
3196				}
3197				else if(surfaceLevel >= levelCount)
3198				{
3199					surfaceLevel = levelCount - 1;
3200				}
3201
3202				egl::Image *surface = texture->getImage(surfaceLevel);
3203				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3204			}
3205		}
3206		else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES)
3207		{
3208			Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3209
3210			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3211			{
3212				int surfaceLevel = mipmapLevel;
3213
3214				if(surfaceLevel < 0)
3215				{
3216					surfaceLevel = 0;
3217				}
3218				else if(surfaceLevel >= levelCount)
3219				{
3220					surfaceLevel = levelCount - 1;
3221				}
3222
3223				egl::Image *surface = texture->getImage(surfaceLevel);
3224				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3225			}
3226		}
3227		else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY)
3228		{
3229			Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3230
3231			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3232			{
3233				int surfaceLevel = mipmapLevel;
3234
3235				if(surfaceLevel < 0)
3236				{
3237					surfaceLevel = 0;
3238				}
3239				else if(surfaceLevel >= levelCount)
3240				{
3241					surfaceLevel = levelCount - 1;
3242				}
3243
3244				egl::Image *surface = texture->getImage(surfaceLevel);
3245				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3246			}
3247		}
3248		else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP)
3249		{
3250			TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3251
3252			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3253			{
3254				cubeTexture->updateBorders(mipmapLevel);
3255
3256				for(int face = 0; face < 6; face++)
3257				{
3258					int surfaceLevel = mipmapLevel;
3259
3260					if(surfaceLevel < 0)
3261					{
3262						surfaceLevel = 0;
3263					}
3264					else if(surfaceLevel >= levelCount)
3265					{
3266						surfaceLevel = levelCount - 1;
3267					}
3268
3269					egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3270					device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3271				}
3272			}
3273		}
3274		else UNIMPLEMENTED();
3275	}
3276	else
3277	{
3278		device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3279	}
3280}
3281
3282void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3283{
3284	Framebuffer *framebuffer = getReadFramebuffer();
3285	int framebufferWidth, framebufferHeight, framebufferSamples;
3286
3287	if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3288	{
3289		return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3290	}
3291
3292	if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3293	{
3294		return error(GL_INVALID_OPERATION);
3295	}
3296
3297	if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion))
3298	{
3299		return error(GL_INVALID_OPERATION);
3300	}
3301
3302	GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width;
3303	GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment);
3304	GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight;
3305	pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3306	pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels);
3307
3308	// Sized query sanity check
3309	if(bufSize)
3310	{
3311		int requiredSize = outputPitch * height;
3312		if(requiredSize > *bufSize)
3313		{
3314			return error(GL_INVALID_OPERATION);
3315		}
3316	}
3317
3318	egl::Image *renderTarget = nullptr;
3319	switch(format)
3320	{
3321	case GL_DEPTH_COMPONENT:
3322		renderTarget = framebuffer->getDepthBuffer();
3323		break;
3324	default:
3325		renderTarget = framebuffer->getReadRenderTarget();
3326		break;
3327	}
3328
3329	if(!renderTarget)
3330	{
3331		return error(GL_INVALID_OPERATION);
3332	}
3333
3334	sw::RectF rect((float)x, (float)y, (float)(x + width), (float)(y + height));
3335	sw::Rect dstRect(0, 0, width, height);
3336	rect.clip(0.0f, 0.0f, (float)renderTarget->getWidth(), (float)renderTarget->getHeight());
3337
3338	sw::Surface *externalSurface = sw::Surface::create(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3339	sw::SliceRectF sliceRect(rect);
3340	sw::SliceRect dstSliceRect(dstRect);
3341	device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false);
3342	delete externalSurface;
3343
3344	renderTarget->release();
3345}
3346
3347void Context::clear(GLbitfield mask)
3348{
3349	if(mState.rasterizerDiscardEnabled)
3350	{
3351		return;
3352	}
3353
3354	Framebuffer *framebuffer = getDrawFramebuffer();
3355
3356	if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3357	{
3358		return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3359	}
3360
3361	if(!applyRenderTarget())
3362	{
3363		return;
3364	}
3365
3366	if(mask & GL_COLOR_BUFFER_BIT)
3367	{
3368		unsigned int rgbaMask = getColorMask();
3369
3370		if(rgbaMask != 0)
3371		{
3372			device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3373		}
3374	}
3375
3376	if(mask & GL_DEPTH_BUFFER_BIT)
3377	{
3378		if(mState.depthMask != 0)
3379		{
3380			float depth = clamp01(mState.depthClearValue);
3381			device->clearDepth(depth);
3382		}
3383	}
3384
3385	if(mask & GL_STENCIL_BUFFER_BIT)
3386	{
3387		if(mState.stencilWritemask != 0)
3388		{
3389			int stencil = mState.stencilClearValue & 0x000000FF;
3390			device->clearStencil(stencil, mState.stencilWritemask);
3391		}
3392	}
3393}
3394
3395void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3396{
3397	unsigned int rgbaMask = getColorMask();
3398	if(rgbaMask && !mState.rasterizerDiscardEnabled)
3399	{
3400		Framebuffer *framebuffer = getDrawFramebuffer();
3401		egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3402
3403		if(colorbuffer)
3404		{
3405			sw::Rect clearRect = colorbuffer->getRect();
3406
3407			if(mState.scissorTestEnabled)
3408			{
3409				clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3410			}
3411
3412			device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3413
3414			colorbuffer->release();
3415		}
3416	}
3417}
3418
3419void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3420{
3421	clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3422}
3423
3424void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3425{
3426	clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3427}
3428
3429void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3430{
3431	clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3432}
3433
3434void Context::clearDepthBuffer(const GLfloat value)
3435{
3436	if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3437	{
3438		Framebuffer *framebuffer = getDrawFramebuffer();
3439		egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3440
3441		if(depthbuffer)
3442		{
3443			float depth = clamp01(value);
3444			sw::Rect clearRect = depthbuffer->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			depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3452
3453			depthbuffer->release();
3454		}
3455	}
3456}
3457
3458void Context::clearStencilBuffer(const GLint value)
3459{
3460	if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3461	{
3462		Framebuffer *framebuffer = getDrawFramebuffer();
3463		egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3464
3465		if(stencilbuffer)
3466		{
3467			unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3468			sw::Rect clearRect = stencilbuffer->getRect();
3469
3470			if(mState.scissorTestEnabled)
3471			{
3472				clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3473			}
3474
3475			stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3476
3477			stencilbuffer->release();
3478		}
3479	}
3480}
3481
3482void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3483{
3484	sw::DrawType primitiveType;
3485	int primitiveCount;
3486	int verticesPerPrimitive;
3487
3488	if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3489	{
3490		return error(GL_INVALID_ENUM);
3491	}
3492
3493	if(!applyRenderTarget())
3494	{
3495		return;
3496	}
3497
3498	applyState(mode);
3499
3500	for(int i = 0; i < instanceCount; ++i)
3501	{
3502		device->setInstanceID(i);
3503
3504		GLenum err = applyVertexBuffer(0, first, count, i);
3505		if(err != GL_NO_ERROR)
3506		{
3507			return error(err);
3508		}
3509
3510		if(!mState.currentProgram)
3511		{
3512			return;
3513		}
3514
3515		applyShaders();
3516		applyTextures();
3517
3518		if(!getCurrentProgram()->validateSamplers(false))
3519		{
3520			return error(GL_INVALID_OPERATION);
3521		}
3522
3523		if(primitiveCount <= 0)
3524		{
3525			return;
3526		}
3527
3528		TransformFeedback* transformFeedback = getTransformFeedback();
3529		if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3530		{
3531			device->drawPrimitive(primitiveType, primitiveCount);
3532		}
3533		if(transformFeedback)
3534		{
3535			transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3536		}
3537	}
3538}
3539
3540void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3541{
3542	if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3543	{
3544		return error(GL_INVALID_OPERATION);
3545	}
3546
3547	GLenum internalMode = mode;
3548	if(isPrimitiveRestartFixedIndexEnabled())
3549	{
3550		switch(mode)
3551		{
3552		case GL_TRIANGLE_FAN:
3553		case GL_TRIANGLE_STRIP:
3554			internalMode = GL_TRIANGLES;
3555			break;
3556		case GL_LINE_LOOP:
3557		case GL_LINE_STRIP:
3558			internalMode = GL_LINES;
3559			break;
3560		default:
3561			break;
3562		}
3563	}
3564
3565	sw::DrawType primitiveType;
3566	int primitiveCount;
3567	int verticesPerPrimitive;
3568
3569	if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3570	{
3571		return error(GL_INVALID_ENUM);
3572	}
3573
3574	if(!applyRenderTarget())
3575	{
3576		return;
3577	}
3578
3579	TranslatedIndexData indexInfo(primitiveCount);
3580	GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3581	if(err != GL_NO_ERROR)
3582	{
3583		return error(err);
3584	}
3585
3586	applyState(internalMode);
3587
3588	for(int i = 0; i < instanceCount; ++i)
3589	{
3590		device->setInstanceID(i);
3591
3592		GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3593		err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3594		if(err != GL_NO_ERROR)
3595		{
3596			return error(err);
3597		}
3598
3599		if(!mState.currentProgram)
3600		{
3601			return;
3602		}
3603
3604		applyShaders();
3605		applyTextures();
3606
3607		if(!getCurrentProgram()->validateSamplers(false))
3608		{
3609			return error(GL_INVALID_OPERATION);
3610		}
3611
3612		if(primitiveCount <= 0)
3613		{
3614			return;
3615		}
3616
3617		TransformFeedback* transformFeedback = getTransformFeedback();
3618		if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3619		{
3620			device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount);
3621		}
3622		if(transformFeedback)
3623		{
3624			transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive);
3625		}
3626	}
3627}
3628
3629void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect)
3630{
3631	sw::SliceRectF sRectF((float)sRect.x0, (float)sRect.y0, (float)sRect.x1, (float)sRect.y1, sRect.slice);
3632	device->blit(source, sRectF, dest, dRect, false);
3633}
3634
3635void Context::finish()
3636{
3637	device->finish();
3638}
3639
3640void Context::flush()
3641{
3642	// We don't queue anything without processing it as fast as possible
3643}
3644
3645void Context::recordInvalidEnum()
3646{
3647	mInvalidEnum = true;
3648}
3649
3650void Context::recordInvalidValue()
3651{
3652	mInvalidValue = true;
3653}
3654
3655void Context::recordInvalidOperation()
3656{
3657	mInvalidOperation = true;
3658}
3659
3660void Context::recordOutOfMemory()
3661{
3662	mOutOfMemory = true;
3663}
3664
3665void Context::recordInvalidFramebufferOperation()
3666{
3667	mInvalidFramebufferOperation = true;
3668}
3669
3670// Get one of the recorded errors and clear its flag, if any.
3671// [OpenGL ES 2.0.24] section 2.5 page 13.
3672GLenum Context::getError()
3673{
3674	if(mInvalidEnum)
3675	{
3676		mInvalidEnum = false;
3677
3678		return GL_INVALID_ENUM;
3679	}
3680
3681	if(mInvalidValue)
3682	{
3683		mInvalidValue = false;
3684
3685		return GL_INVALID_VALUE;
3686	}
3687
3688	if(mInvalidOperation)
3689	{
3690		mInvalidOperation = false;
3691
3692		return GL_INVALID_OPERATION;
3693	}
3694
3695	if(mOutOfMemory)
3696	{
3697		mOutOfMemory = false;
3698
3699		return GL_OUT_OF_MEMORY;
3700	}
3701
3702	if(mInvalidFramebufferOperation)
3703	{
3704		mInvalidFramebufferOperation = false;
3705
3706		return GL_INVALID_FRAMEBUFFER_OPERATION;
3707	}
3708
3709	return GL_NO_ERROR;
3710}
3711
3712int Context::getSupportedMultisampleCount(int requested)
3713{
3714	int supported = 0;
3715
3716	for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3717	{
3718		if(supported >= requested)
3719		{
3720			return supported;
3721		}
3722
3723		supported = multisampleCount[i];
3724	}
3725
3726	return supported;
3727}
3728
3729void Context::detachBuffer(GLuint buffer)
3730{
3731	// [OpenGL ES 2.0.24] section 2.9 page 22:
3732	// If a buffer object is deleted while it is bound, all bindings to that object in the current context
3733	// (i.e. in the thread that called Delete-Buffers) are reset to zero.
3734
3735	if(mState.copyReadBuffer.name() == buffer)
3736	{
3737		mState.copyReadBuffer = nullptr;
3738	}
3739
3740	if(mState.copyWriteBuffer.name() == buffer)
3741	{
3742		mState.copyWriteBuffer = nullptr;
3743	}
3744
3745	if(mState.pixelPackBuffer.name() == buffer)
3746	{
3747		mState.pixelPackBuffer = nullptr;
3748	}
3749
3750	if(mState.pixelUnpackBuffer.name() == buffer)
3751	{
3752		mState.pixelUnpackBuffer = nullptr;
3753	}
3754
3755	if(mState.genericUniformBuffer.name() == buffer)
3756	{
3757		mState.genericUniformBuffer = nullptr;
3758	}
3759
3760	if(getArrayBufferName() == buffer)
3761	{
3762		mState.arrayBuffer = nullptr;
3763	}
3764
3765	// Only detach from the current transform feedback
3766	TransformFeedback* currentTransformFeedback = getTransformFeedback();
3767	if(currentTransformFeedback)
3768	{
3769		currentTransformFeedback->detachBuffer(buffer);
3770	}
3771
3772	// Only detach from the current vertex array
3773	VertexArray* currentVertexArray = getCurrentVertexArray();
3774	if(currentVertexArray)
3775	{
3776		currentVertexArray->detachBuffer(buffer);
3777	}
3778
3779	for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3780	{
3781		if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3782		{
3783			mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3784		}
3785	}
3786}
3787
3788void Context::detachTexture(GLuint texture)
3789{
3790	// [OpenGL ES 2.0.24] section 3.8 page 84:
3791	// If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3792	// rebound to texture object zero
3793
3794	for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3795	{
3796		for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3797		{
3798			if(mState.samplerTexture[type][sampler].name() == texture)
3799			{
3800				mState.samplerTexture[type][sampler] = nullptr;
3801			}
3802		}
3803	}
3804
3805	// [OpenGL ES 2.0.24] section 4.4 page 112:
3806	// If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3807	// as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3808	// image was attached in the currently bound framebuffer.
3809
3810	Framebuffer *readFramebuffer = getReadFramebuffer();
3811	Framebuffer *drawFramebuffer = getDrawFramebuffer();
3812
3813	if(readFramebuffer)
3814	{
3815		readFramebuffer->detachTexture(texture);
3816	}
3817
3818	if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3819	{
3820		drawFramebuffer->detachTexture(texture);
3821	}
3822}
3823
3824void Context::detachFramebuffer(GLuint framebuffer)
3825{
3826	// [OpenGL ES 2.0.24] section 4.4 page 107:
3827	// If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3828	// BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3829
3830	if(mState.readFramebuffer == framebuffer)
3831	{
3832		bindReadFramebuffer(0);
3833	}
3834
3835	if(mState.drawFramebuffer == framebuffer)
3836	{
3837		bindDrawFramebuffer(0);
3838	}
3839}
3840
3841void Context::detachRenderbuffer(GLuint renderbuffer)
3842{
3843	// [OpenGL ES 2.0.24] section 4.4 page 109:
3844	// If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3845	// had been executed with the target RENDERBUFFER and name of zero.
3846
3847	if(mState.renderbuffer.name() == renderbuffer)
3848	{
3849		bindRenderbuffer(0);
3850	}
3851
3852	// [OpenGL ES 2.0.24] section 4.4 page 111:
3853	// If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3854	// then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3855	// point to which this image was attached in the currently bound framebuffer.
3856
3857	Framebuffer *readFramebuffer = getReadFramebuffer();
3858	Framebuffer *drawFramebuffer = getDrawFramebuffer();
3859
3860	if(readFramebuffer)
3861	{
3862		readFramebuffer->detachRenderbuffer(renderbuffer);
3863	}
3864
3865	if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3866	{
3867		drawFramebuffer->detachRenderbuffer(renderbuffer);
3868	}
3869}
3870
3871void Context::detachSampler(GLuint sampler)
3872{
3873	// [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3874	// If a sampler object that is currently bound to one or more texture units is
3875	// deleted, it is as though BindSampler is called once for each texture unit to
3876	// which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3877	for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3878	{
3879		gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3880		if(samplerBinding.name() == sampler)
3881		{
3882			samplerBinding = nullptr;
3883		}
3884	}
3885}
3886
3887bool Context::cullSkipsDraw(GLenum drawMode)
3888{
3889	return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3890}
3891
3892bool Context::isTriangleMode(GLenum drawMode)
3893{
3894	switch(drawMode)
3895	{
3896	case GL_TRIANGLES:
3897	case GL_TRIANGLE_FAN:
3898	case GL_TRIANGLE_STRIP:
3899		return true;
3900	case GL_POINTS:
3901	case GL_LINES:
3902	case GL_LINE_LOOP:
3903	case GL_LINE_STRIP:
3904		return false;
3905	default: UNREACHABLE(drawMode);
3906	}
3907
3908	return false;
3909}
3910
3911void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3912{
3913	ASSERT(index < MAX_VERTEX_ATTRIBS);
3914
3915	mState.vertexAttribute[index].setCurrentValue(values);
3916
3917	mVertexDataManager->dirtyCurrentValue(index);
3918}
3919
3920void Context::setVertexAttrib(GLuint index, const GLint *values)
3921{
3922	ASSERT(index < MAX_VERTEX_ATTRIBS);
3923
3924	mState.vertexAttribute[index].setCurrentValue(values);
3925
3926	mVertexDataManager->dirtyCurrentValue(index);
3927}
3928
3929void Context::setVertexAttrib(GLuint index, const GLuint *values)
3930{
3931	ASSERT(index < MAX_VERTEX_ATTRIBS);
3932
3933	mState.vertexAttribute[index].setCurrentValue(values);
3934
3935	mVertexDataManager->dirtyCurrentValue(index);
3936}
3937
3938void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3939                              GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3940                              GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit)
3941{
3942	Framebuffer *readFramebuffer = getReadFramebuffer();
3943	Framebuffer *drawFramebuffer = getDrawFramebuffer();
3944
3945	int readBufferWidth, readBufferHeight, readBufferSamples;
3946	int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3947
3948	if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3949	   !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3950	{
3951		return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3952	}
3953
3954	if(drawBufferSamples > 1)
3955	{
3956		return error(GL_INVALID_OPERATION);
3957	}
3958
3959	sw::SliceRect sourceRect;
3960	sw::SliceRect destRect;
3961	bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3962	bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3963
3964	if(srcX0 < srcX1)
3965	{
3966		sourceRect.x0 = srcX0;
3967		sourceRect.x1 = srcX1;
3968	}
3969	else
3970	{
3971		sourceRect.x0 = srcX1;
3972		sourceRect.x1 = srcX0;
3973	}
3974
3975	if(dstX0 < dstX1)
3976	{
3977		destRect.x0 = dstX0;
3978		destRect.x1 = dstX1;
3979	}
3980	else
3981	{
3982		destRect.x0 = dstX1;
3983		destRect.x1 = dstX0;
3984	}
3985
3986	if(srcY0 < srcY1)
3987	{
3988		sourceRect.y0 = srcY0;
3989		sourceRect.y1 = srcY1;
3990	}
3991	else
3992	{
3993		sourceRect.y0 = srcY1;
3994		sourceRect.y1 = srcY0;
3995	}
3996
3997	if(dstY0 < dstY1)
3998	{
3999		destRect.y0 = dstY0;
4000		destRect.y1 = dstY1;
4001	}
4002	else
4003	{
4004		destRect.y0 = dstY1;
4005		destRect.y1 = dstY0;
4006	}
4007
4008	sw::Rect sourceScissoredRect = sourceRect;
4009	sw::Rect destScissoredRect = destRect;
4010
4011	if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test
4012	{
4013		if(destRect.x0 < mState.scissorX)
4014		{
4015			int xDiff = mState.scissorX - destRect.x0;
4016			destScissoredRect.x0 = mState.scissorX;
4017			sourceScissoredRect.x0 += xDiff;
4018		}
4019
4020		if(destRect.x1 > mState.scissorX + mState.scissorWidth)
4021		{
4022			int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth);
4023			destScissoredRect.x1 = mState.scissorX + mState.scissorWidth;
4024			sourceScissoredRect.x1 -= xDiff;
4025		}
4026
4027		if(destRect.y0 < mState.scissorY)
4028		{
4029			int yDiff = mState.scissorY - destRect.y0;
4030			destScissoredRect.y0 = mState.scissorY;
4031			sourceScissoredRect.y0 += yDiff;
4032		}
4033
4034		if(destRect.y1 > mState.scissorY + mState.scissorHeight)
4035		{
4036			int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight);
4037			destScissoredRect.y1 = mState.scissorY + mState.scissorHeight;
4038			sourceScissoredRect.y1 -= yDiff;
4039		}
4040	}
4041
4042	sw::Rect sourceTrimmedRect = sourceScissoredRect;
4043	sw::Rect destTrimmedRect = destScissoredRect;
4044
4045	// The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
4046	// the actual draw and read surfaces.
4047	if(sourceTrimmedRect.x0 < 0)
4048	{
4049		int xDiff = 0 - sourceTrimmedRect.x0;
4050		sourceTrimmedRect.x0 = 0;
4051		destTrimmedRect.x0 += xDiff;
4052	}
4053
4054	if(sourceTrimmedRect.x1 > readBufferWidth)
4055	{
4056		int xDiff = sourceTrimmedRect.x1 - readBufferWidth;
4057		sourceTrimmedRect.x1 = readBufferWidth;
4058		destTrimmedRect.x1 -= xDiff;
4059	}
4060
4061	if(sourceTrimmedRect.y0 < 0)
4062	{
4063		int yDiff = 0 - sourceTrimmedRect.y0;
4064		sourceTrimmedRect.y0 = 0;
4065		destTrimmedRect.y0 += yDiff;
4066	}
4067
4068	if(sourceTrimmedRect.y1 > readBufferHeight)
4069	{
4070		int yDiff = sourceTrimmedRect.y1 - readBufferHeight;
4071		sourceTrimmedRect.y1 = readBufferHeight;
4072		destTrimmedRect.y1 -= yDiff;
4073	}
4074
4075	if(destTrimmedRect.x0 < 0)
4076	{
4077		int xDiff = 0 - destTrimmedRect.x0;
4078		destTrimmedRect.x0 = 0;
4079		sourceTrimmedRect.x0 += xDiff;
4080	}
4081
4082	if(destTrimmedRect.x1 > drawBufferWidth)
4083	{
4084		int xDiff = destTrimmedRect.x1 - drawBufferWidth;
4085		destTrimmedRect.x1 = drawBufferWidth;
4086		sourceTrimmedRect.x1 -= xDiff;
4087	}
4088
4089	if(destTrimmedRect.y0 < 0)
4090	{
4091		int yDiff = 0 - destTrimmedRect.y0;
4092		destTrimmedRect.y0 = 0;
4093		sourceTrimmedRect.y0 += yDiff;
4094	}
4095
4096	if(destTrimmedRect.y1 > drawBufferHeight)
4097	{
4098		int yDiff = destTrimmedRect.y1 - drawBufferHeight;
4099		destTrimmedRect.y1 = drawBufferHeight;
4100		sourceTrimmedRect.y1 -= yDiff;
4101	}
4102
4103	bool partialBufferCopy = false;
4104
4105	if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4106	   sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4107	   destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4108	   destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4109	   sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4110	{
4111		partialBufferCopy = true;
4112	}
4113
4114	bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1);
4115	bool blitRenderTarget = false;
4116	bool blitDepth = false;
4117	bool blitStencil = false;
4118
4119	if(mask & GL_COLOR_BUFFER_BIT)
4120	{
4121		GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex());
4122		GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4123		const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4124		const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4125		if(!validReadType || !validDrawType)
4126		{
4127			return error(GL_INVALID_OPERATION);
4128		}
4129
4130		if(partialBufferCopy && readBufferSamples > 1 && !sameBounds)
4131		{
4132			return error(GL_INVALID_OPERATION);
4133		}
4134
4135		// The GL ES 3.0.2 spec (pg 193) states that:
4136		// 1) If the read buffer is fixed point format, the draw buffer must be as well
4137		// 2) If the read buffer is an unsigned integer format, the draw buffer must be
4138		// as well
4139		// 3) If the read buffer is a signed integer format, the draw buffer must be as
4140		// well
4141		es2::Renderbuffer *readRenderbuffer = readFramebuffer->getReadColorbuffer();
4142		es2::Renderbuffer *drawRenderbuffer = drawFramebuffer->getColorbuffer(0);
4143		GLint readFormat = readRenderbuffer->getFormat();
4144		GLint drawFormat = drawRenderbuffer->getFormat();
4145		GLenum readComponentType = GetComponentType(readFormat, GL_COLOR_ATTACHMENT0);
4146		GLenum drawComponentType = GetComponentType(drawFormat, GL_COLOR_ATTACHMENT0);
4147		bool readFixedPoint = ((readComponentType == GL_UNSIGNED_NORMALIZED) ||
4148		                       (readComponentType == GL_SIGNED_NORMALIZED));
4149		bool drawFixedPoint = ((drawComponentType == GL_UNSIGNED_NORMALIZED) ||
4150		                       (drawComponentType == GL_SIGNED_NORMALIZED));
4151		bool readFixedOrFloat = (readFixedPoint || (readComponentType == GL_FLOAT));
4152		bool drawFixedOrFloat = (drawFixedPoint || (drawComponentType == GL_FLOAT));
4153
4154		if(readFixedOrFloat != drawFixedOrFloat)
4155		{
4156			return error(GL_INVALID_OPERATION);
4157		}
4158
4159		if((readComponentType == GL_UNSIGNED_INT) && (drawComponentType != GL_UNSIGNED_INT))
4160		{
4161			return error(GL_INVALID_OPERATION);
4162		}
4163
4164		if((readComponentType == GL_INT) && (drawComponentType != GL_INT))
4165		{
4166			return error(GL_INVALID_OPERATION);
4167		}
4168
4169		// Cannot filter integer data
4170		if(((readComponentType == GL_UNSIGNED_INT) || (readComponentType == GL_INT)) && filter)
4171		{
4172			return error(GL_INVALID_OPERATION);
4173		}
4174
4175		if((readRenderbuffer->getSamples() > 0) &&
4176		   (readRenderbuffer->getFormat() != drawRenderbuffer->getFormat()))
4177		{
4178			return error(GL_INVALID_OPERATION);
4179		}
4180
4181		blitRenderTarget = true;
4182	}
4183
4184	if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4185	{
4186		Renderbuffer *readDSBuffer = nullptr;
4187		Renderbuffer *drawDSBuffer = nullptr;
4188
4189		if(mask & GL_DEPTH_BUFFER_BIT)
4190		{
4191			if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4192			{
4193				GLenum readDepthBufferType = readFramebuffer->getDepthbufferType();
4194				GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType();
4195				if((readDepthBufferType != drawDepthBufferType) &&
4196				   !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType)))
4197				{
4198					return error(GL_INVALID_OPERATION);
4199				}
4200
4201				blitDepth = true;
4202				readDSBuffer = readFramebuffer->getDepthbuffer();
4203				drawDSBuffer = drawFramebuffer->getDepthbuffer();
4204
4205				if(readDSBuffer->getFormat() != drawDSBuffer->getFormat())
4206				{
4207					return error(GL_INVALID_OPERATION);
4208				}
4209			}
4210		}
4211
4212		if(mask & GL_STENCIL_BUFFER_BIT)
4213		{
4214			if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4215			{
4216				GLenum readStencilBufferType = readFramebuffer->getStencilbufferType();
4217				GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType();
4218				if((readStencilBufferType != drawStencilBufferType) &&
4219				   !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType)))
4220				{
4221					return error(GL_INVALID_OPERATION);
4222				}
4223
4224				blitStencil = true;
4225				readDSBuffer = readFramebuffer->getStencilbuffer();
4226				drawDSBuffer = drawFramebuffer->getStencilbuffer();
4227
4228				if(readDSBuffer->getFormat() != drawDSBuffer->getFormat())
4229				{
4230					return error(GL_INVALID_OPERATION);
4231				}
4232			}
4233		}
4234
4235		if(partialBufferCopy && !allowPartialDepthStencilBlit)
4236		{
4237			ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit.");
4238			return error(GL_INVALID_OPERATION);   // Only whole-buffer copies are permitted
4239		}
4240
4241		// OpenGL ES 3.0.4 spec, p.199:
4242		// ...an INVALID_OPERATION error is generated if the formats of the read
4243		// and draw framebuffers are not identical or if the source and destination
4244		// rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds.
4245		// If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an
4246		// INVALID_OPERATION error is generated.
4247		if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4248		   ((readDSBuffer && readDSBuffer->getSamples() > 1) &&
4249		    (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat()))))
4250		{
4251			return error(GL_INVALID_OPERATION);
4252		}
4253	}
4254
4255	if(blitRenderTarget || blitDepth || blitStencil)
4256	{
4257		if(blitRenderTarget)
4258		{
4259			egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4260			egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4261
4262			if(flipX)
4263			{
4264				swap(destRect.x0, destRect.x1);
4265			}
4266			if(flipy)
4267			{
4268				swap(destRect.y0, destRect.y1);
4269			}
4270
4271			bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER);
4272
4273			readRenderTarget->release();
4274			drawRenderTarget->release();
4275
4276			if(!success)
4277			{
4278				ERR("BlitFramebuffer failed.");
4279				return;
4280			}
4281		}
4282
4283		if(blitDepth)
4284		{
4285			egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer();
4286			egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer();
4287
4288			bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER);
4289
4290			readRenderTarget->release();
4291			drawRenderTarget->release();
4292
4293			if(!success)
4294			{
4295				ERR("BlitFramebuffer failed.");
4296				return;
4297			}
4298		}
4299
4300		if(blitStencil)
4301		{
4302			egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer();
4303			egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer();
4304
4305			bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER);
4306
4307			readRenderTarget->release();
4308			drawRenderTarget->release();
4309
4310			if(!success)
4311			{
4312				ERR("BlitFramebuffer failed.");
4313				return;
4314			}
4315		}
4316	}
4317}
4318
4319void Context::bindTexImage(gl::Surface *surface)
4320{
4321	es2::Texture2D *textureObject = getTexture2D();
4322
4323	if(textureObject)
4324	{
4325		textureObject->bindTexImage(surface);
4326	}
4327}
4328
4329EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4330{
4331	GLenum textureTarget = GL_NONE;
4332
4333	switch(target)
4334	{
4335	case EGL_GL_TEXTURE_2D_KHR:
4336		textureTarget = GL_TEXTURE_2D;
4337		break;
4338	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4339	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4340	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4341	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4342	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4343	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4344		textureTarget = GL_TEXTURE_CUBE_MAP;
4345		break;
4346	case EGL_GL_RENDERBUFFER_KHR:
4347		break;
4348	default:
4349		return EGL_BAD_PARAMETER;
4350	}
4351
4352	if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4353	{
4354		return EGL_BAD_MATCH;
4355	}
4356
4357	if(textureTarget != GL_NONE)
4358	{
4359		es2::Texture *texture = getTexture(name);
4360
4361		if(!texture || texture->getTarget() != textureTarget)
4362		{
4363			return EGL_BAD_PARAMETER;
4364		}
4365
4366		if(texture->isShared(textureTarget, textureLevel))   // Bound to an EGLSurface or already an EGLImage sibling
4367		{
4368			return EGL_BAD_ACCESS;
4369		}
4370
4371		if(textureLevel != 0 && !texture->isSamplerComplete())
4372		{
4373			return EGL_BAD_PARAMETER;
4374		}
4375
4376		if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1))
4377		{
4378			return EGL_BAD_PARAMETER;
4379		}
4380	}
4381	else if(target == EGL_GL_RENDERBUFFER_KHR)
4382	{
4383		es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4384
4385		if(!renderbuffer)
4386		{
4387			return EGL_BAD_PARAMETER;
4388		}
4389
4390		if(renderbuffer->isShared())   // Already an EGLImage sibling
4391		{
4392			return EGL_BAD_ACCESS;
4393		}
4394	}
4395	else UNREACHABLE(target);
4396
4397	return EGL_SUCCESS;
4398}
4399
4400egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4401{
4402	GLenum textureTarget = GL_NONE;
4403
4404	switch(target)
4405	{
4406	case EGL_GL_TEXTURE_2D_KHR:                  textureTarget = GL_TEXTURE_2D;                  break;
4407	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4408	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4409	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4410	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4411	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4412	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4413	}
4414
4415	if(textureTarget != GL_NONE)
4416	{
4417		es2::Texture *texture = getTexture(name);
4418
4419		return texture->createSharedImage(textureTarget, textureLevel);
4420	}
4421	else if(target == EGL_GL_RENDERBUFFER_KHR)
4422	{
4423		es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4424
4425		return renderbuffer->createSharedImage();
4426	}
4427	else UNREACHABLE(target);
4428
4429	return nullptr;
4430}
4431
4432egl::Image *Context::getSharedImage(GLeglImageOES image)
4433{
4434	return display->getSharedImage(image);
4435}
4436
4437Device *Context::getDevice()
4438{
4439	return device;
4440}
4441
4442const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const
4443{
4444	// Keep list sorted in following order:
4445	// OES extensions
4446	// EXT extensions
4447	// Vendor extensions
4448	static const char *es2extensions[] =
4449	{
4450		"GL_OES_compressed_ETC1_RGB8_texture",
4451		"GL_OES_depth24",
4452		"GL_OES_depth32",
4453		"GL_OES_depth_texture",
4454		"GL_OES_depth_texture_cube_map",
4455		"GL_OES_EGL_image",
4456		"GL_OES_EGL_image_external",
4457		"GL_OES_EGL_sync",
4458		"GL_OES_element_index_uint",
4459		"GL_OES_framebuffer_object",
4460		"GL_OES_packed_depth_stencil",
4461		"GL_OES_rgb8_rgba8",
4462		"GL_OES_standard_derivatives",
4463		"GL_OES_texture_float",
4464		"GL_OES_texture_float_linear",
4465		"GL_OES_texture_half_float",
4466		"GL_OES_texture_half_float_linear",
4467		"GL_OES_texture_npot",
4468		"GL_OES_texture_3D",
4469		"GL_OES_vertex_half_float",
4470		"GL_EXT_blend_minmax",
4471		"GL_EXT_color_buffer_half_float",
4472		"GL_EXT_draw_buffers",
4473		"GL_EXT_instanced_arrays",
4474		"GL_EXT_occlusion_query_boolean",
4475		"GL_EXT_read_format_bgra",
4476#if (S3TC_SUPPORT)
4477		"GL_EXT_texture_compression_dxt1",
4478#endif
4479		"GL_EXT_texture_filter_anisotropic",
4480		"GL_EXT_texture_format_BGRA8888",
4481		"GL_EXT_texture_rg",
4482#if (ASTC_SUPPORT)
4483		"GL_KHR_texture_compression_astc_hdr",
4484		"GL_KHR_texture_compression_astc_ldr",
4485#endif
4486		"GL_ANGLE_framebuffer_blit",
4487		"GL_ANGLE_framebuffer_multisample",
4488		"GL_ANGLE_instanced_arrays",
4489#if (S3TC_SUPPORT)
4490		"GL_ANGLE_texture_compression_dxt3",
4491		"GL_ANGLE_texture_compression_dxt5",
4492#endif
4493		"GL_CHROMIUM_texture_filtering_hint",
4494		"GL_NV_fence",
4495		"GL_NV_framebuffer_blit",
4496		"GL_NV_read_depth",
4497	};
4498
4499	// Extensions exclusive to OpenGL ES 3.0 and above.
4500	static const char *es3extensions[] =
4501	{
4502		"GL_EXT_color_buffer_float",
4503	};
4504
4505	GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]);
4506	GLuint numExtensions = numES2extensions;
4507
4508	if(clientVersion >= 3)
4509	{
4510		numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]);
4511	}
4512
4513	if(numExt)
4514	{
4515		*numExt = numExtensions;
4516
4517		return nullptr;
4518	}
4519
4520	if(index == GL_INVALID_INDEX)
4521	{
4522		static std::string extensionsCat;
4523
4524		if(extensionsCat.empty() && (numExtensions > 0))
4525		{
4526			for(const char *extension : es2extensions)
4527			{
4528				extensionsCat += std::string(extension) + " ";
4529			}
4530
4531			if(clientVersion >= 3)
4532			{
4533				for(const char *extension : es3extensions)
4534				{
4535					extensionsCat += std::string(extension) + " ";
4536				}
4537			}
4538		}
4539
4540		return (const GLubyte*)extensionsCat.c_str();
4541	}
4542
4543	if(index >= numExtensions)
4544	{
4545		return nullptr;
4546	}
4547
4548	if(index < numES2extensions)
4549	{
4550		return (const GLubyte*)es2extensions[index];
4551	}
4552	else
4553	{
4554		return (const GLubyte*)es3extensions[index - numES2extensions];
4555	}
4556}
4557
4558}
4559
4560NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config)
4561{
4562	ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion);   // Should be checked by eglCreateContext
4563	return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config);
4564}
4565