Context.cpp revision 3345779efe02333697e4761f67bf6e047a784307
1// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2//
3// Licensed under the Apache License, Version 2.0 (the "License");
4// you may not use this file except in compliance with the License.
5// You may obtain a copy of the License at
6//
7//    http://www.apache.org/licenses/LICENSE-2.0
8//
9// Unless required by applicable law or agreed to in writing, software
10// distributed under the License is distributed on an "AS IS" BASIS,
11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12// See the License for the specific language governing permissions and
13// limitations under the License.
14
15// Context.cpp: Implements the es2::Context class, managing all GL state and performing
16// rendering operations. It is the GLES2 specific implementation of EGLContext.
17
18#include "Context.h"
19
20#include "main.h"
21#include "mathutil.h"
22#include "utilities.h"
23#include "ResourceManager.h"
24#include "Buffer.h"
25#include "Fence.h"
26#include "Framebuffer.h"
27#include "Program.h"
28#include "Query.h"
29#include "Renderbuffer.h"
30#include "Sampler.h"
31#include "Shader.h"
32#include "Texture.h"
33#include "TransformFeedback.h"
34#include "VertexArray.h"
35#include "VertexDataManager.h"
36#include "IndexDataManager.h"
37#include "libEGL/Display.h"
38#include "libEGL/Surface.h"
39#include "Common/Half.hpp"
40
41#include <EGL/eglext.h>
42
43namespace es2
44{
45Context::Context(const egl::Config *config, const Context *shareContext, EGLint clientVersion)
46	: clientVersion(clientVersion), mConfig(config)
47{
48	sw::Context *context = new sw::Context();
49	device = new es2::Device(context);
50
51	setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
52
53	mState.depthClearValue = 1.0f;
54	mState.stencilClearValue = 0;
55
56	mState.cullFaceEnabled = false;
57	mState.cullMode = GL_BACK;
58	mState.frontFace = GL_CCW;
59	mState.depthTestEnabled = false;
60	mState.depthFunc = GL_LESS;
61	mState.blendEnabled = false;
62	mState.sourceBlendRGB = GL_ONE;
63	mState.sourceBlendAlpha = GL_ONE;
64	mState.destBlendRGB = GL_ZERO;
65	mState.destBlendAlpha = GL_ZERO;
66	mState.blendEquationRGB = GL_FUNC_ADD;
67	mState.blendEquationAlpha = GL_FUNC_ADD;
68	mState.blendColor.red = 0;
69	mState.blendColor.green = 0;
70	mState.blendColor.blue = 0;
71	mState.blendColor.alpha = 0;
72	mState.stencilTestEnabled = false;
73	mState.stencilFunc = GL_ALWAYS;
74	mState.stencilRef = 0;
75	mState.stencilMask = -1;
76	mState.stencilWritemask = -1;
77	mState.stencilBackFunc = GL_ALWAYS;
78	mState.stencilBackRef = 0;
79	mState.stencilBackMask = - 1;
80	mState.stencilBackWritemask = -1;
81	mState.stencilFail = GL_KEEP;
82	mState.stencilPassDepthFail = GL_KEEP;
83	mState.stencilPassDepthPass = GL_KEEP;
84	mState.stencilBackFail = GL_KEEP;
85	mState.stencilBackPassDepthFail = GL_KEEP;
86	mState.stencilBackPassDepthPass = GL_KEEP;
87	mState.polygonOffsetFillEnabled = false;
88	mState.polygonOffsetFactor = 0.0f;
89	mState.polygonOffsetUnits = 0.0f;
90	mState.sampleAlphaToCoverageEnabled = false;
91	mState.sampleCoverageEnabled = false;
92	mState.sampleCoverageValue = 1.0f;
93	mState.sampleCoverageInvert = false;
94	mState.scissorTestEnabled = false;
95	mState.ditherEnabled = true;
96	mState.primitiveRestartFixedIndexEnabled = false;
97	mState.rasterizerDiscardEnabled = false;
98	mState.generateMipmapHint = GL_DONT_CARE;
99	mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
100
101	mState.lineWidth = 1.0f;
102
103	mState.viewportX = 0;
104	mState.viewportY = 0;
105	mState.viewportWidth = 0;
106	mState.viewportHeight = 0;
107	mState.zNear = 0.0f;
108	mState.zFar = 1.0f;
109
110	mState.scissorX = 0;
111	mState.scissorY = 0;
112	mState.scissorWidth = 0;
113	mState.scissorHeight = 0;
114
115	mState.colorMaskRed = true;
116	mState.colorMaskGreen = true;
117	mState.colorMaskBlue = true;
118	mState.colorMaskAlpha = true;
119	mState.depthMask = true;
120
121	if(shareContext)
122	{
123		mResourceManager = shareContext->mResourceManager;
124		mResourceManager->addRef();
125	}
126	else
127	{
128		mResourceManager = new ResourceManager();
129	}
130
131	// [OpenGL ES 2.0.24] section 3.7 page 83:
132	// In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
133	// and cube map texture state vectors respectively associated with them.
134	// In order that access to these initial textures not be lost, they are treated as texture
135	// objects all of whose names are 0.
136
137	mTexture2DZero = new Texture2D(0);
138	mTexture3DZero = new Texture3D(0);
139	mTexture2DArrayZero = new Texture2DArray(0);
140	mTextureCubeMapZero = new TextureCubeMap(0);
141	mTextureExternalZero = new TextureExternal(0);
142
143	mState.activeSampler = 0;
144	bindVertexArray(0);
145	bindArrayBuffer(0);
146	bindElementArrayBuffer(0);
147	bindTextureCubeMap(0);
148	bindTexture2D(0);
149	bindReadFramebuffer(0);
150	bindDrawFramebuffer(0);
151	bindRenderbuffer(0);
152	bindGenericUniformBuffer(0);
153	bindTransformFeedback(0);
154
155	mState.currentProgram = 0;
156
157	mState.packAlignment = 4;
158	mState.unpackInfo.alignment = 4;
159	mState.packRowLength = 0;
160	mState.packImageHeight = 0;
161	mState.packSkipPixels = 0;
162	mState.packSkipRows = 0;
163	mState.packSkipImages = 0;
164	mState.unpackInfo.rowLength = 0;
165	mState.unpackInfo.imageHeight = 0;
166	mState.unpackInfo.skipPixels = 0;
167	mState.unpackInfo.skipRows = 0;
168	mState.unpackInfo.skipImages = 0;
169
170	mVertexDataManager = nullptr;
171	mIndexDataManager = nullptr;
172
173	mInvalidEnum = false;
174	mInvalidValue = false;
175	mInvalidOperation = false;
176	mOutOfMemory = false;
177	mInvalidFramebufferOperation = false;
178
179	mHasBeenCurrent = false;
180
181	markAllStateDirty();
182}
183
184Context::~Context()
185{
186	if(mState.currentProgram != 0)
187	{
188		Program *programObject = mResourceManager->getProgram(mState.currentProgram);
189		if(programObject)
190		{
191			programObject->release();
192		}
193		mState.currentProgram = 0;
194	}
195
196	while(!mFramebufferNameSpace.empty())
197	{
198		deleteFramebuffer(mFramebufferNameSpace.firstName());
199	}
200
201	while(!mFenceNameSpace.empty())
202	{
203		deleteFence(mFenceNameSpace.firstName());
204	}
205
206	while(!mQueryNameSpace.empty())
207	{
208		deleteQuery(mQueryNameSpace.firstName());
209	}
210
211	while(!mVertexArrayNameSpace.empty())
212	{
213		deleteVertexArray(mVertexArrayNameSpace.firstName());
214	}
215
216	while(!mTransformFeedbackNameSpace.empty())
217	{
218		deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
219	}
220
221	for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
222	{
223		for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
224		{
225			mState.samplerTexture[type][sampler] = nullptr;
226		}
227	}
228
229	for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
230	{
231		mState.vertexAttribute[i].mBoundBuffer = nullptr;
232	}
233
234	for(int i = 0; i < QUERY_TYPE_COUNT; i++)
235	{
236		mState.activeQuery[i] = nullptr;
237	}
238
239	mState.arrayBuffer = nullptr;
240	mState.copyReadBuffer = nullptr;
241	mState.copyWriteBuffer = nullptr;
242	mState.pixelPackBuffer = nullptr;
243	mState.pixelUnpackBuffer = nullptr;
244	mState.genericUniformBuffer = nullptr;
245	mState.renderbuffer = nullptr;
246
247	for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
248	{
249		mState.sampler[i] = nullptr;
250	}
251
252	mTexture2DZero = nullptr;
253	mTexture3DZero = nullptr;
254	mTexture2DArrayZero = nullptr;
255	mTextureCubeMapZero = nullptr;
256	mTextureExternalZero = nullptr;
257
258	delete mVertexDataManager;
259	delete mIndexDataManager;
260
261	mResourceManager->release();
262	delete device;
263}
264
265void Context::makeCurrent(egl::Surface *surface)
266{
267	if(!mHasBeenCurrent)
268	{
269		mVertexDataManager = new VertexDataManager(this);
270		mIndexDataManager = new IndexDataManager();
271
272		mState.viewportX = 0;
273		mState.viewportY = 0;
274		mState.viewportWidth = surface->getWidth();
275		mState.viewportHeight = surface->getHeight();
276
277		mState.scissorX = 0;
278		mState.scissorY = 0;
279		mState.scissorWidth = surface->getWidth();
280		mState.scissorHeight = surface->getHeight();
281
282		mHasBeenCurrent = true;
283	}
284
285	// Wrap the existing resources into GL objects and assign them to the '0' names
286	egl::Image *defaultRenderTarget = surface->getRenderTarget();
287	egl::Image *depthStencil = surface->getDepthStencil();
288
289	Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
290	DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
291	Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
292
293	setFramebufferZero(framebufferZero);
294
295	if(defaultRenderTarget)
296	{
297		defaultRenderTarget->release();
298	}
299
300	if(depthStencil)
301	{
302		depthStencil->release();
303	}
304
305	markAllStateDirty();
306}
307
308EGLint Context::getClientVersion() const
309{
310	return clientVersion;
311}
312
313// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
314void Context::markAllStateDirty()
315{
316	mAppliedProgramSerial = 0;
317
318	mDepthStateDirty = true;
319	mMaskStateDirty = true;
320	mBlendStateDirty = true;
321	mStencilStateDirty = true;
322	mPolygonOffsetStateDirty = true;
323	mSampleStateDirty = true;
324	mDitherStateDirty = true;
325	mFrontFaceDirty = true;
326}
327
328void Context::setClearColor(float red, float green, float blue, float alpha)
329{
330	mState.colorClearValue.red = red;
331	mState.colorClearValue.green = green;
332	mState.colorClearValue.blue = blue;
333	mState.colorClearValue.alpha = alpha;
334}
335
336void Context::setClearDepth(float depth)
337{
338	mState.depthClearValue = depth;
339}
340
341void Context::setClearStencil(int stencil)
342{
343	mState.stencilClearValue = stencil;
344}
345
346void Context::setCullFaceEnabled(bool enabled)
347{
348	mState.cullFaceEnabled = enabled;
349}
350
351bool Context::isCullFaceEnabled() const
352{
353	return mState.cullFaceEnabled;
354}
355
356void Context::setCullMode(GLenum mode)
357{
358   mState.cullMode = mode;
359}
360
361void Context::setFrontFace(GLenum front)
362{
363	if(mState.frontFace != front)
364	{
365		mState.frontFace = front;
366		mFrontFaceDirty = true;
367	}
368}
369
370void Context::setDepthTestEnabled(bool enabled)
371{
372	if(mState.depthTestEnabled != enabled)
373	{
374		mState.depthTestEnabled = enabled;
375		mDepthStateDirty = true;
376	}
377}
378
379bool Context::isDepthTestEnabled() const
380{
381	return mState.depthTestEnabled;
382}
383
384void Context::setDepthFunc(GLenum depthFunc)
385{
386	if(mState.depthFunc != depthFunc)
387	{
388		mState.depthFunc = depthFunc;
389		mDepthStateDirty = true;
390	}
391}
392
393void Context::setDepthRange(float zNear, float zFar)
394{
395	mState.zNear = zNear;
396	mState.zFar = zFar;
397}
398
399void Context::setBlendEnabled(bool enabled)
400{
401	if(mState.blendEnabled != enabled)
402	{
403		mState.blendEnabled = enabled;
404		mBlendStateDirty = true;
405	}
406}
407
408bool Context::isBlendEnabled() const
409{
410	return mState.blendEnabled;
411}
412
413void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
414{
415	if(mState.sourceBlendRGB != sourceRGB ||
416	   mState.sourceBlendAlpha != sourceAlpha ||
417	   mState.destBlendRGB != destRGB ||
418	   mState.destBlendAlpha != destAlpha)
419	{
420		mState.sourceBlendRGB = sourceRGB;
421		mState.destBlendRGB = destRGB;
422		mState.sourceBlendAlpha = sourceAlpha;
423		mState.destBlendAlpha = destAlpha;
424		mBlendStateDirty = true;
425	}
426}
427
428void Context::setBlendColor(float red, float green, float blue, float alpha)
429{
430	if(mState.blendColor.red != red ||
431	   mState.blendColor.green != green ||
432	   mState.blendColor.blue != blue ||
433	   mState.blendColor.alpha != alpha)
434	{
435		mState.blendColor.red = red;
436		mState.blendColor.green = green;
437		mState.blendColor.blue = blue;
438		mState.blendColor.alpha = alpha;
439		mBlendStateDirty = true;
440	}
441}
442
443void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
444{
445	if(mState.blendEquationRGB != rgbEquation ||
446	   mState.blendEquationAlpha != alphaEquation)
447	{
448		mState.blendEquationRGB = rgbEquation;
449		mState.blendEquationAlpha = alphaEquation;
450		mBlendStateDirty = true;
451	}
452}
453
454void Context::setStencilTestEnabled(bool enabled)
455{
456	if(mState.stencilTestEnabled != enabled)
457	{
458		mState.stencilTestEnabled = enabled;
459		mStencilStateDirty = true;
460	}
461}
462
463bool Context::isStencilTestEnabled() const
464{
465	return mState.stencilTestEnabled;
466}
467
468void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
469{
470	if(mState.stencilFunc != stencilFunc ||
471	   mState.stencilRef != stencilRef ||
472	   mState.stencilMask != stencilMask)
473	{
474		mState.stencilFunc = stencilFunc;
475		mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
476		mState.stencilMask = stencilMask;
477		mStencilStateDirty = true;
478	}
479}
480
481void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
482{
483	if(mState.stencilBackFunc != stencilBackFunc ||
484	   mState.stencilBackRef != stencilBackRef ||
485	   mState.stencilBackMask != stencilBackMask)
486	{
487		mState.stencilBackFunc = stencilBackFunc;
488		mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
489		mState.stencilBackMask = stencilBackMask;
490		mStencilStateDirty = true;
491	}
492}
493
494void Context::setStencilWritemask(GLuint stencilWritemask)
495{
496	if(mState.stencilWritemask != stencilWritemask)
497	{
498		mState.stencilWritemask = stencilWritemask;
499		mStencilStateDirty = true;
500	}
501}
502
503void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
504{
505	if(mState.stencilBackWritemask != stencilBackWritemask)
506	{
507		mState.stencilBackWritemask = stencilBackWritemask;
508		mStencilStateDirty = true;
509	}
510}
511
512void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
513{
514	if(mState.stencilFail != stencilFail ||
515	   mState.stencilPassDepthFail != stencilPassDepthFail ||
516	   mState.stencilPassDepthPass != stencilPassDepthPass)
517	{
518		mState.stencilFail = stencilFail;
519		mState.stencilPassDepthFail = stencilPassDepthFail;
520		mState.stencilPassDepthPass = stencilPassDepthPass;
521		mStencilStateDirty = true;
522	}
523}
524
525void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
526{
527	if(mState.stencilBackFail != stencilBackFail ||
528	   mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
529	   mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
530	{
531		mState.stencilBackFail = stencilBackFail;
532		mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
533		mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
534		mStencilStateDirty = true;
535	}
536}
537
538void Context::setPolygonOffsetFillEnabled(bool enabled)
539{
540	if(mState.polygonOffsetFillEnabled != enabled)
541	{
542		mState.polygonOffsetFillEnabled = enabled;
543		mPolygonOffsetStateDirty = true;
544	}
545}
546
547bool Context::isPolygonOffsetFillEnabled() const
548{
549	return mState.polygonOffsetFillEnabled;
550}
551
552void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
553{
554	if(mState.polygonOffsetFactor != factor ||
555	   mState.polygonOffsetUnits != units)
556	{
557		mState.polygonOffsetFactor = factor;
558		mState.polygonOffsetUnits = units;
559		mPolygonOffsetStateDirty = true;
560	}
561}
562
563void Context::setSampleAlphaToCoverageEnabled(bool enabled)
564{
565	if(mState.sampleAlphaToCoverageEnabled != enabled)
566	{
567		mState.sampleAlphaToCoverageEnabled = enabled;
568		mSampleStateDirty = true;
569	}
570}
571
572bool Context::isSampleAlphaToCoverageEnabled() const
573{
574	return mState.sampleAlphaToCoverageEnabled;
575}
576
577void Context::setSampleCoverageEnabled(bool enabled)
578{
579	if(mState.sampleCoverageEnabled != enabled)
580	{
581		mState.sampleCoverageEnabled = enabled;
582		mSampleStateDirty = true;
583	}
584}
585
586bool Context::isSampleCoverageEnabled() const
587{
588	return mState.sampleCoverageEnabled;
589}
590
591void Context::setSampleCoverageParams(GLclampf value, bool invert)
592{
593	if(mState.sampleCoverageValue != value ||
594	   mState.sampleCoverageInvert != invert)
595	{
596		mState.sampleCoverageValue = value;
597		mState.sampleCoverageInvert = invert;
598		mSampleStateDirty = true;
599	}
600}
601
602void Context::setScissorTestEnabled(bool enabled)
603{
604	mState.scissorTestEnabled = enabled;
605}
606
607bool Context::isScissorTestEnabled() const
608{
609	return mState.scissorTestEnabled;
610}
611
612void Context::setDitherEnabled(bool enabled)
613{
614	if(mState.ditherEnabled != enabled)
615	{
616		mState.ditherEnabled = enabled;
617		mDitherStateDirty = true;
618	}
619}
620
621bool Context::isDitherEnabled() const
622{
623	return mState.ditherEnabled;
624}
625
626void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
627{
628	UNIMPLEMENTED();
629	mState.primitiveRestartFixedIndexEnabled = enabled;
630}
631
632bool Context::isPrimitiveRestartFixedIndexEnabled() const
633{
634	return mState.primitiveRestartFixedIndexEnabled;
635}
636
637void Context::setRasterizerDiscardEnabled(bool enabled)
638{
639	mState.rasterizerDiscardEnabled = enabled;
640}
641
642bool Context::isRasterizerDiscardEnabled() const
643{
644	return mState.rasterizerDiscardEnabled;
645}
646
647void Context::setLineWidth(GLfloat width)
648{
649	mState.lineWidth = width;
650	device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
651}
652
653void Context::setGenerateMipmapHint(GLenum hint)
654{
655	mState.generateMipmapHint = hint;
656}
657
658void Context::setFragmentShaderDerivativeHint(GLenum hint)
659{
660	mState.fragmentShaderDerivativeHint = hint;
661	// TODO: Propagate the hint to shader translator so we can write
662	// ddx, ddx_coarse, or ddx_fine depending on the hint.
663	// Ignore for now. It is valid for implementations to ignore hint.
664}
665
666void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
667{
668	mState.viewportX = x;
669	mState.viewportY = y;
670	mState.viewportWidth = width;
671	mState.viewportHeight = height;
672}
673
674void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
675{
676	mState.scissorX = x;
677	mState.scissorY = y;
678	mState.scissorWidth = width;
679	mState.scissorHeight = height;
680}
681
682void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
683{
684	if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
685	   mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
686	{
687		mState.colorMaskRed = red;
688		mState.colorMaskGreen = green;
689		mState.colorMaskBlue = blue;
690		mState.colorMaskAlpha = alpha;
691		mMaskStateDirty = true;
692	}
693}
694
695unsigned int Context::getColorMask() const
696{
697	return (mState.colorMaskRed ? 0x1 : 0) |
698	       (mState.colorMaskGreen ? 0x2 : 0) |
699	       (mState.colorMaskBlue ? 0x4 : 0) |
700	       (mState.colorMaskAlpha ? 0x8 : 0);
701}
702
703void Context::setDepthMask(bool mask)
704{
705	if(mState.depthMask != mask)
706	{
707		mState.depthMask = mask;
708		mMaskStateDirty = true;
709	}
710}
711
712void Context::setActiveSampler(unsigned int active)
713{
714	mState.activeSampler = active;
715}
716
717GLuint Context::getReadFramebufferName() const
718{
719	return mState.readFramebuffer;
720}
721
722GLuint Context::getDrawFramebufferName() const
723{
724	return mState.drawFramebuffer;
725}
726
727GLuint Context::getRenderbufferName() const
728{
729	return mState.renderbuffer.name();
730}
731
732void Context::setFramebufferReadBuffer(GLuint buf)
733{
734	getReadFramebuffer()->setReadBuffer(buf);
735}
736
737void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
738{
739	Framebuffer *drawFramebuffer = getDrawFramebuffer();
740
741	for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
742	{
743		drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
744	}
745}
746
747GLuint Context::getReadFramebufferColorIndex() const
748{
749	GLenum buf = getReadFramebuffer()->getReadBuffer();
750	switch(buf)
751	{
752	case GL_BACK:
753		return 0;
754	case GL_NONE:
755		return GL_INVALID_INDEX;
756	default:
757		return buf - GL_COLOR_ATTACHMENT0;
758}
759}
760
761GLuint Context::getArrayBufferName() const
762{
763	return mState.arrayBuffer.name();
764}
765
766GLuint Context::getElementArrayBufferName() const
767{
768	Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
769	return elementArrayBuffer ? elementArrayBuffer->name : 0;
770}
771
772GLuint Context::getActiveQuery(GLenum target) const
773{
774	Query *queryObject = nullptr;
775
776	switch(target)
777	{
778	case GL_ANY_SAMPLES_PASSED_EXT:
779		queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
780		break;
781	case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
782		queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
783		break;
784	case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
785		queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
786		break;
787	default:
788		ASSERT(false);
789	}
790
791	if(queryObject)
792	{
793		return queryObject->name;
794	}
795
796	return 0;
797}
798
799void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
800{
801	getCurrentVertexArray()->enableAttribute(attribNum, enabled);
802}
803
804void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
805{
806	getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
807}
808
809const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
810{
811	return getCurrentVertexArray()->getVertexAttribute(attribNum);
812}
813
814void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
815                                   GLsizei stride, const void *pointer)
816{
817	getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer);
818}
819
820const void *Context::getVertexAttribPointer(unsigned int attribNum) const
821{
822	return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
823}
824
825const VertexAttributeArray &Context::getVertexArrayAttributes()
826{
827	return getCurrentVertexArray()->getVertexAttributes();
828}
829
830const VertexAttributeArray &Context::getCurrentVertexAttributes()
831{
832	return mState.vertexAttribute;
833}
834
835void Context::setPackAlignment(GLint alignment)
836{
837	mState.packAlignment = alignment;
838}
839
840void Context::setUnpackAlignment(GLint alignment)
841{
842	mState.unpackInfo.alignment = alignment;
843}
844
845const egl::Image::UnpackInfo& Context::getUnpackInfo() const
846{
847	return mState.unpackInfo;
848}
849
850void Context::setPackRowLength(GLint rowLength)
851{
852	mState.packRowLength = rowLength;
853}
854
855void Context::setPackImageHeight(GLint imageHeight)
856{
857	mState.packImageHeight = imageHeight;
858}
859
860void Context::setPackSkipPixels(GLint skipPixels)
861{
862	mState.packSkipPixels = skipPixels;
863}
864
865void Context::setPackSkipRows(GLint skipRows)
866{
867	mState.packSkipRows = skipRows;
868}
869
870void Context::setPackSkipImages(GLint skipImages)
871{
872	mState.packSkipImages = skipImages;
873}
874
875void Context::setUnpackRowLength(GLint rowLength)
876{
877	mState.unpackInfo.rowLength = rowLength;
878}
879
880void Context::setUnpackImageHeight(GLint imageHeight)
881{
882	mState.unpackInfo.imageHeight = imageHeight;
883}
884
885void Context::setUnpackSkipPixels(GLint skipPixels)
886{
887	mState.unpackInfo.skipPixels = skipPixels;
888}
889
890void Context::setUnpackSkipRows(GLint skipRows)
891{
892	mState.unpackInfo.skipRows = skipRows;
893}
894
895void Context::setUnpackSkipImages(GLint skipImages)
896{
897	mState.unpackInfo.skipImages = skipImages;
898}
899
900GLuint Context::createBuffer()
901{
902	return mResourceManager->createBuffer();
903}
904
905GLuint Context::createProgram()
906{
907	return mResourceManager->createProgram();
908}
909
910GLuint Context::createShader(GLenum type)
911{
912	return mResourceManager->createShader(type);
913}
914
915GLuint Context::createTexture()
916{
917	return mResourceManager->createTexture();
918}
919
920GLuint Context::createRenderbuffer()
921{
922	return mResourceManager->createRenderbuffer();
923}
924
925// Returns an unused framebuffer name
926GLuint Context::createFramebuffer()
927{
928	return mFramebufferNameSpace.allocate();
929}
930
931GLuint Context::createFence()
932{
933	return mFenceNameSpace.allocate(new Fence());
934}
935
936// Returns an unused query name
937GLuint Context::createQuery()
938{
939	return mQueryNameSpace.allocate();
940}
941
942// Returns an unused vertex array name
943GLuint Context::createVertexArray()
944{
945	return mVertexArrayNameSpace.allocate();
946}
947
948GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
949{
950	GLuint handle = mResourceManager->createFenceSync(condition, flags);
951
952	return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
953}
954
955// Returns an unused transform feedback name
956GLuint Context::createTransformFeedback()
957{
958	return mTransformFeedbackNameSpace.allocate();
959}
960
961// Returns an unused sampler name
962GLuint Context::createSampler()
963{
964	return mResourceManager->createSampler();
965}
966
967void Context::deleteBuffer(GLuint buffer)
968{
969	detachBuffer(buffer);
970
971	mResourceManager->deleteBuffer(buffer);
972}
973
974void Context::deleteShader(GLuint shader)
975{
976	mResourceManager->deleteShader(shader);
977}
978
979void Context::deleteProgram(GLuint program)
980{
981	mResourceManager->deleteProgram(program);
982}
983
984void Context::deleteTexture(GLuint texture)
985{
986	detachTexture(texture);
987
988	mResourceManager->deleteTexture(texture);
989}
990
991void Context::deleteRenderbuffer(GLuint renderbuffer)
992{
993	if(mResourceManager->getRenderbuffer(renderbuffer))
994	{
995		detachRenderbuffer(renderbuffer);
996	}
997
998	mResourceManager->deleteRenderbuffer(renderbuffer);
999}
1000
1001void Context::deleteFramebuffer(GLuint framebuffer)
1002{
1003	detachFramebuffer(framebuffer);
1004
1005	Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1006
1007	if(framebufferObject)
1008	{
1009		delete framebufferObject;
1010	}
1011}
1012
1013void Context::deleteFence(GLuint fence)
1014{
1015	Fence *fenceObject = mFenceNameSpace.remove(fence);
1016
1017	if(fenceObject)
1018	{
1019		delete fenceObject;
1020	}
1021}
1022
1023void Context::deleteQuery(GLuint query)
1024{
1025	Query *queryObject = mQueryNameSpace.remove(query);
1026
1027	if(queryObject)
1028	{
1029		queryObject->release();
1030	}
1031}
1032
1033void Context::deleteVertexArray(GLuint vertexArray)
1034{
1035	// [OpenGL ES 3.0.2] section 2.10 page 43:
1036	// If a vertex array object that is currently bound is deleted, the binding
1037	// for that object reverts to zero and the default vertex array becomes current.
1038	if(getCurrentVertexArray()->name == vertexArray)
1039	{
1040		bindVertexArray(0);
1041	}
1042
1043	VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1044
1045	if(vertexArrayObject)
1046	{
1047		delete vertexArrayObject;
1048	}
1049}
1050
1051void Context::deleteFenceSync(GLsync fenceSync)
1052{
1053	// The spec specifies the underlying Fence object is not deleted until all current
1054	// wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1055	// and since our API is currently designed for being called from a single thread, we can delete
1056	// the fence immediately.
1057	mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1058}
1059
1060void Context::deleteTransformFeedback(GLuint transformFeedback)
1061{
1062	TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1063
1064	if(transformFeedbackObject)
1065	{
1066		delete transformFeedbackObject;
1067	}
1068}
1069
1070void Context::deleteSampler(GLuint sampler)
1071{
1072	detachSampler(sampler);
1073
1074	mResourceManager->deleteSampler(sampler);
1075}
1076
1077Buffer *Context::getBuffer(GLuint handle) const
1078{
1079	return mResourceManager->getBuffer(handle);
1080}
1081
1082Shader *Context::getShader(GLuint handle) const
1083{
1084	return mResourceManager->getShader(handle);
1085}
1086
1087Program *Context::getProgram(GLuint handle) const
1088{
1089	return mResourceManager->getProgram(handle);
1090}
1091
1092Texture *Context::getTexture(GLuint handle) const
1093{
1094	return mResourceManager->getTexture(handle);
1095}
1096
1097Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1098{
1099	return mResourceManager->getRenderbuffer(handle);
1100}
1101
1102Framebuffer *Context::getReadFramebuffer() const
1103{
1104	return getFramebuffer(mState.readFramebuffer);
1105}
1106
1107Framebuffer *Context::getDrawFramebuffer() const
1108{
1109	return getFramebuffer(mState.drawFramebuffer);
1110}
1111
1112void Context::bindArrayBuffer(unsigned int buffer)
1113{
1114	mResourceManager->checkBufferAllocation(buffer);
1115
1116	mState.arrayBuffer = getBuffer(buffer);
1117}
1118
1119void Context::bindElementArrayBuffer(unsigned int buffer)
1120{
1121	mResourceManager->checkBufferAllocation(buffer);
1122
1123	getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1124}
1125
1126void Context::bindCopyReadBuffer(GLuint buffer)
1127{
1128	mResourceManager->checkBufferAllocation(buffer);
1129
1130	mState.copyReadBuffer = getBuffer(buffer);
1131}
1132
1133void Context::bindCopyWriteBuffer(GLuint buffer)
1134{
1135	mResourceManager->checkBufferAllocation(buffer);
1136
1137	mState.copyWriteBuffer = getBuffer(buffer);
1138}
1139
1140void Context::bindPixelPackBuffer(GLuint buffer)
1141{
1142	mResourceManager->checkBufferAllocation(buffer);
1143
1144	mState.pixelPackBuffer = getBuffer(buffer);
1145}
1146
1147void Context::bindPixelUnpackBuffer(GLuint buffer)
1148{
1149	mResourceManager->checkBufferAllocation(buffer);
1150
1151	mState.pixelUnpackBuffer = getBuffer(buffer);
1152}
1153
1154void Context::bindTransformFeedbackBuffer(GLuint buffer)
1155{
1156	mResourceManager->checkBufferAllocation(buffer);
1157
1158	TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1159
1160	if(transformFeedback)
1161	{
1162		transformFeedback->setGenericBuffer(getBuffer(buffer));
1163	}
1164}
1165
1166void Context::bindTexture2D(GLuint texture)
1167{
1168	mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1169
1170	mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture);
1171}
1172
1173void Context::bindTextureCubeMap(GLuint texture)
1174{
1175	mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1176
1177	mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture);
1178}
1179
1180void Context::bindTextureExternal(GLuint texture)
1181{
1182	mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL);
1183
1184	mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture);
1185}
1186
1187void Context::bindTexture3D(GLuint texture)
1188{
1189	mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1190
1191	mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture);
1192}
1193
1194void Context::bindTexture2DArray(GLuint texture)
1195{
1196	mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1197
1198	mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture);
1199}
1200
1201void Context::bindReadFramebuffer(GLuint framebuffer)
1202{
1203	if(!getFramebuffer(framebuffer))
1204	{
1205		mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1206	}
1207
1208	mState.readFramebuffer = framebuffer;
1209}
1210
1211void Context::bindDrawFramebuffer(GLuint framebuffer)
1212{
1213	if(!getFramebuffer(framebuffer))
1214	{
1215		mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1216	}
1217
1218	mState.drawFramebuffer = framebuffer;
1219}
1220
1221void Context::bindRenderbuffer(GLuint renderbuffer)
1222{
1223	mResourceManager->checkRenderbufferAllocation(renderbuffer);
1224
1225	mState.renderbuffer = getRenderbuffer(renderbuffer);
1226}
1227
1228void Context::bindVertexArray(GLuint array)
1229{
1230	VertexArray *vertexArray = getVertexArray(array);
1231
1232	if(!vertexArray)
1233	{
1234		vertexArray = new VertexArray(array);
1235		mVertexArrayNameSpace.insert(array, vertexArray);
1236	}
1237
1238	mState.vertexArray = array;
1239}
1240
1241void Context::bindGenericUniformBuffer(GLuint buffer)
1242{
1243	mResourceManager->checkBufferAllocation(buffer);
1244
1245	mState.genericUniformBuffer = getBuffer(buffer);
1246}
1247
1248void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1249{
1250	mResourceManager->checkBufferAllocation(buffer);
1251
1252	Buffer* bufferObject = getBuffer(buffer);
1253	mState.uniformBuffers[index].set(bufferObject, offset, size);
1254}
1255
1256void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1257{
1258	mResourceManager->checkBufferAllocation(buffer);
1259
1260	getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1261}
1262
1263void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1264{
1265	mResourceManager->checkBufferAllocation(buffer);
1266
1267	Buffer* bufferObject = getBuffer(buffer);
1268	getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1269}
1270
1271void Context::bindTransformFeedback(GLuint id)
1272{
1273	if(!getTransformFeedback(id))
1274	{
1275		mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1276	}
1277
1278	mState.transformFeedback = id;
1279}
1280
1281bool Context::bindSampler(GLuint unit, GLuint sampler)
1282{
1283	mResourceManager->checkSamplerAllocation(sampler);
1284
1285	Sampler* samplerObject = getSampler(sampler);
1286
1287	if(sampler)
1288	{
1289		mState.sampler[unit] = samplerObject;
1290	}
1291
1292	return !!samplerObject;
1293}
1294
1295void Context::useProgram(GLuint program)
1296{
1297	GLuint priorProgram = mState.currentProgram;
1298	mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
1299
1300	if(priorProgram != program)
1301	{
1302		Program *newProgram = mResourceManager->getProgram(program);
1303		Program *oldProgram = mResourceManager->getProgram(priorProgram);
1304
1305		if(newProgram)
1306		{
1307			newProgram->addRef();
1308		}
1309
1310		if(oldProgram)
1311		{
1312			oldProgram->release();
1313		}
1314	}
1315}
1316
1317void Context::beginQuery(GLenum target, GLuint query)
1318{
1319	// From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1320	// of zero, if the active query object name for <target> is non-zero (for the
1321	// targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1322	// the active query for either target is non-zero), if <id> is the name of an
1323	// existing query object whose type does not match <target>, or if <id> is the
1324	// active query object name for any query type, the error INVALID_OPERATION is
1325	// generated.
1326
1327	// Ensure no other queries are active
1328	// NOTE: If other queries than occlusion are supported, we will need to check
1329	// separately that:
1330	//    a) The query ID passed is not the current active query for any target/type
1331	//    b) There are no active queries for the requested target (and in the case
1332	//       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1333	//       no query may be active for either if glBeginQuery targets either.
1334	for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1335	{
1336		if(mState.activeQuery[i])
1337		{
1338			return error(GL_INVALID_OPERATION);
1339		}
1340	}
1341
1342	QueryType qType;
1343	switch(target)
1344	{
1345	case GL_ANY_SAMPLES_PASSED_EXT:
1346		qType = QUERY_ANY_SAMPLES_PASSED;
1347		break;
1348	case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1349		qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1350		break;
1351	case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1352		qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1353		break;
1354	default:
1355		ASSERT(false);
1356	}
1357
1358	Query *queryObject = createQuery(query, target);
1359
1360	// Check that name was obtained with glGenQueries
1361	if(!queryObject)
1362	{
1363		return error(GL_INVALID_OPERATION);
1364	}
1365
1366	// Check for type mismatch
1367	if(queryObject->getType() != target)
1368	{
1369		return error(GL_INVALID_OPERATION);
1370	}
1371
1372	// Set query as active for specified target
1373	mState.activeQuery[qType] = queryObject;
1374
1375	// Begin query
1376	queryObject->begin();
1377}
1378
1379void Context::endQuery(GLenum target)
1380{
1381	QueryType qType;
1382
1383	switch(target)
1384	{
1385	case GL_ANY_SAMPLES_PASSED_EXT:                qType = QUERY_ANY_SAMPLES_PASSED;                    break;
1386	case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:   qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;       break;
1387	case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1388	default: UNREACHABLE(target); return;
1389	}
1390
1391	Query *queryObject = mState.activeQuery[qType];
1392
1393	if(!queryObject)
1394	{
1395		return error(GL_INVALID_OPERATION);
1396	}
1397
1398	queryObject->end();
1399
1400	mState.activeQuery[qType] = nullptr;
1401}
1402
1403void Context::setFramebufferZero(Framebuffer *buffer)
1404{
1405	delete mFramebufferNameSpace.remove(0);
1406	mFramebufferNameSpace.insert(0, buffer);
1407}
1408
1409void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1410{
1411	Renderbuffer *renderbufferObject = mState.renderbuffer;
1412	renderbufferObject->setStorage(renderbuffer);
1413}
1414
1415Framebuffer *Context::getFramebuffer(unsigned int handle) const
1416{
1417	return mFramebufferNameSpace.find(handle);
1418}
1419
1420Fence *Context::getFence(unsigned int handle) const
1421{
1422	return mFenceNameSpace.find(handle);
1423}
1424
1425FenceSync *Context::getFenceSync(GLsync handle) const
1426{
1427	return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1428}
1429
1430Query *Context::getQuery(unsigned int handle) const
1431{
1432	return mQueryNameSpace.find(handle);
1433}
1434
1435Query *Context::createQuery(unsigned int handle, GLenum type)
1436{
1437	if(!mQueryNameSpace.isReserved(handle))
1438	{
1439		return nullptr;
1440	}
1441	else
1442	{
1443		Query *query = mQueryNameSpace.find(handle);
1444		if(!query)
1445		{
1446			query = new Query(handle, type);
1447			query->addRef();
1448			mQueryNameSpace.insert(handle, query);
1449		}
1450
1451		return query;
1452	}
1453}
1454
1455VertexArray *Context::getVertexArray(GLuint array) const
1456{
1457	return mVertexArrayNameSpace.find(array);
1458}
1459
1460VertexArray *Context::getCurrentVertexArray() const
1461{
1462	return getVertexArray(mState.vertexArray);
1463}
1464
1465bool Context::isVertexArray(GLuint array) const
1466{
1467	return mVertexArrayNameSpace.isReserved(array);
1468}
1469
1470bool Context::hasZeroDivisor() const
1471{
1472	// Verify there is at least one active attribute with a divisor of zero
1473	es2::Program *programObject = getCurrentProgram();
1474	for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1475	{
1476		bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1477		if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1478		{
1479			return true;
1480		}
1481	}
1482
1483	return false;
1484}
1485
1486TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1487{
1488	return mTransformFeedbackNameSpace.find(transformFeedback);
1489}
1490
1491Sampler *Context::getSampler(GLuint sampler) const
1492{
1493	return mResourceManager->getSampler(sampler);
1494}
1495
1496bool Context::isSampler(GLuint sampler) const
1497{
1498	return mResourceManager->isSampler(sampler);
1499}
1500
1501Buffer *Context::getArrayBuffer() const
1502{
1503	return mState.arrayBuffer;
1504}
1505
1506Buffer *Context::getElementArrayBuffer() const
1507{
1508	return getCurrentVertexArray()->getElementArrayBuffer();
1509}
1510
1511Buffer *Context::getCopyReadBuffer() const
1512{
1513	return mState.copyReadBuffer;
1514}
1515
1516Buffer *Context::getCopyWriteBuffer() const
1517{
1518	return mState.copyWriteBuffer;
1519}
1520
1521Buffer *Context::getPixelPackBuffer() const
1522{
1523	return mState.pixelPackBuffer;
1524}
1525
1526Buffer *Context::getPixelUnpackBuffer() const
1527{
1528	return mState.pixelUnpackBuffer;
1529}
1530
1531Buffer *Context::getGenericUniformBuffer() const
1532{
1533	return mState.genericUniformBuffer;
1534}
1535
1536bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1537{
1538	switch(target)
1539	{
1540	case GL_ARRAY_BUFFER:
1541		*buffer = getArrayBuffer();
1542		break;
1543	case GL_ELEMENT_ARRAY_BUFFER:
1544		*buffer = getElementArrayBuffer();
1545		break;
1546	case GL_COPY_READ_BUFFER:
1547		if(clientVersion >= 3)
1548		{
1549			*buffer = getCopyReadBuffer();
1550			break;
1551		}
1552		else return false;
1553	case GL_COPY_WRITE_BUFFER:
1554		if(clientVersion >= 3)
1555		{
1556			*buffer = getCopyWriteBuffer();
1557			break;
1558		}
1559		else return false;
1560	case GL_PIXEL_PACK_BUFFER:
1561		if(clientVersion >= 3)
1562		{
1563			*buffer = getPixelPackBuffer();
1564			break;
1565		}
1566		else return false;
1567	case GL_PIXEL_UNPACK_BUFFER:
1568		if(clientVersion >= 3)
1569		{
1570			*buffer = getPixelUnpackBuffer();
1571			break;
1572		}
1573		else return false;
1574	case GL_TRANSFORM_FEEDBACK_BUFFER:
1575		if(clientVersion >= 3)
1576		{
1577			TransformFeedback* transformFeedback = getTransformFeedback();
1578			*buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1579			break;
1580		}
1581		else return false;
1582	case GL_UNIFORM_BUFFER:
1583		if(clientVersion >= 3)
1584		{
1585			*buffer = getGenericUniformBuffer();
1586			break;
1587		}
1588		else return false;
1589	default:
1590		return false;
1591	}
1592	return true;
1593}
1594
1595TransformFeedback *Context::getTransformFeedback() const
1596{
1597	return getTransformFeedback(mState.transformFeedback);
1598}
1599
1600Program *Context::getCurrentProgram() const
1601{
1602	return mResourceManager->getProgram(mState.currentProgram);
1603}
1604
1605Texture2D *Context::getTexture2D() const
1606{
1607	return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1608}
1609
1610Texture3D *Context::getTexture3D() const
1611{
1612	return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1613}
1614
1615Texture2DArray *Context::getTexture2DArray() const
1616{
1617	return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1618}
1619
1620TextureCubeMap *Context::getTextureCubeMap() const
1621{
1622	return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1623}
1624
1625TextureExternal *Context::getTextureExternal() const
1626{
1627	return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1628}
1629
1630Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1631{
1632	GLuint texid = mState.samplerTexture[type][sampler].name();
1633
1634	if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
1635	{
1636		switch(type)
1637		{
1638		case TEXTURE_2D: return mTexture2DZero;
1639		case TEXTURE_3D: return mTexture3DZero;
1640		case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1641		case TEXTURE_CUBE: return mTextureCubeMapZero;
1642		case TEXTURE_EXTERNAL: return mTextureExternalZero;
1643		default: UNREACHABLE(type);
1644		}
1645	}
1646
1647	return mState.samplerTexture[type][sampler];
1648}
1649
1650void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1651{
1652	mResourceManager->checkSamplerAllocation(sampler);
1653
1654	Sampler *samplerObject = getSampler(sampler);
1655	ASSERT(samplerObject);
1656
1657	switch(pname)
1658	{
1659	case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(param));       break;
1660	case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(param));       break;
1661	case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(param));           break;
1662	case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(param));           break;
1663	case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(param));           break;
1664	case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(static_cast<GLfloat>(param));         break;
1665	case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(static_cast<GLfloat>(param));         break;
1666	case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(param));  break;
1667	case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(param));  break;
1668	default:                       UNREACHABLE(pname); break;
1669	}
1670}
1671
1672void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1673{
1674	mResourceManager->checkSamplerAllocation(sampler);
1675
1676	Sampler *samplerObject = getSampler(sampler);
1677	ASSERT(samplerObject);
1678
1679	switch(pname)
1680	{
1681	case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(roundf(param)));       break;
1682	case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(roundf(param)));       break;
1683	case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(roundf(param)));           break;
1684	case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(roundf(param)));           break;
1685	case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(roundf(param)));           break;
1686	case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(param);                                       break;
1687	case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(param);                                       break;
1688	case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param)));  break;
1689	case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param)));  break;
1690	default:                       UNREACHABLE(pname); break;
1691	}
1692}
1693
1694GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1695{
1696	mResourceManager->checkSamplerAllocation(sampler);
1697
1698	Sampler *samplerObject = getSampler(sampler);
1699	ASSERT(samplerObject);
1700
1701	switch(pname)
1702	{
1703	case GL_TEXTURE_MIN_FILTER:    return static_cast<GLint>(samplerObject->getMinFilter());
1704	case GL_TEXTURE_MAG_FILTER:    return static_cast<GLint>(samplerObject->getMagFilter());
1705	case GL_TEXTURE_WRAP_S:        return static_cast<GLint>(samplerObject->getWrapS());
1706	case GL_TEXTURE_WRAP_T:        return static_cast<GLint>(samplerObject->getWrapT());
1707	case GL_TEXTURE_WRAP_R:        return static_cast<GLint>(samplerObject->getWrapR());
1708	case GL_TEXTURE_MIN_LOD:       return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1709	case GL_TEXTURE_MAX_LOD:       return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1710	case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLint>(samplerObject->getComparisonMode());
1711	case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLint>(samplerObject->getComparisonFunc());
1712	default:                       UNREACHABLE(pname); return 0;
1713	}
1714}
1715
1716GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1717{
1718	mResourceManager->checkSamplerAllocation(sampler);
1719
1720	Sampler *samplerObject = getSampler(sampler);
1721	ASSERT(samplerObject);
1722
1723	switch(pname)
1724	{
1725	case GL_TEXTURE_MIN_FILTER:    return static_cast<GLfloat>(samplerObject->getMinFilter());
1726	case GL_TEXTURE_MAG_FILTER:    return static_cast<GLfloat>(samplerObject->getMagFilter());
1727	case GL_TEXTURE_WRAP_S:        return static_cast<GLfloat>(samplerObject->getWrapS());
1728	case GL_TEXTURE_WRAP_T:        return static_cast<GLfloat>(samplerObject->getWrapT());
1729	case GL_TEXTURE_WRAP_R:        return static_cast<GLfloat>(samplerObject->getWrapR());
1730	case GL_TEXTURE_MIN_LOD:       return samplerObject->getMinLod();
1731	case GL_TEXTURE_MAX_LOD:       return samplerObject->getMaxLod();
1732	case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLfloat>(samplerObject->getComparisonMode());
1733	case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLfloat>(samplerObject->getComparisonFunc());
1734	default:                       UNREACHABLE(pname); return 0;
1735	}
1736}
1737
1738bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1739{
1740	switch(pname)
1741	{
1742	case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
1743	case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
1744	case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
1745	case GL_COLOR_WRITEMASK:
1746		params[0] = mState.colorMaskRed;
1747		params[1] = mState.colorMaskGreen;
1748		params[2] = mState.colorMaskBlue;
1749		params[3] = mState.colorMaskAlpha;
1750		break;
1751	case GL_CULL_FACE:                *params = mState.cullFaceEnabled;                  break;
1752	case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;         break;
1753	case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled;     break;
1754	case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;            break;
1755	case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;               break;
1756	case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;               break;
1757	case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;                 break;
1758	case GL_BLEND:                    *params = mState.blendEnabled;                     break;
1759	case GL_DITHER:                   *params = mState.ditherEnabled;                    break;
1760	case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1761	case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscardEnabled;         break;
1762	case GL_TRANSFORM_FEEDBACK_ACTIVE:
1763		{
1764			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1765			if(transformFeedback)
1766			{
1767				*params = transformFeedback->isActive();
1768				break;
1769			}
1770			else return false;
1771		}
1772	 case GL_TRANSFORM_FEEDBACK_PAUSED:
1773		{
1774			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1775			if(transformFeedback)
1776			{
1777				*params = transformFeedback->isPaused();
1778				break;
1779			}
1780			else return false;
1781		}
1782	default:
1783		return false;
1784	}
1785
1786	return true;
1787}
1788
1789bool Context::getFloatv(GLenum pname, GLfloat *params) const
1790{
1791	// Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1792	// because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1793	// GetIntegerv as its native query function. As it would require conversion in any
1794	// case, this should make no difference to the calling application.
1795	switch(pname)
1796	{
1797	case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
1798	case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
1799	case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
1800	case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
1801	case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
1802	case GL_ALIASED_LINE_WIDTH_RANGE:
1803		params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1804		params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1805		break;
1806	case GL_ALIASED_POINT_SIZE_RANGE:
1807		params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1808		params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1809		break;
1810	case GL_DEPTH_RANGE:
1811		params[0] = mState.zNear;
1812		params[1] = mState.zFar;
1813		break;
1814	case GL_COLOR_CLEAR_VALUE:
1815		params[0] = mState.colorClearValue.red;
1816		params[1] = mState.colorClearValue.green;
1817		params[2] = mState.colorClearValue.blue;
1818		params[3] = mState.colorClearValue.alpha;
1819		break;
1820	case GL_BLEND_COLOR:
1821		params[0] = mState.blendColor.red;
1822		params[1] = mState.blendColor.green;
1823		params[2] = mState.blendColor.blue;
1824		params[3] = mState.blendColor.alpha;
1825		break;
1826	case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1827		*params = MAX_TEXTURE_MAX_ANISOTROPY;
1828		break;
1829	default:
1830		return false;
1831	}
1832
1833	return true;
1834}
1835
1836template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1837template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1838
1839template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1840{
1841	// Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1842	// because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1843	// GetIntegerv as its native query function. As it would require conversion in any
1844	// case, this should make no difference to the calling application. You may find it in
1845	// Context::getFloatv.
1846	switch(pname)
1847	{
1848	case GL_MAX_VERTEX_ATTRIBS:               *params = MAX_VERTEX_ATTRIBS;               break;
1849	case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = MAX_VERTEX_UNIFORM_VECTORS;       break;
1850	case GL_MAX_VARYING_VECTORS:              *params = MAX_VARYING_VECTORS;              break;
1851	case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
1852	case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS;   break;
1853	case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = MAX_TEXTURE_IMAGE_UNITS;          break;
1854	case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = MAX_FRAGMENT_UNIFORM_VECTORS;     break;
1855	case GL_MAX_RENDERBUFFER_SIZE:            *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break;
1856	case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    break;
1857	case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          break;
1858	case GL_ARRAY_BUFFER_BINDING:             *params = getArrayBufferName();                 break;
1859	case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = getElementArrayBufferName();          break;
1860//	case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1861	case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               break;
1862	case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               break;
1863	case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.name();           break;
1864	case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                break;
1865	case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 break;
1866	case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackInfo.alignment;          break;
1867	case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            break;
1868	case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1869	case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); break;
1870	case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   break;
1871	case GL_STENCIL_REF:                      *params = mState.stencilRef;                    break;
1872	case GL_STENCIL_VALUE_MASK:               *params = sw::clampToSignedInt(mState.stencilMask); break;
1873	case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               break;
1874	case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                break;
1875	case GL_STENCIL_BACK_VALUE_MASK:          *params = sw::clampToSignedInt(mState.stencilBackMask); break;
1876	case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   break;
1877	case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          break;
1878	case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          break;
1879	case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               break;
1880	case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      break;
1881	case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      break;
1882	case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     break;
1883	case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                break;
1884	case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              break;
1885	case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  break;
1886	case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                break;
1887	case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              break;
1888	case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            break;
1889	case GL_STENCIL_WRITEMASK:                *params = sw::clampToSignedInt(mState.stencilWritemask); break;
1890	case GL_STENCIL_BACK_WRITEMASK:           *params = sw::clampToSignedInt(mState.stencilBackWritemask); break;
1891	case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             break;
1892	case GL_SUBPIXEL_BITS:                    *params = 4;                                    break;
1893	case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;          break;
1894	case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break;
1895	case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;           break;
1896	case GL_MAX_SAMPLES_ANGLE:                *params = IMPLEMENTATION_MAX_SAMPLES;               break;
1897	case GL_SAMPLE_BUFFERS:
1898	case GL_SAMPLES:
1899		{
1900			Framebuffer *framebuffer = getDrawFramebuffer();
1901			int width, height, samples;
1902
1903			if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1904			{
1905				switch(pname)
1906				{
1907				case GL_SAMPLE_BUFFERS:
1908					if(samples > 1)
1909					{
1910						*params = 1;
1911					}
1912					else
1913					{
1914						*params = 0;
1915					}
1916					break;
1917				case GL_SAMPLES:
1918					*params = samples;
1919					break;
1920				}
1921			}
1922			else
1923			{
1924				*params = 0;
1925			}
1926		}
1927		break;
1928	case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1929		{
1930			Framebuffer *framebuffer = getReadFramebuffer();
1931			*params = framebuffer->getImplementationColorReadType();
1932		}
1933		break;
1934	case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1935		{
1936			Framebuffer *framebuffer = getReadFramebuffer();
1937			*params = framebuffer->getImplementationColorReadFormat();
1938		}
1939		break;
1940	case GL_MAX_VIEWPORT_DIMS:
1941		{
1942			int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1943			params[0] = maxDimension;
1944			params[1] = maxDimension;
1945		}
1946		break;
1947	case GL_COMPRESSED_TEXTURE_FORMATS:
1948		{
1949			for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1950			{
1951				params[i] = compressedTextureFormats[i];
1952			}
1953		}
1954		break;
1955	case GL_VIEWPORT:
1956		params[0] = mState.viewportX;
1957		params[1] = mState.viewportY;
1958		params[2] = mState.viewportWidth;
1959		params[3] = mState.viewportHeight;
1960		break;
1961	case GL_SCISSOR_BOX:
1962		params[0] = mState.scissorX;
1963		params[1] = mState.scissorY;
1964		params[2] = mState.scissorWidth;
1965		params[3] = mState.scissorHeight;
1966		break;
1967	case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 break;
1968	case GL_FRONT_FACE:                       *params = mState.frontFace;                break;
1969	case GL_RED_BITS:
1970	case GL_GREEN_BITS:
1971	case GL_BLUE_BITS:
1972	case GL_ALPHA_BITS:
1973		{
1974			Framebuffer *framebuffer = getDrawFramebuffer();
1975			Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
1976
1977			if(colorbuffer)
1978			{
1979				switch(pname)
1980				{
1981				case GL_RED_BITS:   *params = colorbuffer->getRedSize();   break;
1982				case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1983				case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  break;
1984				case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1985				}
1986			}
1987			else
1988			{
1989				*params = 0;
1990			}
1991		}
1992		break;
1993	case GL_DEPTH_BITS:
1994		{
1995			Framebuffer *framebuffer = getDrawFramebuffer();
1996			Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
1997
1998			if(depthbuffer)
1999			{
2000				*params = depthbuffer->getDepthSize();
2001			}
2002			else
2003			{
2004				*params = 0;
2005			}
2006		}
2007		break;
2008	case GL_STENCIL_BITS:
2009		{
2010			Framebuffer *framebuffer = getDrawFramebuffer();
2011			Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2012
2013			if(stencilbuffer)
2014			{
2015				*params = stencilbuffer->getStencilSize();
2016			}
2017			else
2018			{
2019				*params = 0;
2020			}
2021		}
2022		break;
2023	case GL_TEXTURE_BINDING_2D:
2024		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2025		{
2026			error(GL_INVALID_OPERATION);
2027			return false;
2028		}
2029
2030		*params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2031		break;
2032	case GL_TEXTURE_BINDING_CUBE_MAP:
2033		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2034		{
2035			error(GL_INVALID_OPERATION);
2036			return false;
2037		}
2038
2039		*params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2040		break;
2041	case GL_TEXTURE_BINDING_EXTERNAL_OES:
2042		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2043		{
2044			error(GL_INVALID_OPERATION);
2045			return false;
2046		}
2047
2048		*params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2049		break;
2050	case GL_TEXTURE_BINDING_3D_OES:
2051		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2052		{
2053			error(GL_INVALID_OPERATION);
2054			return false;
2055		}
2056
2057		*params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2058		break;
2059	case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0
2060		if(clientVersion < 3)
2061		{
2062			return false;
2063		}
2064		else if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2065		{
2066			error(GL_INVALID_OPERATION);
2067			return false;
2068		}
2069
2070		*params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2071		break;
2072	case GL_COPY_READ_BUFFER_BINDING: // name, initially 0
2073		if(clientVersion >= 3)
2074		{
2075			*params = mState.copyReadBuffer.name();
2076		}
2077		else
2078		{
2079			return false;
2080		}
2081		break;
2082	case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0
2083		if(clientVersion >= 3)
2084		{
2085			*params = mState.copyWriteBuffer.name();
2086		}
2087		else
2088		{
2089			return false;
2090		}
2091		break;
2092	case GL_DRAW_BUFFER0:
2093	case GL_DRAW_BUFFER1:
2094	case GL_DRAW_BUFFER2:
2095	case GL_DRAW_BUFFER3:
2096	case GL_DRAW_BUFFER4:
2097	case GL_DRAW_BUFFER5:
2098	case GL_DRAW_BUFFER6:
2099	case GL_DRAW_BUFFER7:
2100	case GL_DRAW_BUFFER8:
2101	case GL_DRAW_BUFFER9:
2102	case GL_DRAW_BUFFER10:
2103	case GL_DRAW_BUFFER11:
2104	case GL_DRAW_BUFFER12:
2105	case GL_DRAW_BUFFER13:
2106	case GL_DRAW_BUFFER14:
2107	case GL_DRAW_BUFFER15:
2108		*params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2109		break;
2110	case GL_MAJOR_VERSION:
2111		if(clientVersion >= 3)
2112		{
2113			*params = clientVersion;
2114		}
2115		else
2116		{
2117			return false;
2118		}
2119		break;
2120	case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048
2121		*params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2122		break;
2123	case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048
2124		*params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2125		break;
2126	case GL_MAX_COLOR_ATTACHMENTS:
2127		*params = MAX_COLOR_ATTACHMENTS;
2128		break;
2129	case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048
2130		*params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2131		break;
2132	case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70
2133		UNIMPLEMENTED();
2134		*params = 70;
2135		break;
2136	case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176
2137		*params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2138		break;
2139	case GL_MAX_DRAW_BUFFERS:
2140		*params = MAX_DRAW_BUFFERS;
2141		break;
2142	case GL_MAX_ELEMENT_INDEX:
2143		*params = MAX_ELEMENT_INDEX;
2144		break;
2145	case GL_MAX_ELEMENTS_INDICES:
2146		*params = MAX_ELEMENTS_INDICES;
2147		break;
2148	case GL_MAX_ELEMENTS_VERTICES:
2149		*params = MAX_ELEMENTS_VERTICES;
2150		break;
2151	case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128
2152		UNIMPLEMENTED();
2153		*params = 128;
2154		break;
2155	case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12
2156		*params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2157		break;
2158	case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 896
2159		*params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2160		break;
2161	case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7
2162		UNIMPLEMENTED();
2163		*params = 7;
2164		break;
2165	case GL_MAX_SERVER_WAIT_TIMEOUT: // integer
2166		UNIMPLEMENTED();
2167		*params = 0;
2168		break;
2169	case GL_MAX_TEXTURE_LOD_BIAS: // integer,  at least 2.0
2170		UNIMPLEMENTED();
2171		*params = 2;
2172		break;
2173	case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64
2174		*params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2175		break;
2176	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4
2177		*params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2178		break;
2179	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4
2180		*params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2181		break;
2182	case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384
2183		*params = MAX_UNIFORM_BLOCK_SIZE;
2184		break;
2185	case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 24
2186		*params = MAX_UNIFORM_BUFFER_BINDINGS;
2187		break;
2188	case GL_MAX_VARYING_COMPONENTS: // integer, at least 60
2189		UNIMPLEMENTED();
2190		*params = 60;
2191		break;
2192	case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer,  at least 64
2193		UNIMPLEMENTED();
2194		*params = 64;
2195		break;
2196	case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer,  at least 12
2197		*params = MAX_VERTEX_UNIFORM_BLOCKS;
2198		break;
2199	case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer,  at least 1024
2200		*params = MAX_VERTEX_UNIFORM_COMPONENTS;
2201		break;
2202	case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8
2203		UNIMPLEMENTED();
2204		*params = -8;
2205		break;
2206	case GL_MINOR_VERSION: // integer
2207		UNIMPLEMENTED();
2208		*params = 0;
2209		break;
2210	case GL_NUM_EXTENSIONS: // integer
2211		GLuint numExtensions;
2212		getExtensions(0, &numExtensions);
2213		*params = numExtensions;
2214		break;
2215	case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0
2216		UNIMPLEMENTED();
2217		*params = 0;
2218		break;
2219	case GL_PACK_ROW_LENGTH: // integer, initially 0
2220		*params = mState.packRowLength;
2221		break;
2222	case GL_PACK_SKIP_PIXELS: // integer, initially 0
2223		*params = mState.packSkipPixels;
2224		break;
2225	case GL_PACK_SKIP_ROWS: // integer, initially 0
2226		*params = mState.packSkipRows;
2227		break;
2228	case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0
2229		if(clientVersion >= 3)
2230		{
2231			*params = mState.pixelPackBuffer.name();
2232		}
2233		else
2234		{
2235			return false;
2236		}
2237		break;
2238	case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0
2239		if(clientVersion >= 3)
2240		{
2241			*params = mState.pixelUnpackBuffer.name();
2242		}
2243		else
2244		{
2245			return false;
2246		}
2247		break;
2248	case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS​]
2249		UNIMPLEMENTED();
2250		*params = 0;
2251		break;
2252	case GL_READ_BUFFER: // symbolic constant,  initial value is GL_BACK​
2253		*params = getReadFramebuffer()->getReadBuffer();
2254		break;
2255	case GL_SAMPLER_BINDING: // GLint, default 0
2256		*params = mState.sampler[mState.activeSampler].name();
2257		break;
2258	case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2259		if(clientVersion >= 3)
2260		{
2261			*params = mState.genericUniformBuffer.name();
2262		}
2263		else
2264		{
2265			return false;
2266		}
2267		break;
2268	case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1
2269		*params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2270		break;
2271	case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2272		if(clientVersion >= 3)
2273		{
2274			*params = mState.genericUniformBuffer->size();
2275		}
2276		else
2277		{
2278			return false;
2279		}
2280		break;
2281	case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2282		if(clientVersion >= 3)
2283		{
2284			*params = mState.genericUniformBuffer->offset();
2285		}
2286		else
2287		{
2288			return false;
2289		}
2290		*params = 0;
2291		break;
2292	case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0
2293		*params = mState.unpackInfo.imageHeight;
2294		break;
2295	case GL_UNPACK_ROW_LENGTH: // integer, initially 0
2296		*params = mState.unpackInfo.rowLength;
2297		break;
2298	case GL_UNPACK_SKIP_IMAGES: // integer, initially 0
2299		*params = mState.unpackInfo.skipImages;
2300		break;
2301	case GL_UNPACK_SKIP_PIXELS: // integer, initially 0
2302		*params = mState.unpackInfo.skipPixels;
2303		break;
2304	case GL_UNPACK_SKIP_ROWS: // integer, initially 0
2305		*params = mState.unpackInfo.skipRows;
2306		break;
2307	case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0
2308		*params = getCurrentVertexArray()->name;
2309		break;
2310	case GL_TRANSFORM_FEEDBACK_BINDING:
2311		{
2312			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2313			if(transformFeedback)
2314			{
2315				*params = transformFeedback->name;
2316			}
2317			else
2318			{
2319				return false;
2320			}
2321		}
2322		break;
2323	case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2324		{
2325			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2326			if(transformFeedback)
2327			{
2328				*params = transformFeedback->getGenericBufferName();
2329			}
2330			else
2331			{
2332				return false;
2333			}
2334		}
2335		break;
2336	default:
2337		return false;
2338	}
2339
2340	return true;
2341}
2342
2343template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2344template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2345
2346template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2347{
2348	TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2349	if(!transformFeedback)
2350	{
2351		return false;
2352	}
2353
2354	switch(pname)
2355	{
2356	case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2357		*param = transformFeedback->name;
2358		break;
2359	case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2360		*param = transformFeedback->isActive();
2361		break;
2362	case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2363		*param = transformFeedback->getBufferName(index);
2364		break;
2365	case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2366		*param = transformFeedback->isPaused();
2367		break;
2368	case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2369		if(transformFeedback->getBuffer(index))
2370		{
2371			*param = transformFeedback->getSize(index);
2372			break;
2373		}
2374		else return false;
2375	case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2376		if(transformFeedback->getBuffer(index))
2377		{
2378			*param = transformFeedback->getOffset(index);
2379		break;
2380		}
2381		else return false;
2382	default:
2383		return false;
2384	}
2385
2386	return true;
2387}
2388
2389template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2390template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2391
2392template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2393{
2394	const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2395
2396	switch(pname)
2397	{
2398	case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2399		*param = uniformBuffer.get().name();
2400		break;
2401	case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2402		*param = uniformBuffer.getSize();
2403		break;
2404	case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2405		*param = uniformBuffer.getOffset();
2406		break;
2407	default:
2408		return false;
2409	}
2410
2411	return true;
2412}
2413
2414bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2415{
2416	// Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2417	// is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2418	// to the fact that it is stored internally as a float, and so would require conversion
2419	// if returned from Context::getIntegerv. Since this conversion is already implemented
2420	// in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2421	// place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2422	// application.
2423	switch(pname)
2424	{
2425	case GL_COMPRESSED_TEXTURE_FORMATS:
2426		{
2427			*type = GL_INT;
2428			*numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2429		}
2430		break;
2431	case GL_SHADER_BINARY_FORMATS:
2432		{
2433			*type = GL_INT;
2434			*numParams = 0;
2435		}
2436		break;
2437	case GL_MAX_VERTEX_ATTRIBS:
2438	case GL_MAX_VERTEX_UNIFORM_VECTORS:
2439	case GL_MAX_VARYING_VECTORS:
2440	case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2441	case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2442	case GL_MAX_TEXTURE_IMAGE_UNITS:
2443	case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2444	case GL_MAX_RENDERBUFFER_SIZE:
2445	case GL_NUM_SHADER_BINARY_FORMATS:
2446	case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2447	case GL_ARRAY_BUFFER_BINDING:
2448	case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2449	case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2450	case GL_RENDERBUFFER_BINDING:
2451	case GL_CURRENT_PROGRAM:
2452	case GL_PACK_ALIGNMENT:
2453	case GL_UNPACK_ALIGNMENT:
2454	case GL_GENERATE_MIPMAP_HINT:
2455	case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2456	case GL_RED_BITS:
2457	case GL_GREEN_BITS:
2458	case GL_BLUE_BITS:
2459	case GL_ALPHA_BITS:
2460	case GL_DEPTH_BITS:
2461	case GL_STENCIL_BITS:
2462	case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2463	case GL_CULL_FACE_MODE:
2464	case GL_FRONT_FACE:
2465	case GL_ACTIVE_TEXTURE:
2466	case GL_STENCIL_FUNC:
2467	case GL_STENCIL_VALUE_MASK:
2468	case GL_STENCIL_REF:
2469	case GL_STENCIL_FAIL:
2470	case GL_STENCIL_PASS_DEPTH_FAIL:
2471	case GL_STENCIL_PASS_DEPTH_PASS:
2472	case GL_STENCIL_BACK_FUNC:
2473	case GL_STENCIL_BACK_VALUE_MASK:
2474	case GL_STENCIL_BACK_REF:
2475	case GL_STENCIL_BACK_FAIL:
2476	case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2477	case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2478	case GL_DEPTH_FUNC:
2479	case GL_BLEND_SRC_RGB:
2480	case GL_BLEND_SRC_ALPHA:
2481	case GL_BLEND_DST_RGB:
2482	case GL_BLEND_DST_ALPHA:
2483	case GL_BLEND_EQUATION_RGB:
2484	case GL_BLEND_EQUATION_ALPHA:
2485	case GL_STENCIL_WRITEMASK:
2486	case GL_STENCIL_BACK_WRITEMASK:
2487	case GL_STENCIL_CLEAR_VALUE:
2488	case GL_SUBPIXEL_BITS:
2489	case GL_MAX_TEXTURE_SIZE:
2490	case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2491	case GL_SAMPLE_BUFFERS:
2492	case GL_SAMPLES:
2493	case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2494	case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2495	case GL_TEXTURE_BINDING_2D:
2496	case GL_TEXTURE_BINDING_CUBE_MAP:
2497	case GL_TEXTURE_BINDING_EXTERNAL_OES:
2498	case GL_TEXTURE_BINDING_3D_OES:
2499	case GL_COPY_READ_BUFFER_BINDING:
2500	case GL_COPY_WRITE_BUFFER_BINDING:
2501	case GL_DRAW_BUFFER0:
2502	case GL_DRAW_BUFFER1:
2503	case GL_DRAW_BUFFER2:
2504	case GL_DRAW_BUFFER3:
2505	case GL_DRAW_BUFFER4:
2506	case GL_DRAW_BUFFER5:
2507	case GL_DRAW_BUFFER6:
2508	case GL_DRAW_BUFFER7:
2509	case GL_DRAW_BUFFER8:
2510	case GL_DRAW_BUFFER9:
2511	case GL_DRAW_BUFFER10:
2512	case GL_DRAW_BUFFER11:
2513	case GL_DRAW_BUFFER12:
2514	case GL_DRAW_BUFFER13:
2515	case GL_DRAW_BUFFER14:
2516	case GL_DRAW_BUFFER15:
2517	case GL_MAJOR_VERSION:
2518	case GL_MAX_3D_TEXTURE_SIZE:
2519	case GL_MAX_ARRAY_TEXTURE_LAYERS:
2520	case GL_MAX_COLOR_ATTACHMENTS:
2521	case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2522	case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2523	case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2524	case GL_MAX_DRAW_BUFFERS:
2525	case GL_MAX_ELEMENT_INDEX:
2526	case GL_MAX_ELEMENTS_INDICES:
2527	case GL_MAX_ELEMENTS_VERTICES:
2528	case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2529	case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2530	case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2531	case GL_MAX_PROGRAM_TEXEL_OFFSET:
2532	case GL_MAX_SERVER_WAIT_TIMEOUT:
2533	case GL_MAX_TEXTURE_LOD_BIAS:
2534	case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2535	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2536	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2537	case GL_MAX_UNIFORM_BLOCK_SIZE:
2538	case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2539	case GL_MAX_VARYING_COMPONENTS:
2540	case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2541	case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2542	case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2543	case GL_MIN_PROGRAM_TEXEL_OFFSET:
2544	case GL_MINOR_VERSION:
2545	case GL_NUM_EXTENSIONS:
2546	case GL_NUM_PROGRAM_BINARY_FORMATS:
2547	case GL_PACK_ROW_LENGTH:
2548	case GL_PACK_SKIP_PIXELS:
2549	case GL_PACK_SKIP_ROWS:
2550	case GL_PIXEL_PACK_BUFFER_BINDING:
2551	case GL_PIXEL_UNPACK_BUFFER_BINDING:
2552	case GL_PROGRAM_BINARY_FORMATS:
2553	case GL_READ_BUFFER:
2554	case GL_SAMPLER_BINDING:
2555	case GL_TEXTURE_BINDING_2D_ARRAY:
2556	case GL_UNIFORM_BUFFER_BINDING:
2557	case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2558	case GL_UNIFORM_BUFFER_SIZE:
2559	case GL_UNIFORM_BUFFER_START:
2560	case GL_UNPACK_IMAGE_HEIGHT:
2561	case GL_UNPACK_ROW_LENGTH:
2562	case GL_UNPACK_SKIP_IMAGES:
2563	case GL_UNPACK_SKIP_PIXELS:
2564	case GL_UNPACK_SKIP_ROWS:
2565	case GL_VERTEX_ARRAY_BINDING:
2566	case GL_TRANSFORM_FEEDBACK_BINDING:
2567	case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2568		{
2569			*type = GL_INT;
2570			*numParams = 1;
2571		}
2572		break;
2573	case GL_MAX_SAMPLES_ANGLE:
2574		{
2575			*type = GL_INT;
2576			*numParams = 1;
2577		}
2578		break;
2579	case GL_MAX_VIEWPORT_DIMS:
2580		{
2581			*type = GL_INT;
2582			*numParams = 2;
2583		}
2584		break;
2585	case GL_VIEWPORT:
2586	case GL_SCISSOR_BOX:
2587		{
2588			*type = GL_INT;
2589			*numParams = 4;
2590		}
2591		break;
2592	case GL_SHADER_COMPILER:
2593	case GL_SAMPLE_COVERAGE_INVERT:
2594	case GL_DEPTH_WRITEMASK:
2595	case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
2596	case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
2597	case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2598	case GL_SAMPLE_COVERAGE:
2599	case GL_SCISSOR_TEST:
2600	case GL_STENCIL_TEST:
2601	case GL_DEPTH_TEST:
2602	case GL_BLEND:
2603	case GL_DITHER:
2604	case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2605	case GL_RASTERIZER_DISCARD:
2606	case GL_TRANSFORM_FEEDBACK_ACTIVE:
2607	case GL_TRANSFORM_FEEDBACK_PAUSED:
2608		{
2609			*type = GL_BOOL;
2610			*numParams = 1;
2611		}
2612		break;
2613	case GL_COLOR_WRITEMASK:
2614		{
2615			*type = GL_BOOL;
2616			*numParams = 4;
2617		}
2618		break;
2619	case GL_POLYGON_OFFSET_FACTOR:
2620	case GL_POLYGON_OFFSET_UNITS:
2621	case GL_SAMPLE_COVERAGE_VALUE:
2622	case GL_DEPTH_CLEAR_VALUE:
2623	case GL_LINE_WIDTH:
2624		{
2625			*type = GL_FLOAT;
2626			*numParams = 1;
2627		}
2628		break;
2629	case GL_ALIASED_LINE_WIDTH_RANGE:
2630	case GL_ALIASED_POINT_SIZE_RANGE:
2631	case GL_DEPTH_RANGE:
2632		{
2633			*type = GL_FLOAT;
2634			*numParams = 2;
2635		}
2636		break;
2637	case GL_COLOR_CLEAR_VALUE:
2638	case GL_BLEND_COLOR:
2639		{
2640			*type = GL_FLOAT;
2641			*numParams = 4;
2642		}
2643		break;
2644	case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2645		*type = GL_FLOAT;
2646		*numParams = 1;
2647		break;
2648	default:
2649		return false;
2650	}
2651
2652	return true;
2653}
2654
2655void Context::applyScissor(int width, int height)
2656{
2657	if(mState.scissorTestEnabled)
2658	{
2659		sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2660		scissor.clip(0, 0, width, height);
2661
2662		device->setScissorRect(scissor);
2663		device->setScissorEnable(true);
2664	}
2665	else
2666	{
2667		device->setScissorEnable(false);
2668	}
2669}
2670
2671// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2672bool Context::applyRenderTarget()
2673{
2674	Framebuffer *framebuffer = getDrawFramebuffer();
2675	int width, height, samples;
2676
2677	if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2678	{
2679		return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2680	}
2681
2682	for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2683	{
2684		if(framebuffer->getDrawBuffer(i) != GL_NONE)
2685		{
2686			egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2687			device->setRenderTarget(i, renderTarget);
2688			if(renderTarget) renderTarget->release();
2689		}
2690		else
2691		{
2692			device->setRenderTarget(i, nullptr);
2693		}
2694	}
2695
2696	egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2697	device->setDepthBuffer(depthBuffer);
2698	if(depthBuffer) depthBuffer->release();
2699
2700	egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2701	device->setStencilBuffer(stencilBuffer);
2702	if(stencilBuffer) stencilBuffer->release();
2703
2704	Viewport viewport;
2705	float zNear = clamp01(mState.zNear);
2706	float zFar = clamp01(mState.zFar);
2707
2708	viewport.x0 = mState.viewportX;
2709	viewport.y0 = mState.viewportY;
2710	viewport.width = mState.viewportWidth;
2711	viewport.height = mState.viewportHeight;
2712	viewport.minZ = zNear;
2713	viewport.maxZ = zFar;
2714
2715	device->setViewport(viewport);
2716
2717	applyScissor(width, height);
2718
2719	Program *program = getCurrentProgram();
2720
2721	if(program)
2722	{
2723		GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2724		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2725		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2726		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2727	}
2728
2729	return true;
2730}
2731
2732// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2733void Context::applyState(GLenum drawMode)
2734{
2735	Framebuffer *framebuffer = getDrawFramebuffer();
2736
2737	if(mState.cullFaceEnabled)
2738	{
2739		device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2740	}
2741	else
2742	{
2743		device->setCullMode(sw::CULL_NONE);
2744	}
2745
2746	if(mDepthStateDirty)
2747	{
2748		if(mState.depthTestEnabled)
2749		{
2750			device->setDepthBufferEnable(true);
2751			device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2752		}
2753		else
2754		{
2755			device->setDepthBufferEnable(false);
2756		}
2757
2758		mDepthStateDirty = false;
2759	}
2760
2761	if(mBlendStateDirty)
2762	{
2763		if(mState.blendEnabled)
2764		{
2765			device->setAlphaBlendEnable(true);
2766			device->setSeparateAlphaBlendEnable(true);
2767
2768			device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2769
2770			device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2771			device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2772			device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2773
2774			device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2775			device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2776			device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2777		}
2778		else
2779		{
2780			device->setAlphaBlendEnable(false);
2781		}
2782
2783		mBlendStateDirty = false;
2784	}
2785
2786	if(mStencilStateDirty || mFrontFaceDirty)
2787	{
2788		if(mState.stencilTestEnabled && framebuffer->hasStencil())
2789		{
2790			device->setStencilEnable(true);
2791			device->setTwoSidedStencil(true);
2792
2793			// get the maximum size of the stencil ref
2794			Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2795			GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2796
2797			if(mState.frontFace == GL_CCW)
2798			{
2799				device->setStencilWriteMask(mState.stencilWritemask);
2800				device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2801
2802				device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2803				device->setStencilMask(mState.stencilMask);
2804
2805				device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2806				device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2807				device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2808
2809				device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2810				device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2811
2812				device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2813				device->setStencilMaskCCW(mState.stencilBackMask);
2814
2815				device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2816				device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2817				device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2818			}
2819			else
2820			{
2821				device->setStencilWriteMaskCCW(mState.stencilWritemask);
2822				device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2823
2824				device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2825				device->setStencilMaskCCW(mState.stencilMask);
2826
2827				device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2828				device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2829				device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2830
2831				device->setStencilWriteMask(mState.stencilBackWritemask);
2832				device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2833
2834				device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2835				device->setStencilMask(mState.stencilBackMask);
2836
2837				device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2838				device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2839				device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2840			}
2841		}
2842		else
2843		{
2844			device->setStencilEnable(false);
2845		}
2846
2847		mStencilStateDirty = false;
2848		mFrontFaceDirty = false;
2849	}
2850
2851	if(mMaskStateDirty)
2852	{
2853		for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2854		{
2855			device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2856		}
2857
2858		device->setDepthWriteEnable(mState.depthMask);
2859
2860		mMaskStateDirty = false;
2861	}
2862
2863	if(mPolygonOffsetStateDirty)
2864	{
2865		if(mState.polygonOffsetFillEnabled)
2866		{
2867			Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2868			if(depthbuffer)
2869			{
2870				device->setSlopeDepthBias(mState.polygonOffsetFactor);
2871				float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2872				device->setDepthBias(depthBias);
2873			}
2874		}
2875		else
2876		{
2877			device->setSlopeDepthBias(0);
2878			device->setDepthBias(0);
2879		}
2880
2881		mPolygonOffsetStateDirty = false;
2882	}
2883
2884	if(mSampleStateDirty)
2885	{
2886		if(mState.sampleAlphaToCoverageEnabled)
2887		{
2888			device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2889		}
2890		else
2891		{
2892			device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2893		}
2894
2895		if(mState.sampleCoverageEnabled)
2896		{
2897			unsigned int mask = 0;
2898			if(mState.sampleCoverageValue != 0)
2899			{
2900				int width, height, samples;
2901				framebuffer->completeness(width, height, samples);
2902
2903				float threshold = 0.5f;
2904
2905				for(int i = 0; i < samples; i++)
2906				{
2907					mask <<= 1;
2908
2909					if((i + 1) * mState.sampleCoverageValue >= threshold)
2910					{
2911						threshold += 1.0f;
2912						mask |= 1;
2913					}
2914				}
2915			}
2916
2917			if(mState.sampleCoverageInvert)
2918			{
2919				mask = ~mask;
2920			}
2921
2922			device->setMultiSampleMask(mask);
2923		}
2924		else
2925		{
2926			device->setMultiSampleMask(0xFFFFFFFF);
2927		}
2928
2929		mSampleStateDirty = false;
2930	}
2931
2932	if(mDitherStateDirty)
2933	{
2934	//	UNIMPLEMENTED();   // FIXME
2935
2936		mDitherStateDirty = false;
2937	}
2938
2939	device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2940}
2941
2942GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2943{
2944	TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2945
2946	GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2947	if(err != GL_NO_ERROR)
2948	{
2949		return err;
2950	}
2951
2952	Program *program = getCurrentProgram();
2953
2954	device->resetInputStreams(false);
2955
2956	for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2957	{
2958		if(program->getAttributeStream(i) == -1)
2959		{
2960			continue;
2961		}
2962
2963		sw::Resource *resource = attributes[i].vertexBuffer;
2964		const void *buffer = (char*)resource->data() + attributes[i].offset;
2965
2966		int stride = attributes[i].stride;
2967
2968		buffer = (char*)buffer + stride * base;
2969
2970		sw::Stream attribute(resource, buffer, stride);
2971
2972		attribute.type = attributes[i].type;
2973		attribute.count = attributes[i].count;
2974		attribute.normalized = attributes[i].normalized;
2975
2976		int stream = program->getAttributeStream(i);
2977		device->setInputStream(stream, attribute);
2978	}
2979
2980	return GL_NO_ERROR;
2981}
2982
2983// Applies the indices and element array bindings
2984GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2985{
2986	GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo);
2987
2988	if(err == GL_NO_ERROR)
2989	{
2990		device->setIndexBuffer(indexInfo->indexBuffer);
2991	}
2992
2993	return err;
2994}
2995
2996// Applies the shaders and shader constants
2997void Context::applyShaders()
2998{
2999	Program *programObject = getCurrentProgram();
3000	sw::VertexShader *vertexShader = programObject->getVertexShader();
3001	sw::PixelShader *pixelShader = programObject->getPixelShader();
3002
3003	device->setVertexShader(vertexShader);
3004	device->setPixelShader(pixelShader);
3005
3006	if(programObject->getSerial() != mAppliedProgramSerial)
3007	{
3008		programObject->dirtyAllUniforms();
3009		mAppliedProgramSerial = programObject->getSerial();
3010	}
3011
3012	programObject->applyTransformFeedback(getTransformFeedback());
3013	programObject->applyUniformBuffers(mState.uniformBuffers);
3014	programObject->applyUniforms();
3015}
3016
3017void Context::applyTextures()
3018{
3019	applyTextures(sw::SAMPLER_PIXEL);
3020	applyTextures(sw::SAMPLER_VERTEX);
3021}
3022
3023void Context::applyTextures(sw::SamplerType samplerType)
3024{
3025	Program *programObject = getCurrentProgram();
3026
3027	int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS;   // Range of samplers of given sampler type
3028
3029	for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3030	{
3031		int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex);   // OpenGL texture image unit index
3032
3033		if(textureUnit != -1)
3034		{
3035			TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3036
3037			Texture *texture = getSamplerTexture(textureUnit, textureType);
3038
3039			if(texture->isSamplerComplete())
3040			{
3041				GLenum wrapS, wrapT, wrapR, minFilter, magFilter;
3042				GLfloat minLOD, maxLOD;
3043
3044				Sampler *samplerObject = mState.sampler[textureUnit];
3045				if(samplerObject)
3046				{
3047					wrapS = samplerObject->getWrapS();
3048					wrapT = samplerObject->getWrapT();
3049					wrapR = samplerObject->getWrapR();
3050					minFilter = samplerObject->getMinFilter();
3051					magFilter = samplerObject->getMagFilter();
3052					minLOD = samplerObject->getMinLod();
3053					maxLOD = samplerObject->getMaxLod();
3054				}
3055				else
3056				{
3057					wrapS = texture->getWrapS();
3058					wrapT = texture->getWrapT();
3059					wrapR = texture->getWrapR();
3060					minFilter = texture->getMinFilter();
3061					magFilter = texture->getMagFilter();
3062					minLOD = texture->getMinLOD();
3063					maxLOD = texture->getMaxLOD();
3064				}
3065				GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3066
3067				GLint baseLevel = texture->getBaseLevel();
3068				GLint maxLevel = texture->getMaxLevel();
3069				GLenum swizzleR = texture->getSwizzleR();
3070				GLenum swizzleG = texture->getSwizzleG();
3071				GLenum swizzleB = texture->getSwizzleB();
3072				GLenum swizzleA = texture->getSwizzleA();
3073
3074				device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3075				device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3076				device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3077				device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3078				device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3079				device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3080				device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3081				device->setMinLod(samplerType, samplerIndex, minLOD);
3082				device->setMaxLod(samplerType, samplerIndex, maxLOD);
3083				device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3084				device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3085
3086				device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3087				device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3088				device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3089
3090				applyTexture(samplerType, samplerIndex, texture);
3091			}
3092			else
3093			{
3094				applyTexture(samplerType, samplerIndex, nullptr);
3095			}
3096		}
3097		else
3098		{
3099			applyTexture(samplerType, samplerIndex, nullptr);
3100		}
3101	}
3102}
3103
3104void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3105{
3106	Program *program = getCurrentProgram();
3107	int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3108	bool textureUsed = false;
3109
3110	if(type == sw::SAMPLER_PIXEL)
3111	{
3112		textureUsed = program->getPixelShader()->usesSampler(index);
3113	}
3114	else if(type == sw::SAMPLER_VERTEX)
3115	{
3116		textureUsed = program->getVertexShader()->usesSampler(index);
3117	}
3118	else UNREACHABLE(type);
3119
3120	sw::Resource *resource = 0;
3121
3122	if(baseTexture && textureUsed)
3123	{
3124		resource = baseTexture->getResource();
3125	}
3126
3127	device->setTextureResource(sampler, resource);
3128
3129	if(baseTexture && textureUsed)
3130	{
3131		int levelCount = baseTexture->getLevelCount();
3132
3133		if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
3134		{
3135			Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3136
3137			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3138			{
3139				int surfaceLevel = mipmapLevel;
3140
3141				if(surfaceLevel < 0)
3142				{
3143					surfaceLevel = 0;
3144				}
3145				else if(surfaceLevel >= levelCount)
3146				{
3147					surfaceLevel = levelCount - 1;
3148				}
3149
3150				egl::Image *surface = texture->getImage(surfaceLevel);
3151				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3152			}
3153		}
3154		else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES)
3155		{
3156			Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3157
3158			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3159			{
3160				int surfaceLevel = mipmapLevel;
3161
3162				if(surfaceLevel < 0)
3163				{
3164					surfaceLevel = 0;
3165				}
3166				else if(surfaceLevel >= levelCount)
3167				{
3168					surfaceLevel = levelCount - 1;
3169				}
3170
3171				egl::Image *surface = texture->getImage(surfaceLevel);
3172				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3173			}
3174		}
3175		else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY)
3176		{
3177			Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3178
3179			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3180			{
3181				int surfaceLevel = mipmapLevel;
3182
3183				if(surfaceLevel < 0)
3184				{
3185					surfaceLevel = 0;
3186				}
3187				else if(surfaceLevel >= levelCount)
3188				{
3189					surfaceLevel = levelCount - 1;
3190				}
3191
3192				egl::Image *surface = texture->getImage(surfaceLevel);
3193				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3194			}
3195		}
3196		else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP)
3197		{
3198			for(int face = 0; face < 6; face++)
3199			{
3200				TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3201
3202				for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3203				{
3204					int surfaceLevel = mipmapLevel;
3205
3206					if(surfaceLevel < 0)
3207					{
3208						surfaceLevel = 0;
3209					}
3210					else if(surfaceLevel >= levelCount)
3211					{
3212						surfaceLevel = levelCount - 1;
3213					}
3214
3215					egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3216					device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3217				}
3218			}
3219		}
3220		else UNIMPLEMENTED();
3221	}
3222	else
3223	{
3224		device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3225	}
3226}
3227
3228void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3229{
3230	Framebuffer *framebuffer = getReadFramebuffer();
3231	int framebufferWidth, framebufferHeight, framebufferSamples;
3232
3233	if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3234	{
3235		return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3236	}
3237
3238	if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3239	{
3240		return error(GL_INVALID_OPERATION);
3241	}
3242
3243	GLenum readFormat = GL_NONE;
3244	GLenum readType = GL_NONE;
3245	switch(format)
3246	{
3247	case GL_DEPTH_COMPONENT:
3248		readFormat = framebuffer->getDepthReadFormat();
3249		readType = framebuffer->getDepthReadType();
3250		break;
3251	default:
3252		readFormat = framebuffer->getImplementationColorReadFormat();
3253		readType = framebuffer->getImplementationColorReadType();
3254		break;
3255	}
3256
3257	if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion))
3258	{
3259		return error(GL_INVALID_OPERATION);
3260	}
3261
3262	GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width;
3263	GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment);
3264	GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight;
3265	pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3266	pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels);
3267
3268	// Sized query sanity check
3269	if(bufSize)
3270	{
3271		int requiredSize = outputPitch * height;
3272		if(requiredSize > *bufSize)
3273		{
3274			return error(GL_INVALID_OPERATION);
3275		}
3276	}
3277
3278	egl::Image *renderTarget = nullptr;
3279	switch(format)
3280	{
3281	case GL_DEPTH_COMPONENT:
3282		renderTarget = framebuffer->getDepthBuffer();
3283		break;
3284	default:
3285		renderTarget = framebuffer->getReadRenderTarget();
3286		break;
3287	}
3288
3289	if(!renderTarget)
3290	{
3291		return error(GL_INVALID_OPERATION);
3292	}
3293
3294	sw::Rect rect = {x, y, x + width, y + height};
3295	sw::Rect dstRect = { 0, 0, width, height };
3296	rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
3297
3298	sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3299	sw::SliceRect sliceRect(rect);
3300	sw::SliceRect dstSliceRect(dstRect);
3301	device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false);
3302
3303	renderTarget->release();
3304}
3305
3306void Context::clear(GLbitfield mask)
3307{
3308	if(mState.rasterizerDiscardEnabled)
3309	{
3310		return;
3311	}
3312
3313	Framebuffer *framebuffer = getDrawFramebuffer();
3314
3315	if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3316	{
3317		return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3318	}
3319
3320	if(!applyRenderTarget())
3321	{
3322		return;
3323	}
3324
3325	if(mask & GL_COLOR_BUFFER_BIT)
3326	{
3327		unsigned int rgbaMask = getColorMask();
3328
3329		if(rgbaMask != 0)
3330		{
3331			device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3332		}
3333	}
3334
3335	if(mask & GL_DEPTH_BUFFER_BIT)
3336	{
3337		if(mState.depthMask != 0)
3338		{
3339			float depth = clamp01(mState.depthClearValue);
3340			device->clearDepth(depth);
3341		}
3342	}
3343
3344	if(mask & GL_STENCIL_BUFFER_BIT)
3345	{
3346		if(mState.stencilWritemask != 0)
3347		{
3348			int stencil = mState.stencilClearValue & 0x000000FF;
3349			device->clearStencil(stencil, mState.stencilWritemask);
3350		}
3351	}
3352}
3353
3354void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3355{
3356	unsigned int rgbaMask = getColorMask();
3357	if(rgbaMask && !mState.rasterizerDiscardEnabled)
3358	{
3359		Framebuffer *framebuffer = getDrawFramebuffer();
3360		egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3361
3362		if(colorbuffer)
3363		{
3364			sw::SliceRect clearRect = colorbuffer->getRect();
3365
3366			if(mState.scissorTestEnabled)
3367			{
3368				clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3369			}
3370
3371			device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3372
3373			colorbuffer->release();
3374		}
3375	}
3376}
3377
3378void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3379{
3380	clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3381}
3382
3383void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3384{
3385	clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3386}
3387
3388void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3389{
3390	clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3391}
3392
3393void Context::clearDepthBuffer(const GLfloat value)
3394{
3395	if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3396	{
3397		Framebuffer *framebuffer = getDrawFramebuffer();
3398		egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3399
3400		if(depthbuffer)
3401		{
3402			float depth = clamp01(value);
3403			sw::SliceRect clearRect = depthbuffer->getRect();
3404
3405			if(mState.scissorTestEnabled)
3406			{
3407				clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3408			}
3409
3410			depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3411
3412			depthbuffer->release();
3413		}
3414	}
3415}
3416
3417void Context::clearStencilBuffer(const GLint value)
3418{
3419	if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3420	{
3421		Framebuffer *framebuffer = getDrawFramebuffer();
3422		egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3423
3424		if(stencilbuffer)
3425		{
3426			unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3427			sw::SliceRect clearRect = stencilbuffer->getRect();
3428
3429			if(mState.scissorTestEnabled)
3430			{
3431				clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3432			}
3433
3434			stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3435
3436			stencilbuffer->release();
3437		}
3438	}
3439}
3440
3441void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3442{
3443	if(!mState.currentProgram)
3444	{
3445		return error(GL_INVALID_OPERATION);
3446	}
3447
3448	sw::DrawType primitiveType;
3449	int primitiveCount;
3450	int verticesPerPrimitive;
3451
3452	if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3453		return error(GL_INVALID_ENUM);
3454
3455	if(primitiveCount <= 0)
3456	{
3457		return;
3458	}
3459
3460	if(!applyRenderTarget())
3461	{
3462		return;
3463	}
3464
3465	applyState(mode);
3466
3467	for(int i = 0; i < instanceCount; ++i)
3468	{
3469		device->setInstanceID(i);
3470
3471		GLenum err = applyVertexBuffer(0, first, count, i);
3472		if(err != GL_NO_ERROR)
3473		{
3474			return error(err);
3475		}
3476
3477		applyShaders();
3478		applyTextures();
3479
3480		if(!getCurrentProgram()->validateSamplers(false))
3481		{
3482			return error(GL_INVALID_OPERATION);
3483		}
3484
3485		TransformFeedback* transformFeedback = getTransformFeedback();
3486		if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3487		{
3488			device->drawPrimitive(primitiveType, primitiveCount);
3489		}
3490		if(transformFeedback)
3491		{
3492			transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3493		}
3494	}
3495}
3496
3497void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3498{
3499	if(!mState.currentProgram)
3500	{
3501		return error(GL_INVALID_OPERATION);
3502	}
3503
3504	if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3505	{
3506		return error(GL_INVALID_OPERATION);
3507	}
3508
3509	sw::DrawType primitiveType;
3510	int primitiveCount;
3511	int verticesPerPrimitive;
3512
3513	if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3514		return error(GL_INVALID_ENUM);
3515
3516	if(primitiveCount <= 0)
3517	{
3518		return;
3519	}
3520
3521	if(!applyRenderTarget())
3522	{
3523		return;
3524	}
3525
3526	applyState(mode);
3527
3528	for(int i = 0; i < instanceCount; ++i)
3529	{
3530		device->setInstanceID(i);
3531
3532		TranslatedIndexData indexInfo;
3533		GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3534		if(err != GL_NO_ERROR)
3535		{
3536			return error(err);
3537		}
3538
3539		GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3540		err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3541		if(err != GL_NO_ERROR)
3542		{
3543			return error(err);
3544		}
3545
3546		applyShaders();
3547		applyTextures();
3548
3549		if(!getCurrentProgram()->validateSamplers(false))
3550		{
3551			return error(GL_INVALID_OPERATION);
3552		}
3553
3554		TransformFeedback* transformFeedback = getTransformFeedback();
3555		if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3556		{
3557			device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount);
3558		}
3559		if(transformFeedback)
3560		{
3561			transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3562		}
3563	}
3564}
3565
3566void Context::finish()
3567{
3568	device->finish();
3569}
3570
3571void Context::flush()
3572{
3573	// We don't queue anything without processing it as fast as possible
3574}
3575
3576void Context::recordInvalidEnum()
3577{
3578	mInvalidEnum = true;
3579}
3580
3581void Context::recordInvalidValue()
3582{
3583	mInvalidValue = true;
3584}
3585
3586void Context::recordInvalidOperation()
3587{
3588	mInvalidOperation = true;
3589}
3590
3591void Context::recordOutOfMemory()
3592{
3593	mOutOfMemory = true;
3594}
3595
3596void Context::recordInvalidFramebufferOperation()
3597{
3598	mInvalidFramebufferOperation = true;
3599}
3600
3601// Get one of the recorded errors and clear its flag, if any.
3602// [OpenGL ES 2.0.24] section 2.5 page 13.
3603GLenum Context::getError()
3604{
3605	if(mInvalidEnum)
3606	{
3607		mInvalidEnum = false;
3608
3609		return GL_INVALID_ENUM;
3610	}
3611
3612	if(mInvalidValue)
3613	{
3614		mInvalidValue = false;
3615
3616		return GL_INVALID_VALUE;
3617	}
3618
3619	if(mInvalidOperation)
3620	{
3621		mInvalidOperation = false;
3622
3623		return GL_INVALID_OPERATION;
3624	}
3625
3626	if(mOutOfMemory)
3627	{
3628		mOutOfMemory = false;
3629
3630		return GL_OUT_OF_MEMORY;
3631	}
3632
3633	if(mInvalidFramebufferOperation)
3634	{
3635		mInvalidFramebufferOperation = false;
3636
3637		return GL_INVALID_FRAMEBUFFER_OPERATION;
3638	}
3639
3640	return GL_NO_ERROR;
3641}
3642
3643int Context::getSupportedMultisampleCount(int requested)
3644{
3645	int supported = 0;
3646
3647	for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3648	{
3649		if(supported >= requested)
3650		{
3651			return supported;
3652		}
3653
3654		supported = multisampleCount[i];
3655	}
3656
3657	return supported;
3658}
3659
3660void Context::detachBuffer(GLuint buffer)
3661{
3662	// [OpenGL ES 2.0.24] section 2.9 page 22:
3663	// If a buffer object is deleted while it is bound, all bindings to that object in the current context
3664	// (i.e. in the thread that called Delete-Buffers) are reset to zero.
3665
3666	if(mState.copyReadBuffer.name() == buffer)
3667	{
3668		mState.copyReadBuffer = nullptr;
3669	}
3670
3671	if(mState.copyWriteBuffer.name() == buffer)
3672	{
3673		mState.copyWriteBuffer = nullptr;
3674	}
3675
3676	if(mState.pixelPackBuffer.name() == buffer)
3677	{
3678		mState.pixelPackBuffer = nullptr;
3679	}
3680
3681	if(mState.pixelUnpackBuffer.name() == buffer)
3682	{
3683		mState.pixelUnpackBuffer = nullptr;
3684	}
3685
3686	if(mState.genericUniformBuffer.name() == buffer)
3687	{
3688		mState.genericUniformBuffer = nullptr;
3689	}
3690
3691	if(getArrayBufferName() == buffer)
3692	{
3693		mState.arrayBuffer = nullptr;
3694	}
3695
3696	// Only detach from the current transform feedback
3697	TransformFeedback* currentTransformFeedback = getTransformFeedback();
3698	if(currentTransformFeedback)
3699	{
3700		currentTransformFeedback->detachBuffer(buffer);
3701	}
3702
3703	// Only detach from the current vertex array
3704	VertexArray* currentVertexArray = getCurrentVertexArray();
3705	if(currentVertexArray)
3706	{
3707		currentVertexArray->detachBuffer(buffer);
3708	}
3709
3710	for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3711	{
3712		if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3713		{
3714			mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3715		}
3716	}
3717}
3718
3719void Context::detachTexture(GLuint texture)
3720{
3721	// [OpenGL ES 2.0.24] section 3.8 page 84:
3722	// If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3723	// rebound to texture object zero
3724
3725	for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3726	{
3727		for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3728		{
3729			if(mState.samplerTexture[type][sampler].name() == texture)
3730			{
3731				mState.samplerTexture[type][sampler] = nullptr;
3732			}
3733		}
3734	}
3735
3736	// [OpenGL ES 2.0.24] section 4.4 page 112:
3737	// If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3738	// as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3739	// image was attached in the currently bound framebuffer.
3740
3741	Framebuffer *readFramebuffer = getReadFramebuffer();
3742	Framebuffer *drawFramebuffer = getDrawFramebuffer();
3743
3744	if(readFramebuffer)
3745	{
3746		readFramebuffer->detachTexture(texture);
3747	}
3748
3749	if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3750	{
3751		drawFramebuffer->detachTexture(texture);
3752	}
3753}
3754
3755void Context::detachFramebuffer(GLuint framebuffer)
3756{
3757	// [OpenGL ES 2.0.24] section 4.4 page 107:
3758	// If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3759	// BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3760
3761	if(mState.readFramebuffer == framebuffer)
3762	{
3763		bindReadFramebuffer(0);
3764	}
3765
3766	if(mState.drawFramebuffer == framebuffer)
3767	{
3768		bindDrawFramebuffer(0);
3769	}
3770}
3771
3772void Context::detachRenderbuffer(GLuint renderbuffer)
3773{
3774	// [OpenGL ES 2.0.24] section 4.4 page 109:
3775	// If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3776	// had been executed with the target RENDERBUFFER and name of zero.
3777
3778	if(mState.renderbuffer.name() == renderbuffer)
3779	{
3780		bindRenderbuffer(0);
3781	}
3782
3783	// [OpenGL ES 2.0.24] section 4.4 page 111:
3784	// If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3785	// then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3786	// point to which this image was attached in the currently bound framebuffer.
3787
3788	Framebuffer *readFramebuffer = getReadFramebuffer();
3789	Framebuffer *drawFramebuffer = getDrawFramebuffer();
3790
3791	if(readFramebuffer)
3792	{
3793		readFramebuffer->detachRenderbuffer(renderbuffer);
3794	}
3795
3796	if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3797	{
3798		drawFramebuffer->detachRenderbuffer(renderbuffer);
3799	}
3800}
3801
3802void Context::detachSampler(GLuint sampler)
3803{
3804	// [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3805	// If a sampler object that is currently bound to one or more texture units is
3806	// deleted, it is as though BindSampler is called once for each texture unit to
3807	// which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3808	for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3809	{
3810		gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3811		if(samplerBinding.name() == sampler)
3812		{
3813			samplerBinding = nullptr;
3814		}
3815	}
3816}
3817
3818bool Context::cullSkipsDraw(GLenum drawMode)
3819{
3820	return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3821}
3822
3823bool Context::isTriangleMode(GLenum drawMode)
3824{
3825	switch(drawMode)
3826	{
3827	case GL_TRIANGLES:
3828	case GL_TRIANGLE_FAN:
3829	case GL_TRIANGLE_STRIP:
3830		return true;
3831	case GL_POINTS:
3832	case GL_LINES:
3833	case GL_LINE_LOOP:
3834	case GL_LINE_STRIP:
3835		return false;
3836	default: UNREACHABLE(drawMode);
3837	}
3838
3839	return false;
3840}
3841
3842void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3843{
3844	ASSERT(index < MAX_VERTEX_ATTRIBS);
3845
3846	mState.vertexAttribute[index].setCurrentValue(values);
3847
3848	mVertexDataManager->dirtyCurrentValue(index);
3849}
3850
3851void Context::setVertexAttrib(GLuint index, const GLint *values)
3852{
3853	ASSERT(index < MAX_VERTEX_ATTRIBS);
3854
3855	mState.vertexAttribute[index].setCurrentValue(values);
3856
3857	mVertexDataManager->dirtyCurrentValue(index);
3858}
3859
3860void Context::setVertexAttrib(GLuint index, const GLuint *values)
3861{
3862	ASSERT(index < MAX_VERTEX_ATTRIBS);
3863
3864	mState.vertexAttribute[index].setCurrentValue(values);
3865
3866	mVertexDataManager->dirtyCurrentValue(index);
3867}
3868
3869void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3870                              GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3871                              GLbitfield mask)
3872{
3873	Framebuffer *readFramebuffer = getReadFramebuffer();
3874	Framebuffer *drawFramebuffer = getDrawFramebuffer();
3875
3876	int readBufferWidth, readBufferHeight, readBufferSamples;
3877	int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3878
3879	if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3880	   !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3881	{
3882		return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3883	}
3884
3885	if(drawBufferSamples > 1)
3886	{
3887		return error(GL_INVALID_OPERATION);
3888	}
3889
3890	sw::SliceRect sourceRect;
3891	sw::SliceRect destRect;
3892	bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3893	bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3894
3895	if(srcX0 < srcX1)
3896	{
3897		sourceRect.x0 = srcX0;
3898		sourceRect.x1 = srcX1;
3899	}
3900	else
3901	{
3902		sourceRect.x0 = srcX1;
3903		sourceRect.x1 = srcX0;
3904	}
3905
3906	if(dstX0 < dstX1)
3907	{
3908		destRect.x0 = dstX0;
3909		destRect.x1 = dstX1;
3910	}
3911	else
3912	{
3913		destRect.x0 = dstX1;
3914		destRect.x1 = dstX0;
3915	}
3916
3917	if(srcY0 < srcY1)
3918	{
3919		sourceRect.y0 = srcY0;
3920		sourceRect.y1 = srcY1;
3921	}
3922	else
3923	{
3924		sourceRect.y0 = srcY1;
3925		sourceRect.y1 = srcY0;
3926	}
3927
3928	if(dstY0 < dstY1)
3929	{
3930		destRect.y0 = dstY0;
3931		destRect.y1 = dstY1;
3932	}
3933	else
3934	{
3935		destRect.y0 = dstY1;
3936		destRect.y1 = dstY0;
3937	}
3938
3939	sw::Rect sourceScissoredRect = sourceRect;
3940	sw::Rect destScissoredRect = destRect;
3941
3942	if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test
3943	{
3944		if(destRect.x0 < mState.scissorX)
3945		{
3946			int xDiff = mState.scissorX - destRect.x0;
3947			destScissoredRect.x0 = mState.scissorX;
3948			sourceScissoredRect.x0 += xDiff;
3949		}
3950
3951		if(destRect.x1 > mState.scissorX + mState.scissorWidth)
3952		{
3953			int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth);
3954			destScissoredRect.x1 = mState.scissorX + mState.scissorWidth;
3955			sourceScissoredRect.x1 -= xDiff;
3956		}
3957
3958		if(destRect.y0 < mState.scissorY)
3959		{
3960			int yDiff = mState.scissorY - destRect.y0;
3961			destScissoredRect.y0 = mState.scissorY;
3962			sourceScissoredRect.y0 += yDiff;
3963		}
3964
3965		if(destRect.y1 > mState.scissorY + mState.scissorHeight)
3966		{
3967			int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight);
3968			destScissoredRect.y1 = mState.scissorY + mState.scissorHeight;
3969			sourceScissoredRect.y1 -= yDiff;
3970		}
3971	}
3972
3973	sw::Rect sourceTrimmedRect = sourceScissoredRect;
3974	sw::Rect destTrimmedRect = destScissoredRect;
3975
3976	// The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3977	// the actual draw and read surfaces.
3978	if(sourceTrimmedRect.x0 < 0)
3979	{
3980		int xDiff = 0 - sourceTrimmedRect.x0;
3981		sourceTrimmedRect.x0 = 0;
3982		destTrimmedRect.x0 += xDiff;
3983	}
3984
3985	if(sourceTrimmedRect.x1 > readBufferWidth)
3986	{
3987		int xDiff = sourceTrimmedRect.x1 - readBufferWidth;
3988		sourceTrimmedRect.x1 = readBufferWidth;
3989		destTrimmedRect.x1 -= xDiff;
3990	}
3991
3992	if(sourceTrimmedRect.y0 < 0)
3993	{
3994		int yDiff = 0 - sourceTrimmedRect.y0;
3995		sourceTrimmedRect.y0 = 0;
3996		destTrimmedRect.y0 += yDiff;
3997	}
3998
3999	if(sourceTrimmedRect.y1 > readBufferHeight)
4000	{
4001		int yDiff = sourceTrimmedRect.y1 - readBufferHeight;
4002		sourceTrimmedRect.y1 = readBufferHeight;
4003		destTrimmedRect.y1 -= yDiff;
4004	}
4005
4006	if(destTrimmedRect.x0 < 0)
4007	{
4008		int xDiff = 0 - destTrimmedRect.x0;
4009		destTrimmedRect.x0 = 0;
4010		sourceTrimmedRect.x0 += xDiff;
4011	}
4012
4013	if(destTrimmedRect.x1 > drawBufferWidth)
4014	{
4015		int xDiff = destTrimmedRect.x1 - drawBufferWidth;
4016		destTrimmedRect.x1 = drawBufferWidth;
4017		sourceTrimmedRect.x1 -= xDiff;
4018	}
4019
4020	if(destTrimmedRect.y0 < 0)
4021	{
4022		int yDiff = 0 - destTrimmedRect.y0;
4023		destTrimmedRect.y0 = 0;
4024		sourceTrimmedRect.y0 += yDiff;
4025	}
4026
4027	if(destTrimmedRect.y1 > drawBufferHeight)
4028	{
4029		int yDiff = destTrimmedRect.y1 - drawBufferHeight;
4030		destTrimmedRect.y1 = drawBufferHeight;
4031		sourceTrimmedRect.y1 -= yDiff;
4032	}
4033
4034	bool partialBufferCopy = false;
4035
4036	if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4037	   sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4038	   destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4039	   destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4040	   sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4041	{
4042		partialBufferCopy = true;
4043	}
4044
4045	bool blitRenderTarget = false;
4046	bool blitDepthStencil = false;
4047
4048	if(mask & GL_COLOR_BUFFER_BIT)
4049	{
4050		GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex());
4051		GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4052		const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4053		const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4054		if(!validReadType || !validDrawType)
4055		{
4056			return error(GL_INVALID_OPERATION);
4057		}
4058
4059		if(partialBufferCopy && readBufferSamples > 1)
4060		{
4061			return error(GL_INVALID_OPERATION);
4062		}
4063
4064		blitRenderTarget = true;
4065	}
4066
4067	if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4068	{
4069		Renderbuffer *readDSBuffer = nullptr;
4070		Renderbuffer *drawDSBuffer = nullptr;
4071
4072		if(mask & GL_DEPTH_BUFFER_BIT)
4073		{
4074			if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4075			{
4076				if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType())
4077				{
4078					return error(GL_INVALID_OPERATION);
4079				}
4080
4081				blitDepthStencil = true;
4082				readDSBuffer = readFramebuffer->getDepthbuffer();
4083				drawDSBuffer = drawFramebuffer->getDepthbuffer();
4084			}
4085		}
4086
4087		if(mask & GL_STENCIL_BUFFER_BIT)
4088		{
4089			if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4090			{
4091				if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType())
4092				{
4093					return error(GL_INVALID_OPERATION);
4094				}
4095
4096				blitDepthStencil = true;
4097				readDSBuffer = readFramebuffer->getStencilbuffer();
4098				drawDSBuffer = drawFramebuffer->getStencilbuffer();
4099			}
4100		}
4101
4102		if(partialBufferCopy)
4103		{
4104			ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
4105			return error(GL_INVALID_OPERATION);   // Only whole-buffer copies are permitted
4106		}
4107
4108		if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4109		   (readDSBuffer && readDSBuffer->getSamples() > 1))
4110		{
4111			return error(GL_INVALID_OPERATION);
4112		}
4113	}
4114
4115	if(blitRenderTarget || blitDepthStencil)
4116	{
4117		if(blitRenderTarget)
4118		{
4119			egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4120			egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4121
4122			if(flipX)
4123			{
4124				swap(destRect.x0, destRect.x1);
4125			}
4126			if(flipy)
4127			{
4128				swap(destRect.y0, destRect.y1);
4129			}
4130
4131			bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false);
4132
4133			readRenderTarget->release();
4134			drawRenderTarget->release();
4135
4136			if(!success)
4137			{
4138				ERR("BlitFramebuffer failed.");
4139				return;
4140			}
4141		}
4142
4143		if(blitDepthStencil)
4144		{
4145			bool success = device->stretchRect(readFramebuffer->getDepthBuffer(), nullptr, drawFramebuffer->getDepthBuffer(), nullptr, false);
4146
4147			if(!success)
4148			{
4149				ERR("BlitFramebuffer failed.");
4150				return;
4151			}
4152		}
4153	}
4154}
4155
4156void Context::bindTexImage(egl::Surface *surface)
4157{
4158	es2::Texture2D *textureObject = getTexture2D();
4159
4160	if(textureObject)
4161	{
4162		textureObject->bindTexImage(surface);
4163	}
4164}
4165
4166EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4167{
4168	GLenum textureTarget = GL_NONE;
4169
4170	switch(target)
4171	{
4172	case EGL_GL_TEXTURE_2D_KHR:
4173		textureTarget = GL_TEXTURE_2D;
4174		break;
4175	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4176	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4177	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4178	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4179	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4180	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4181		textureTarget = GL_TEXTURE_CUBE_MAP;
4182		break;
4183	case EGL_GL_RENDERBUFFER_KHR:
4184		break;
4185	default:
4186		return EGL_BAD_PARAMETER;
4187	}
4188
4189	if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4190	{
4191		return EGL_BAD_MATCH;
4192	}
4193
4194	if(textureTarget != GL_NONE)
4195	{
4196		es2::Texture *texture = getTexture(name);
4197
4198		if(!texture || texture->getTarget() != textureTarget)
4199		{
4200			return EGL_BAD_PARAMETER;
4201		}
4202
4203		if(texture->isShared(textureTarget, textureLevel))   // Bound to an EGLSurface or already an EGLImage sibling
4204		{
4205			return EGL_BAD_ACCESS;
4206		}
4207
4208		if(textureLevel != 0 && !texture->isSamplerComplete())
4209		{
4210			return EGL_BAD_PARAMETER;
4211		}
4212
4213		if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1))
4214		{
4215			return EGL_BAD_PARAMETER;
4216		}
4217	}
4218	else if(target == EGL_GL_RENDERBUFFER_KHR)
4219	{
4220		es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4221
4222		if(!renderbuffer)
4223		{
4224			return EGL_BAD_PARAMETER;
4225		}
4226
4227		if(renderbuffer->isShared())   // Already an EGLImage sibling
4228		{
4229			return EGL_BAD_ACCESS;
4230		}
4231	}
4232	else UNREACHABLE(target);
4233
4234	return EGL_SUCCESS;
4235}
4236
4237egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4238{
4239	GLenum textureTarget = GL_NONE;
4240
4241	switch(target)
4242	{
4243	case EGL_GL_TEXTURE_2D_KHR:                  textureTarget = GL_TEXTURE_2D;                  break;
4244	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4245	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4246	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4247	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4248	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4249	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4250	}
4251
4252	if(textureTarget != GL_NONE)
4253	{
4254		es2::Texture *texture = getTexture(name);
4255
4256		return texture->createSharedImage(textureTarget, textureLevel);
4257	}
4258	else if(target == EGL_GL_RENDERBUFFER_KHR)
4259	{
4260		es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4261
4262		return renderbuffer->createSharedImage();
4263	}
4264	else UNREACHABLE(target);
4265
4266	return 0;
4267}
4268
4269Device *Context::getDevice()
4270{
4271	return device;
4272}
4273
4274const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const
4275{
4276	// Keep list sorted in following order:
4277	// OES extensions
4278	// EXT extensions
4279	// Vendor extensions
4280	static const GLubyte* extensions[] = {
4281		(const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture",
4282		(const GLubyte*)"GL_OES_depth24",
4283		(const GLubyte*)"GL_OES_depth32",
4284		(const GLubyte*)"GL_OES_depth_texture",
4285		(const GLubyte*)"GL_OES_depth_texture_cube_map",
4286		(const GLubyte*)"GL_OES_EGL_image",
4287		(const GLubyte*)"GL_OES_EGL_image_external",
4288		(const GLubyte*)"GL_OES_EGL_sync",
4289		(const GLubyte*)"GL_OES_element_index_uint",
4290		(const GLubyte*)"GL_OES_framebuffer_object",
4291		(const GLubyte*)"GL_OES_packed_depth_stencil",
4292		(const GLubyte*)"GL_OES_rgb8_rgba8",
4293		(const GLubyte*)"GL_OES_standard_derivatives",
4294		(const GLubyte*)"GL_OES_texture_float",
4295		(const GLubyte*)"GL_OES_texture_float_linear",
4296		(const GLubyte*)"GL_OES_texture_half_float",
4297		(const GLubyte*)"GL_OES_texture_half_float_linear",
4298		(const GLubyte*)"GL_OES_texture_npot",
4299		(const GLubyte*)"GL_OES_texture_3D",
4300		(const GLubyte*)"GL_EXT_blend_minmax",
4301		(const GLubyte*)"GL_EXT_color_buffer_half_float",
4302		(const GLubyte*)"GL_EXT_draw_buffers",
4303		(const GLubyte*)"GL_EXT_occlusion_query_boolean",
4304		(const GLubyte*)"GL_EXT_read_format_bgra",
4305#if (S3TC_SUPPORT)
4306		(const GLubyte*)"GL_EXT_texture_compression_dxt1",
4307#endif
4308		(const GLubyte*)"GL_EXT_texture_filter_anisotropic",
4309		(const GLubyte*)"GL_EXT_texture_format_BGRA8888",
4310		(const GLubyte*)"GL_ANGLE_framebuffer_blit",
4311		(const GLubyte*)"GL_NV_framebuffer_blit",
4312		(const GLubyte*)"GL_ANGLE_framebuffer_multisample",
4313#if (S3TC_SUPPORT)
4314		(const GLubyte*)"GL_ANGLE_texture_compression_dxt3",
4315		(const GLubyte*)"GL_ANGLE_texture_compression_dxt5",
4316#endif
4317		(const GLubyte*)"GL_NV_fence",
4318		(const GLubyte*)"GL_NV_read_depth",
4319		(const GLubyte*)"GL_EXT_instanced_arrays",
4320		(const GLubyte*)"GL_ANGLE_instanced_arrays",
4321	};
4322	static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions);
4323
4324	if(numExt)
4325	{
4326		*numExt = numExtensions;
4327		return nullptr;
4328	}
4329
4330	if(index == GL_INVALID_INDEX)
4331	{
4332		static GLubyte* extensionsCat = nullptr;
4333		if(!extensionsCat && (numExtensions > 0))
4334		{
4335			size_t totalLength = numExtensions; // 1 space between each extension name + terminating null
4336			for(unsigned int i = 0; i < numExtensions; i++)
4337			{
4338				totalLength += strlen(reinterpret_cast<const char*>(extensions[i]));
4339			}
4340			extensionsCat = new GLubyte[totalLength];
4341			extensionsCat[0] = '\0';
4342			for(unsigned int i = 0; i < numExtensions; i++)
4343			{
4344				if(i != 0)
4345				{
4346					strcat(reinterpret_cast<char*>(extensionsCat), " ");
4347				}
4348				strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i]));
4349			}
4350		}
4351		return extensionsCat;
4352	}
4353
4354	if(index >= numExtensions)
4355	{
4356		return nullptr;
4357	}
4358
4359	return extensions[index];
4360}
4361
4362}
4363
4364egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion)
4365{
4366	ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion);   // Should be checked by eglCreateContext
4367	return new es2::Context(config, static_cast<const es2::Context*>(shareContext), clientVersion);
4368}
4369