Context.cpp revision 53f4809cdb692da1a906f9de846b6adb22879fcd
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(egl::Display *display, const Context *shareContext, EGLint clientVersion)
46	: egl::Context(display), clientVersion(clientVersion)
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
1536const GLvoid* Context::getPixels(const GLvoid* data) const
1537{
1538	es2::Buffer* unpackBuffer = getPixelUnpackBuffer();
1539	const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr;
1540	return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data;
1541}
1542
1543bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1544{
1545	switch(target)
1546	{
1547	case GL_ARRAY_BUFFER:
1548		*buffer = getArrayBuffer();
1549		break;
1550	case GL_ELEMENT_ARRAY_BUFFER:
1551		*buffer = getElementArrayBuffer();
1552		break;
1553	case GL_COPY_READ_BUFFER:
1554		if(clientVersion >= 3)
1555		{
1556			*buffer = getCopyReadBuffer();
1557			break;
1558		}
1559		else return false;
1560	case GL_COPY_WRITE_BUFFER:
1561		if(clientVersion >= 3)
1562		{
1563			*buffer = getCopyWriteBuffer();
1564			break;
1565		}
1566		else return false;
1567	case GL_PIXEL_PACK_BUFFER:
1568		if(clientVersion >= 3)
1569		{
1570			*buffer = getPixelPackBuffer();
1571			break;
1572		}
1573		else return false;
1574	case GL_PIXEL_UNPACK_BUFFER:
1575		if(clientVersion >= 3)
1576		{
1577			*buffer = getPixelUnpackBuffer();
1578			break;
1579		}
1580		else return false;
1581	case GL_TRANSFORM_FEEDBACK_BUFFER:
1582		if(clientVersion >= 3)
1583		{
1584			TransformFeedback* transformFeedback = getTransformFeedback();
1585			*buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1586			break;
1587		}
1588		else return false;
1589	case GL_UNIFORM_BUFFER:
1590		if(clientVersion >= 3)
1591		{
1592			*buffer = getGenericUniformBuffer();
1593			break;
1594		}
1595		else return false;
1596	default:
1597		return false;
1598	}
1599	return true;
1600}
1601
1602TransformFeedback *Context::getTransformFeedback() const
1603{
1604	return getTransformFeedback(mState.transformFeedback);
1605}
1606
1607Program *Context::getCurrentProgram() const
1608{
1609	return mResourceManager->getProgram(mState.currentProgram);
1610}
1611
1612Texture2D *Context::getTexture2D() const
1613{
1614	return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1615}
1616
1617Texture3D *Context::getTexture3D() const
1618{
1619	return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1620}
1621
1622Texture2DArray *Context::getTexture2DArray() const
1623{
1624	return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1625}
1626
1627TextureCubeMap *Context::getTextureCubeMap() const
1628{
1629	return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1630}
1631
1632TextureExternal *Context::getTextureExternal() const
1633{
1634	return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1635}
1636
1637Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1638{
1639	GLuint texid = mState.samplerTexture[type][sampler].name();
1640
1641	if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
1642	{
1643		switch(type)
1644		{
1645		case TEXTURE_2D: return mTexture2DZero;
1646		case TEXTURE_3D: return mTexture3DZero;
1647		case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1648		case TEXTURE_CUBE: return mTextureCubeMapZero;
1649		case TEXTURE_EXTERNAL: return mTextureExternalZero;
1650		default: UNREACHABLE(type);
1651		}
1652	}
1653
1654	return mState.samplerTexture[type][sampler];
1655}
1656
1657void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1658{
1659	mResourceManager->checkSamplerAllocation(sampler);
1660
1661	Sampler *samplerObject = getSampler(sampler);
1662	ASSERT(samplerObject);
1663
1664	switch(pname)
1665	{
1666	case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(param));       break;
1667	case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(param));       break;
1668	case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(param));           break;
1669	case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(param));           break;
1670	case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(param));           break;
1671	case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(static_cast<GLfloat>(param));         break;
1672	case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(static_cast<GLfloat>(param));         break;
1673	case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(param));  break;
1674	case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(param));  break;
1675	default:                       UNREACHABLE(pname); break;
1676	}
1677}
1678
1679void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1680{
1681	mResourceManager->checkSamplerAllocation(sampler);
1682
1683	Sampler *samplerObject = getSampler(sampler);
1684	ASSERT(samplerObject);
1685
1686	switch(pname)
1687	{
1688	case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(roundf(param)));       break;
1689	case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(roundf(param)));       break;
1690	case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(roundf(param)));           break;
1691	case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(roundf(param)));           break;
1692	case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(roundf(param)));           break;
1693	case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(param);                                       break;
1694	case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(param);                                       break;
1695	case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param)));  break;
1696	case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param)));  break;
1697	default:                       UNREACHABLE(pname); break;
1698	}
1699}
1700
1701GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1702{
1703	mResourceManager->checkSamplerAllocation(sampler);
1704
1705	Sampler *samplerObject = getSampler(sampler);
1706	ASSERT(samplerObject);
1707
1708	switch(pname)
1709	{
1710	case GL_TEXTURE_MIN_FILTER:    return static_cast<GLint>(samplerObject->getMinFilter());
1711	case GL_TEXTURE_MAG_FILTER:    return static_cast<GLint>(samplerObject->getMagFilter());
1712	case GL_TEXTURE_WRAP_S:        return static_cast<GLint>(samplerObject->getWrapS());
1713	case GL_TEXTURE_WRAP_T:        return static_cast<GLint>(samplerObject->getWrapT());
1714	case GL_TEXTURE_WRAP_R:        return static_cast<GLint>(samplerObject->getWrapR());
1715	case GL_TEXTURE_MIN_LOD:       return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1716	case GL_TEXTURE_MAX_LOD:       return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1717	case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLint>(samplerObject->getComparisonMode());
1718	case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLint>(samplerObject->getComparisonFunc());
1719	default:                       UNREACHABLE(pname); return 0;
1720	}
1721}
1722
1723GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1724{
1725	mResourceManager->checkSamplerAllocation(sampler);
1726
1727	Sampler *samplerObject = getSampler(sampler);
1728	ASSERT(samplerObject);
1729
1730	switch(pname)
1731	{
1732	case GL_TEXTURE_MIN_FILTER:    return static_cast<GLfloat>(samplerObject->getMinFilter());
1733	case GL_TEXTURE_MAG_FILTER:    return static_cast<GLfloat>(samplerObject->getMagFilter());
1734	case GL_TEXTURE_WRAP_S:        return static_cast<GLfloat>(samplerObject->getWrapS());
1735	case GL_TEXTURE_WRAP_T:        return static_cast<GLfloat>(samplerObject->getWrapT());
1736	case GL_TEXTURE_WRAP_R:        return static_cast<GLfloat>(samplerObject->getWrapR());
1737	case GL_TEXTURE_MIN_LOD:       return samplerObject->getMinLod();
1738	case GL_TEXTURE_MAX_LOD:       return samplerObject->getMaxLod();
1739	case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLfloat>(samplerObject->getComparisonMode());
1740	case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLfloat>(samplerObject->getComparisonFunc());
1741	default:                       UNREACHABLE(pname); return 0;
1742	}
1743}
1744
1745bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1746{
1747	switch(pname)
1748	{
1749	case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
1750	case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
1751	case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
1752	case GL_COLOR_WRITEMASK:
1753		params[0] = mState.colorMaskRed;
1754		params[1] = mState.colorMaskGreen;
1755		params[2] = mState.colorMaskBlue;
1756		params[3] = mState.colorMaskAlpha;
1757		break;
1758	case GL_CULL_FACE:                *params = mState.cullFaceEnabled;                  break;
1759	case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;         break;
1760	case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled;     break;
1761	case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;            break;
1762	case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;               break;
1763	case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;               break;
1764	case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;                 break;
1765	case GL_BLEND:                    *params = mState.blendEnabled;                     break;
1766	case GL_DITHER:                   *params = mState.ditherEnabled;                    break;
1767	case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1768	case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscardEnabled;         break;
1769	case GL_TRANSFORM_FEEDBACK_ACTIVE:
1770		{
1771			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1772			if(transformFeedback)
1773			{
1774				*params = transformFeedback->isActive();
1775				break;
1776			}
1777			else return false;
1778		}
1779	 case GL_TRANSFORM_FEEDBACK_PAUSED:
1780		{
1781			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1782			if(transformFeedback)
1783			{
1784				*params = transformFeedback->isPaused();
1785				break;
1786			}
1787			else return false;
1788		}
1789	default:
1790		return false;
1791	}
1792
1793	return true;
1794}
1795
1796bool Context::getFloatv(GLenum pname, GLfloat *params) const
1797{
1798	// Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1799	// because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1800	// GetIntegerv as its native query function. As it would require conversion in any
1801	// case, this should make no difference to the calling application.
1802	switch(pname)
1803	{
1804	case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
1805	case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
1806	case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
1807	case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
1808	case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
1809	case GL_ALIASED_LINE_WIDTH_RANGE:
1810		params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1811		params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1812		break;
1813	case GL_ALIASED_POINT_SIZE_RANGE:
1814		params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1815		params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1816		break;
1817	case GL_DEPTH_RANGE:
1818		params[0] = mState.zNear;
1819		params[1] = mState.zFar;
1820		break;
1821	case GL_COLOR_CLEAR_VALUE:
1822		params[0] = mState.colorClearValue.red;
1823		params[1] = mState.colorClearValue.green;
1824		params[2] = mState.colorClearValue.blue;
1825		params[3] = mState.colorClearValue.alpha;
1826		break;
1827	case GL_BLEND_COLOR:
1828		params[0] = mState.blendColor.red;
1829		params[1] = mState.blendColor.green;
1830		params[2] = mState.blendColor.blue;
1831		params[3] = mState.blendColor.alpha;
1832		break;
1833	case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1834		*params = MAX_TEXTURE_MAX_ANISOTROPY;
1835		break;
1836	default:
1837		return false;
1838	}
1839
1840	return true;
1841}
1842
1843template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1844template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1845
1846template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1847{
1848	// Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1849	// because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1850	// GetIntegerv as its native query function. As it would require conversion in any
1851	// case, this should make no difference to the calling application. You may find it in
1852	// Context::getFloatv.
1853	switch(pname)
1854	{
1855	case GL_MAX_VERTEX_ATTRIBS:               *params = MAX_VERTEX_ATTRIBS;               break;
1856	case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = MAX_VERTEX_UNIFORM_VECTORS;       break;
1857	case GL_MAX_VARYING_VECTORS:              *params = MAX_VARYING_VECTORS;              break;
1858	case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
1859	case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS;   break;
1860	case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = MAX_TEXTURE_IMAGE_UNITS;          break;
1861	case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = MAX_FRAGMENT_UNIFORM_VECTORS;     break;
1862	case GL_MAX_RENDERBUFFER_SIZE:            *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break;
1863	case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    break;
1864	case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          break;
1865	case GL_ARRAY_BUFFER_BINDING:             *params = getArrayBufferName();                 break;
1866	case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = getElementArrayBufferName();          break;
1867//	case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1868	case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               break;
1869	case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               break;
1870	case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.name();           break;
1871	case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                break;
1872	case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 break;
1873	case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackInfo.alignment;          break;
1874	case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            break;
1875	case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1876	case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); break;
1877	case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   break;
1878	case GL_STENCIL_REF:                      *params = mState.stencilRef;                    break;
1879	case GL_STENCIL_VALUE_MASK:               *params = sw::clampToSignedInt(mState.stencilMask); break;
1880	case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               break;
1881	case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                break;
1882	case GL_STENCIL_BACK_VALUE_MASK:          *params = sw::clampToSignedInt(mState.stencilBackMask); break;
1883	case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   break;
1884	case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          break;
1885	case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          break;
1886	case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               break;
1887	case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      break;
1888	case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      break;
1889	case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     break;
1890	case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                break;
1891	case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              break;
1892	case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  break;
1893	case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                break;
1894	case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              break;
1895	case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            break;
1896	case GL_STENCIL_WRITEMASK:                *params = sw::clampToSignedInt(mState.stencilWritemask); break;
1897	case GL_STENCIL_BACK_WRITEMASK:           *params = sw::clampToSignedInt(mState.stencilBackWritemask); break;
1898	case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             break;
1899	case GL_SUBPIXEL_BITS:                    *params = 4;                                    break;
1900	case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;          break;
1901	case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break;
1902	case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;           break;
1903	case GL_MAX_SAMPLES_ANGLE:                *params = IMPLEMENTATION_MAX_SAMPLES;               break;
1904	case GL_SAMPLE_BUFFERS:
1905	case GL_SAMPLES:
1906		{
1907			Framebuffer *framebuffer = getDrawFramebuffer();
1908			int width, height, samples;
1909
1910			if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1911			{
1912				switch(pname)
1913				{
1914				case GL_SAMPLE_BUFFERS:
1915					if(samples > 1)
1916					{
1917						*params = 1;
1918					}
1919					else
1920					{
1921						*params = 0;
1922					}
1923					break;
1924				case GL_SAMPLES:
1925					*params = samples;
1926					break;
1927				}
1928			}
1929			else
1930			{
1931				*params = 0;
1932			}
1933		}
1934		break;
1935	case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1936		{
1937			Framebuffer *framebuffer = getReadFramebuffer();
1938			*params = framebuffer->getImplementationColorReadType();
1939		}
1940		break;
1941	case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1942		{
1943			Framebuffer *framebuffer = getReadFramebuffer();
1944			*params = framebuffer->getImplementationColorReadFormat();
1945		}
1946		break;
1947	case GL_MAX_VIEWPORT_DIMS:
1948		{
1949			int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1950			params[0] = maxDimension;
1951			params[1] = maxDimension;
1952		}
1953		break;
1954	case GL_COMPRESSED_TEXTURE_FORMATS:
1955		{
1956			for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1957			{
1958				params[i] = compressedTextureFormats[i];
1959			}
1960		}
1961		break;
1962	case GL_VIEWPORT:
1963		params[0] = mState.viewportX;
1964		params[1] = mState.viewportY;
1965		params[2] = mState.viewportWidth;
1966		params[3] = mState.viewportHeight;
1967		break;
1968	case GL_SCISSOR_BOX:
1969		params[0] = mState.scissorX;
1970		params[1] = mState.scissorY;
1971		params[2] = mState.scissorWidth;
1972		params[3] = mState.scissorHeight;
1973		break;
1974	case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 break;
1975	case GL_FRONT_FACE:                       *params = mState.frontFace;                break;
1976	case GL_RED_BITS:
1977	case GL_GREEN_BITS:
1978	case GL_BLUE_BITS:
1979	case GL_ALPHA_BITS:
1980		{
1981			Framebuffer *framebuffer = getDrawFramebuffer();
1982			Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
1983
1984			if(colorbuffer)
1985			{
1986				switch(pname)
1987				{
1988				case GL_RED_BITS:   *params = colorbuffer->getRedSize();   break;
1989				case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1990				case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  break;
1991				case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1992				}
1993			}
1994			else
1995			{
1996				*params = 0;
1997			}
1998		}
1999		break;
2000	case GL_DEPTH_BITS:
2001		{
2002			Framebuffer *framebuffer = getDrawFramebuffer();
2003			Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2004
2005			if(depthbuffer)
2006			{
2007				*params = depthbuffer->getDepthSize();
2008			}
2009			else
2010			{
2011				*params = 0;
2012			}
2013		}
2014		break;
2015	case GL_STENCIL_BITS:
2016		{
2017			Framebuffer *framebuffer = getDrawFramebuffer();
2018			Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2019
2020			if(stencilbuffer)
2021			{
2022				*params = stencilbuffer->getStencilSize();
2023			}
2024			else
2025			{
2026				*params = 0;
2027			}
2028		}
2029		break;
2030	case GL_TEXTURE_BINDING_2D:
2031		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2032		{
2033			error(GL_INVALID_OPERATION);
2034			return false;
2035		}
2036
2037		*params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2038		break;
2039	case GL_TEXTURE_BINDING_CUBE_MAP:
2040		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2041		{
2042			error(GL_INVALID_OPERATION);
2043			return false;
2044		}
2045
2046		*params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2047		break;
2048	case GL_TEXTURE_BINDING_EXTERNAL_OES:
2049		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2050		{
2051			error(GL_INVALID_OPERATION);
2052			return false;
2053		}
2054
2055		*params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2056		break;
2057	case GL_TEXTURE_BINDING_3D_OES:
2058		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2059		{
2060			error(GL_INVALID_OPERATION);
2061			return false;
2062		}
2063
2064		*params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2065		break;
2066	case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0
2067		if(clientVersion < 3)
2068		{
2069			return false;
2070		}
2071		else if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2072		{
2073			error(GL_INVALID_OPERATION);
2074			return false;
2075		}
2076
2077		*params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2078		break;
2079	case GL_COPY_READ_BUFFER_BINDING: // name, initially 0
2080		if(clientVersion >= 3)
2081		{
2082			*params = mState.copyReadBuffer.name();
2083		}
2084		else
2085		{
2086			return false;
2087		}
2088		break;
2089	case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0
2090		if(clientVersion >= 3)
2091		{
2092			*params = mState.copyWriteBuffer.name();
2093		}
2094		else
2095		{
2096			return false;
2097		}
2098		break;
2099	case GL_DRAW_BUFFER0:
2100	case GL_DRAW_BUFFER1:
2101	case GL_DRAW_BUFFER2:
2102	case GL_DRAW_BUFFER3:
2103	case GL_DRAW_BUFFER4:
2104	case GL_DRAW_BUFFER5:
2105	case GL_DRAW_BUFFER6:
2106	case GL_DRAW_BUFFER7:
2107	case GL_DRAW_BUFFER8:
2108	case GL_DRAW_BUFFER9:
2109	case GL_DRAW_BUFFER10:
2110	case GL_DRAW_BUFFER11:
2111	case GL_DRAW_BUFFER12:
2112	case GL_DRAW_BUFFER13:
2113	case GL_DRAW_BUFFER14:
2114	case GL_DRAW_BUFFER15:
2115		*params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2116		break;
2117	case GL_MAJOR_VERSION:
2118		if(clientVersion >= 3)
2119		{
2120			*params = clientVersion;
2121		}
2122		else
2123		{
2124			return false;
2125		}
2126		break;
2127	case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048
2128		*params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2129		break;
2130	case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048
2131		*params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2132		break;
2133	case GL_MAX_COLOR_ATTACHMENTS:
2134		*params = MAX_COLOR_ATTACHMENTS;
2135		break;
2136	case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048
2137		*params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2138		break;
2139	case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70
2140		UNIMPLEMENTED();
2141		*params = 70;
2142		break;
2143	case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176
2144		*params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2145		break;
2146	case GL_MAX_DRAW_BUFFERS:
2147		*params = MAX_DRAW_BUFFERS;
2148		break;
2149	case GL_MAX_ELEMENT_INDEX:
2150		*params = MAX_ELEMENT_INDEX;
2151		break;
2152	case GL_MAX_ELEMENTS_INDICES:
2153		*params = MAX_ELEMENTS_INDICES;
2154		break;
2155	case GL_MAX_ELEMENTS_VERTICES:
2156		*params = MAX_ELEMENTS_VERTICES;
2157		break;
2158	case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128
2159		UNIMPLEMENTED();
2160		*params = 128;
2161		break;
2162	case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12
2163		*params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2164		break;
2165	case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 896
2166		*params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2167		break;
2168	case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7
2169		UNIMPLEMENTED();
2170		*params = 7;
2171		break;
2172	case GL_MAX_SERVER_WAIT_TIMEOUT: // integer
2173		UNIMPLEMENTED();
2174		*params = 0;
2175		break;
2176	case GL_MAX_TEXTURE_LOD_BIAS: // integer,  at least 2.0
2177		UNIMPLEMENTED();
2178		*params = 2;
2179		break;
2180	case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64
2181		*params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2182		break;
2183	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4
2184		*params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2185		break;
2186	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4
2187		*params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2188		break;
2189	case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384
2190		*params = MAX_UNIFORM_BLOCK_SIZE;
2191		break;
2192	case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 24
2193		*params = MAX_UNIFORM_BUFFER_BINDINGS;
2194		break;
2195	case GL_MAX_VARYING_COMPONENTS: // integer, at least 60
2196		UNIMPLEMENTED();
2197		*params = 60;
2198		break;
2199	case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer,  at least 64
2200		UNIMPLEMENTED();
2201		*params = 64;
2202		break;
2203	case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer,  at least 12
2204		*params = MAX_VERTEX_UNIFORM_BLOCKS;
2205		break;
2206	case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer,  at least 1024
2207		*params = MAX_VERTEX_UNIFORM_COMPONENTS;
2208		break;
2209	case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8
2210		UNIMPLEMENTED();
2211		*params = -8;
2212		break;
2213	case GL_MINOR_VERSION: // integer
2214		UNIMPLEMENTED();
2215		*params = 0;
2216		break;
2217	case GL_NUM_EXTENSIONS: // integer
2218		GLuint numExtensions;
2219		getExtensions(0, &numExtensions);
2220		*params = numExtensions;
2221		break;
2222	case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0
2223		UNIMPLEMENTED();
2224		*params = 0;
2225		break;
2226	case GL_PACK_ROW_LENGTH: // integer, initially 0
2227		*params = mState.packRowLength;
2228		break;
2229	case GL_PACK_SKIP_PIXELS: // integer, initially 0
2230		*params = mState.packSkipPixels;
2231		break;
2232	case GL_PACK_SKIP_ROWS: // integer, initially 0
2233		*params = mState.packSkipRows;
2234		break;
2235	case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0
2236		if(clientVersion >= 3)
2237		{
2238			*params = mState.pixelPackBuffer.name();
2239		}
2240		else
2241		{
2242			return false;
2243		}
2244		break;
2245	case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0
2246		if(clientVersion >= 3)
2247		{
2248			*params = mState.pixelUnpackBuffer.name();
2249		}
2250		else
2251		{
2252			return false;
2253		}
2254		break;
2255	case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS​]
2256		UNIMPLEMENTED();
2257		*params = 0;
2258		break;
2259	case GL_READ_BUFFER: // symbolic constant,  initial value is GL_BACK​
2260		*params = getReadFramebuffer()->getReadBuffer();
2261		break;
2262	case GL_SAMPLER_BINDING: // GLint, default 0
2263		*params = mState.sampler[mState.activeSampler].name();
2264		break;
2265	case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2266		if(clientVersion >= 3)
2267		{
2268			*params = mState.genericUniformBuffer.name();
2269		}
2270		else
2271		{
2272			return false;
2273		}
2274		break;
2275	case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1
2276		*params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2277		break;
2278	case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2279		if(clientVersion >= 3)
2280		{
2281			*params = mState.genericUniformBuffer->size();
2282		}
2283		else
2284		{
2285			return false;
2286		}
2287		break;
2288	case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2289		if(clientVersion >= 3)
2290		{
2291			*params = mState.genericUniformBuffer->offset();
2292		}
2293		else
2294		{
2295			return false;
2296		}
2297		*params = 0;
2298		break;
2299	case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0
2300		*params = mState.unpackInfo.imageHeight;
2301		break;
2302	case GL_UNPACK_ROW_LENGTH: // integer, initially 0
2303		*params = mState.unpackInfo.rowLength;
2304		break;
2305	case GL_UNPACK_SKIP_IMAGES: // integer, initially 0
2306		*params = mState.unpackInfo.skipImages;
2307		break;
2308	case GL_UNPACK_SKIP_PIXELS: // integer, initially 0
2309		*params = mState.unpackInfo.skipPixels;
2310		break;
2311	case GL_UNPACK_SKIP_ROWS: // integer, initially 0
2312		*params = mState.unpackInfo.skipRows;
2313		break;
2314	case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0
2315		*params = getCurrentVertexArray()->name;
2316		break;
2317	case GL_TRANSFORM_FEEDBACK_BINDING:
2318		{
2319			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2320			if(transformFeedback)
2321			{
2322				*params = transformFeedback->name;
2323			}
2324			else
2325			{
2326				return false;
2327			}
2328		}
2329		break;
2330	case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2331		{
2332			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2333			if(transformFeedback)
2334			{
2335				*params = transformFeedback->getGenericBufferName();
2336			}
2337			else
2338			{
2339				return false;
2340			}
2341		}
2342		break;
2343	default:
2344		return false;
2345	}
2346
2347	return true;
2348}
2349
2350template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2351template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2352
2353template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2354{
2355	TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2356	if(!transformFeedback)
2357	{
2358		return false;
2359	}
2360
2361	switch(pname)
2362	{
2363	case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2364		*param = transformFeedback->name;
2365		break;
2366	case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2367		*param = transformFeedback->isActive();
2368		break;
2369	case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2370		*param = transformFeedback->getBufferName(index);
2371		break;
2372	case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2373		*param = transformFeedback->isPaused();
2374		break;
2375	case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2376		if(transformFeedback->getBuffer(index))
2377		{
2378			*param = transformFeedback->getSize(index);
2379			break;
2380		}
2381		else return false;
2382	case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2383		if(transformFeedback->getBuffer(index))
2384		{
2385			*param = transformFeedback->getOffset(index);
2386		break;
2387		}
2388		else return false;
2389	default:
2390		return false;
2391	}
2392
2393	return true;
2394}
2395
2396template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2397template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2398
2399template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2400{
2401	const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2402
2403	switch(pname)
2404	{
2405	case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2406		*param = uniformBuffer.get().name();
2407		break;
2408	case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2409		*param = uniformBuffer.getSize();
2410		break;
2411	case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2412		*param = uniformBuffer.getOffset();
2413		break;
2414	default:
2415		return false;
2416	}
2417
2418	return true;
2419}
2420
2421bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2422{
2423	// Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2424	// is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2425	// to the fact that it is stored internally as a float, and so would require conversion
2426	// if returned from Context::getIntegerv. Since this conversion is already implemented
2427	// in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2428	// place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2429	// application.
2430	switch(pname)
2431	{
2432	case GL_COMPRESSED_TEXTURE_FORMATS:
2433		{
2434			*type = GL_INT;
2435			*numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2436		}
2437		break;
2438	case GL_SHADER_BINARY_FORMATS:
2439		{
2440			*type = GL_INT;
2441			*numParams = 0;
2442		}
2443		break;
2444	case GL_MAX_VERTEX_ATTRIBS:
2445	case GL_MAX_VERTEX_UNIFORM_VECTORS:
2446	case GL_MAX_VARYING_VECTORS:
2447	case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2448	case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2449	case GL_MAX_TEXTURE_IMAGE_UNITS:
2450	case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2451	case GL_MAX_RENDERBUFFER_SIZE:
2452	case GL_NUM_SHADER_BINARY_FORMATS:
2453	case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2454	case GL_ARRAY_BUFFER_BINDING:
2455	case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2456	case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2457	case GL_RENDERBUFFER_BINDING:
2458	case GL_CURRENT_PROGRAM:
2459	case GL_PACK_ALIGNMENT:
2460	case GL_UNPACK_ALIGNMENT:
2461	case GL_GENERATE_MIPMAP_HINT:
2462	case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2463	case GL_RED_BITS:
2464	case GL_GREEN_BITS:
2465	case GL_BLUE_BITS:
2466	case GL_ALPHA_BITS:
2467	case GL_DEPTH_BITS:
2468	case GL_STENCIL_BITS:
2469	case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2470	case GL_CULL_FACE_MODE:
2471	case GL_FRONT_FACE:
2472	case GL_ACTIVE_TEXTURE:
2473	case GL_STENCIL_FUNC:
2474	case GL_STENCIL_VALUE_MASK:
2475	case GL_STENCIL_REF:
2476	case GL_STENCIL_FAIL:
2477	case GL_STENCIL_PASS_DEPTH_FAIL:
2478	case GL_STENCIL_PASS_DEPTH_PASS:
2479	case GL_STENCIL_BACK_FUNC:
2480	case GL_STENCIL_BACK_VALUE_MASK:
2481	case GL_STENCIL_BACK_REF:
2482	case GL_STENCIL_BACK_FAIL:
2483	case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2484	case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2485	case GL_DEPTH_FUNC:
2486	case GL_BLEND_SRC_RGB:
2487	case GL_BLEND_SRC_ALPHA:
2488	case GL_BLEND_DST_RGB:
2489	case GL_BLEND_DST_ALPHA:
2490	case GL_BLEND_EQUATION_RGB:
2491	case GL_BLEND_EQUATION_ALPHA:
2492	case GL_STENCIL_WRITEMASK:
2493	case GL_STENCIL_BACK_WRITEMASK:
2494	case GL_STENCIL_CLEAR_VALUE:
2495	case GL_SUBPIXEL_BITS:
2496	case GL_MAX_TEXTURE_SIZE:
2497	case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2498	case GL_SAMPLE_BUFFERS:
2499	case GL_SAMPLES:
2500	case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2501	case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2502	case GL_TEXTURE_BINDING_2D:
2503	case GL_TEXTURE_BINDING_CUBE_MAP:
2504	case GL_TEXTURE_BINDING_EXTERNAL_OES:
2505	case GL_TEXTURE_BINDING_3D_OES:
2506	case GL_COPY_READ_BUFFER_BINDING:
2507	case GL_COPY_WRITE_BUFFER_BINDING:
2508	case GL_DRAW_BUFFER0:
2509	case GL_DRAW_BUFFER1:
2510	case GL_DRAW_BUFFER2:
2511	case GL_DRAW_BUFFER3:
2512	case GL_DRAW_BUFFER4:
2513	case GL_DRAW_BUFFER5:
2514	case GL_DRAW_BUFFER6:
2515	case GL_DRAW_BUFFER7:
2516	case GL_DRAW_BUFFER8:
2517	case GL_DRAW_BUFFER9:
2518	case GL_DRAW_BUFFER10:
2519	case GL_DRAW_BUFFER11:
2520	case GL_DRAW_BUFFER12:
2521	case GL_DRAW_BUFFER13:
2522	case GL_DRAW_BUFFER14:
2523	case GL_DRAW_BUFFER15:
2524	case GL_MAJOR_VERSION:
2525	case GL_MAX_3D_TEXTURE_SIZE:
2526	case GL_MAX_ARRAY_TEXTURE_LAYERS:
2527	case GL_MAX_COLOR_ATTACHMENTS:
2528	case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2529	case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2530	case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2531	case GL_MAX_DRAW_BUFFERS:
2532	case GL_MAX_ELEMENT_INDEX:
2533	case GL_MAX_ELEMENTS_INDICES:
2534	case GL_MAX_ELEMENTS_VERTICES:
2535	case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2536	case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2537	case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2538	case GL_MAX_PROGRAM_TEXEL_OFFSET:
2539	case GL_MAX_SERVER_WAIT_TIMEOUT:
2540	case GL_MAX_TEXTURE_LOD_BIAS:
2541	case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2542	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2543	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2544	case GL_MAX_UNIFORM_BLOCK_SIZE:
2545	case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2546	case GL_MAX_VARYING_COMPONENTS:
2547	case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2548	case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2549	case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2550	case GL_MIN_PROGRAM_TEXEL_OFFSET:
2551	case GL_MINOR_VERSION:
2552	case GL_NUM_EXTENSIONS:
2553	case GL_NUM_PROGRAM_BINARY_FORMATS:
2554	case GL_PACK_ROW_LENGTH:
2555	case GL_PACK_SKIP_PIXELS:
2556	case GL_PACK_SKIP_ROWS:
2557	case GL_PIXEL_PACK_BUFFER_BINDING:
2558	case GL_PIXEL_UNPACK_BUFFER_BINDING:
2559	case GL_PROGRAM_BINARY_FORMATS:
2560	case GL_READ_BUFFER:
2561	case GL_SAMPLER_BINDING:
2562	case GL_TEXTURE_BINDING_2D_ARRAY:
2563	case GL_UNIFORM_BUFFER_BINDING:
2564	case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2565	case GL_UNIFORM_BUFFER_SIZE:
2566	case GL_UNIFORM_BUFFER_START:
2567	case GL_UNPACK_IMAGE_HEIGHT:
2568	case GL_UNPACK_ROW_LENGTH:
2569	case GL_UNPACK_SKIP_IMAGES:
2570	case GL_UNPACK_SKIP_PIXELS:
2571	case GL_UNPACK_SKIP_ROWS:
2572	case GL_VERTEX_ARRAY_BINDING:
2573	case GL_TRANSFORM_FEEDBACK_BINDING:
2574	case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2575		{
2576			*type = GL_INT;
2577			*numParams = 1;
2578		}
2579		break;
2580	case GL_MAX_SAMPLES_ANGLE:
2581		{
2582			*type = GL_INT;
2583			*numParams = 1;
2584		}
2585		break;
2586	case GL_MAX_VIEWPORT_DIMS:
2587		{
2588			*type = GL_INT;
2589			*numParams = 2;
2590		}
2591		break;
2592	case GL_VIEWPORT:
2593	case GL_SCISSOR_BOX:
2594		{
2595			*type = GL_INT;
2596			*numParams = 4;
2597		}
2598		break;
2599	case GL_SHADER_COMPILER:
2600	case GL_SAMPLE_COVERAGE_INVERT:
2601	case GL_DEPTH_WRITEMASK:
2602	case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
2603	case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
2604	case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2605	case GL_SAMPLE_COVERAGE:
2606	case GL_SCISSOR_TEST:
2607	case GL_STENCIL_TEST:
2608	case GL_DEPTH_TEST:
2609	case GL_BLEND:
2610	case GL_DITHER:
2611	case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2612	case GL_RASTERIZER_DISCARD:
2613	case GL_TRANSFORM_FEEDBACK_ACTIVE:
2614	case GL_TRANSFORM_FEEDBACK_PAUSED:
2615		{
2616			*type = GL_BOOL;
2617			*numParams = 1;
2618		}
2619		break;
2620	case GL_COLOR_WRITEMASK:
2621		{
2622			*type = GL_BOOL;
2623			*numParams = 4;
2624		}
2625		break;
2626	case GL_POLYGON_OFFSET_FACTOR:
2627	case GL_POLYGON_OFFSET_UNITS:
2628	case GL_SAMPLE_COVERAGE_VALUE:
2629	case GL_DEPTH_CLEAR_VALUE:
2630	case GL_LINE_WIDTH:
2631		{
2632			*type = GL_FLOAT;
2633			*numParams = 1;
2634		}
2635		break;
2636	case GL_ALIASED_LINE_WIDTH_RANGE:
2637	case GL_ALIASED_POINT_SIZE_RANGE:
2638	case GL_DEPTH_RANGE:
2639		{
2640			*type = GL_FLOAT;
2641			*numParams = 2;
2642		}
2643		break;
2644	case GL_COLOR_CLEAR_VALUE:
2645	case GL_BLEND_COLOR:
2646		{
2647			*type = GL_FLOAT;
2648			*numParams = 4;
2649		}
2650		break;
2651	case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2652		*type = GL_FLOAT;
2653		*numParams = 1;
2654		break;
2655	default:
2656		return false;
2657	}
2658
2659	return true;
2660}
2661
2662void Context::applyScissor(int width, int height)
2663{
2664	if(mState.scissorTestEnabled)
2665	{
2666		sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2667		scissor.clip(0, 0, width, height);
2668
2669		device->setScissorRect(scissor);
2670		device->setScissorEnable(true);
2671	}
2672	else
2673	{
2674		device->setScissorEnable(false);
2675	}
2676}
2677
2678// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2679bool Context::applyRenderTarget()
2680{
2681	Framebuffer *framebuffer = getDrawFramebuffer();
2682	int width, height, samples;
2683
2684	if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2685	{
2686		return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2687	}
2688
2689	for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2690	{
2691		if(framebuffer->getDrawBuffer(i) != GL_NONE)
2692		{
2693			egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2694			device->setRenderTarget(i, renderTarget);
2695			if(renderTarget) renderTarget->release();
2696		}
2697		else
2698		{
2699			device->setRenderTarget(i, nullptr);
2700		}
2701	}
2702
2703	egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2704	device->setDepthBuffer(depthBuffer);
2705	if(depthBuffer) depthBuffer->release();
2706
2707	egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2708	device->setStencilBuffer(stencilBuffer);
2709	if(stencilBuffer) stencilBuffer->release();
2710
2711	Viewport viewport;
2712	float zNear = clamp01(mState.zNear);
2713	float zFar = clamp01(mState.zFar);
2714
2715	viewport.x0 = mState.viewportX;
2716	viewport.y0 = mState.viewportY;
2717	viewport.width = mState.viewportWidth;
2718	viewport.height = mState.viewportHeight;
2719	viewport.minZ = zNear;
2720	viewport.maxZ = zFar;
2721
2722	device->setViewport(viewport);
2723
2724	applyScissor(width, height);
2725
2726	Program *program = getCurrentProgram();
2727
2728	if(program)
2729	{
2730		GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2731		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2732		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2733		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2734	}
2735
2736	return true;
2737}
2738
2739// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2740void Context::applyState(GLenum drawMode)
2741{
2742	Framebuffer *framebuffer = getDrawFramebuffer();
2743
2744	if(mState.cullFaceEnabled)
2745	{
2746		device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2747	}
2748	else
2749	{
2750		device->setCullMode(sw::CULL_NONE);
2751	}
2752
2753	if(mDepthStateDirty)
2754	{
2755		if(mState.depthTestEnabled)
2756		{
2757			device->setDepthBufferEnable(true);
2758			device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2759		}
2760		else
2761		{
2762			device->setDepthBufferEnable(false);
2763		}
2764
2765		mDepthStateDirty = false;
2766	}
2767
2768	if(mBlendStateDirty)
2769	{
2770		if(mState.blendEnabled)
2771		{
2772			device->setAlphaBlendEnable(true);
2773			device->setSeparateAlphaBlendEnable(true);
2774
2775			device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2776
2777			device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2778			device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2779			device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2780
2781			device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2782			device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2783			device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2784		}
2785		else
2786		{
2787			device->setAlphaBlendEnable(false);
2788		}
2789
2790		mBlendStateDirty = false;
2791	}
2792
2793	if(mStencilStateDirty || mFrontFaceDirty)
2794	{
2795		if(mState.stencilTestEnabled && framebuffer->hasStencil())
2796		{
2797			device->setStencilEnable(true);
2798			device->setTwoSidedStencil(true);
2799
2800			// get the maximum size of the stencil ref
2801			Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2802			GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2803
2804			if(mState.frontFace == GL_CCW)
2805			{
2806				device->setStencilWriteMask(mState.stencilWritemask);
2807				device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2808
2809				device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2810				device->setStencilMask(mState.stencilMask);
2811
2812				device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2813				device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2814				device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2815
2816				device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2817				device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2818
2819				device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2820				device->setStencilMaskCCW(mState.stencilBackMask);
2821
2822				device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2823				device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2824				device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2825			}
2826			else
2827			{
2828				device->setStencilWriteMaskCCW(mState.stencilWritemask);
2829				device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2830
2831				device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2832				device->setStencilMaskCCW(mState.stencilMask);
2833
2834				device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2835				device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2836				device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2837
2838				device->setStencilWriteMask(mState.stencilBackWritemask);
2839				device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2840
2841				device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2842				device->setStencilMask(mState.stencilBackMask);
2843
2844				device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2845				device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2846				device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2847			}
2848		}
2849		else
2850		{
2851			device->setStencilEnable(false);
2852		}
2853
2854		mStencilStateDirty = false;
2855		mFrontFaceDirty = false;
2856	}
2857
2858	if(mMaskStateDirty)
2859	{
2860		for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2861		{
2862			device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2863		}
2864
2865		device->setDepthWriteEnable(mState.depthMask);
2866
2867		mMaskStateDirty = false;
2868	}
2869
2870	if(mPolygonOffsetStateDirty)
2871	{
2872		if(mState.polygonOffsetFillEnabled)
2873		{
2874			Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2875			if(depthbuffer)
2876			{
2877				device->setSlopeDepthBias(mState.polygonOffsetFactor);
2878				float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2879				device->setDepthBias(depthBias);
2880			}
2881		}
2882		else
2883		{
2884			device->setSlopeDepthBias(0);
2885			device->setDepthBias(0);
2886		}
2887
2888		mPolygonOffsetStateDirty = false;
2889	}
2890
2891	if(mSampleStateDirty)
2892	{
2893		if(mState.sampleAlphaToCoverageEnabled)
2894		{
2895			device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2896		}
2897		else
2898		{
2899			device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2900		}
2901
2902		if(mState.sampleCoverageEnabled)
2903		{
2904			unsigned int mask = 0;
2905			if(mState.sampleCoverageValue != 0)
2906			{
2907				int width, height, samples;
2908				framebuffer->completeness(width, height, samples);
2909
2910				float threshold = 0.5f;
2911
2912				for(int i = 0; i < samples; i++)
2913				{
2914					mask <<= 1;
2915
2916					if((i + 1) * mState.sampleCoverageValue >= threshold)
2917					{
2918						threshold += 1.0f;
2919						mask |= 1;
2920					}
2921				}
2922			}
2923
2924			if(mState.sampleCoverageInvert)
2925			{
2926				mask = ~mask;
2927			}
2928
2929			device->setMultiSampleMask(mask);
2930		}
2931		else
2932		{
2933			device->setMultiSampleMask(0xFFFFFFFF);
2934		}
2935
2936		mSampleStateDirty = false;
2937	}
2938
2939	if(mDitherStateDirty)
2940	{
2941	//	UNIMPLEMENTED();   // FIXME
2942
2943		mDitherStateDirty = false;
2944	}
2945
2946	device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2947}
2948
2949GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2950{
2951	TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2952
2953	GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2954	if(err != GL_NO_ERROR)
2955	{
2956		return err;
2957	}
2958
2959	Program *program = getCurrentProgram();
2960
2961	device->resetInputStreams(false);
2962
2963	for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2964	{
2965		if(program->getAttributeStream(i) == -1)
2966		{
2967			continue;
2968		}
2969
2970		sw::Resource *resource = attributes[i].vertexBuffer;
2971		const void *buffer = (char*)resource->data() + attributes[i].offset;
2972
2973		int stride = attributes[i].stride;
2974
2975		buffer = (char*)buffer + stride * base;
2976
2977		sw::Stream attribute(resource, buffer, stride);
2978
2979		attribute.type = attributes[i].type;
2980		attribute.count = attributes[i].count;
2981		attribute.normalized = attributes[i].normalized;
2982
2983		int stream = program->getAttributeStream(i);
2984		device->setInputStream(stream, attribute);
2985	}
2986
2987	return GL_NO_ERROR;
2988}
2989
2990// Applies the indices and element array bindings
2991GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2992{
2993	GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo);
2994
2995	if(err == GL_NO_ERROR)
2996	{
2997		device->setIndexBuffer(indexInfo->indexBuffer);
2998	}
2999
3000	return err;
3001}
3002
3003// Applies the shaders and shader constants
3004void Context::applyShaders()
3005{
3006	Program *programObject = getCurrentProgram();
3007	sw::VertexShader *vertexShader = programObject->getVertexShader();
3008	sw::PixelShader *pixelShader = programObject->getPixelShader();
3009
3010	device->setVertexShader(vertexShader);
3011	device->setPixelShader(pixelShader);
3012
3013	if(programObject->getSerial() != mAppliedProgramSerial)
3014	{
3015		programObject->dirtyAllUniforms();
3016		mAppliedProgramSerial = programObject->getSerial();
3017	}
3018
3019	programObject->applyTransformFeedback(getTransformFeedback());
3020	programObject->applyUniformBuffers(mState.uniformBuffers);
3021	programObject->applyUniforms();
3022}
3023
3024void Context::applyTextures()
3025{
3026	applyTextures(sw::SAMPLER_PIXEL);
3027	applyTextures(sw::SAMPLER_VERTEX);
3028}
3029
3030void Context::applyTextures(sw::SamplerType samplerType)
3031{
3032	Program *programObject = getCurrentProgram();
3033
3034	int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS;   // Range of samplers of given sampler type
3035
3036	for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3037	{
3038		int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex);   // OpenGL texture image unit index
3039
3040		if(textureUnit != -1)
3041		{
3042			TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3043
3044			Texture *texture = getSamplerTexture(textureUnit, textureType);
3045
3046			if(texture->isSamplerComplete())
3047			{
3048				GLenum wrapS, wrapT, wrapR, minFilter, magFilter;
3049				GLfloat minLOD, maxLOD;
3050
3051				Sampler *samplerObject = mState.sampler[textureUnit];
3052				if(samplerObject)
3053				{
3054					wrapS = samplerObject->getWrapS();
3055					wrapT = samplerObject->getWrapT();
3056					wrapR = samplerObject->getWrapR();
3057					minFilter = samplerObject->getMinFilter();
3058					magFilter = samplerObject->getMagFilter();
3059					minLOD = samplerObject->getMinLod();
3060					maxLOD = samplerObject->getMaxLod();
3061				}
3062				else
3063				{
3064					wrapS = texture->getWrapS();
3065					wrapT = texture->getWrapT();
3066					wrapR = texture->getWrapR();
3067					minFilter = texture->getMinFilter();
3068					magFilter = texture->getMagFilter();
3069					minLOD = texture->getMinLOD();
3070					maxLOD = texture->getMaxLOD();
3071				}
3072				GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3073
3074				GLint baseLevel = texture->getBaseLevel();
3075				GLint maxLevel = texture->getMaxLevel();
3076				GLenum swizzleR = texture->getSwizzleR();
3077				GLenum swizzleG = texture->getSwizzleG();
3078				GLenum swizzleB = texture->getSwizzleB();
3079				GLenum swizzleA = texture->getSwizzleA();
3080
3081				device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3082				device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3083				device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3084				device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3085				device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3086				device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3087				device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3088				device->setMinLod(samplerType, samplerIndex, minLOD);
3089				device->setMaxLod(samplerType, samplerIndex, maxLOD);
3090				device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3091				device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3092
3093				device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3094				device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3095				device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3096
3097				applyTexture(samplerType, samplerIndex, texture);
3098			}
3099			else
3100			{
3101				applyTexture(samplerType, samplerIndex, nullptr);
3102			}
3103		}
3104		else
3105		{
3106			applyTexture(samplerType, samplerIndex, nullptr);
3107		}
3108	}
3109}
3110
3111void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3112{
3113	Program *program = getCurrentProgram();
3114	int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3115	bool textureUsed = false;
3116
3117	if(type == sw::SAMPLER_PIXEL)
3118	{
3119		textureUsed = program->getPixelShader()->usesSampler(index);
3120	}
3121	else if(type == sw::SAMPLER_VERTEX)
3122	{
3123		textureUsed = program->getVertexShader()->usesSampler(index);
3124	}
3125	else UNREACHABLE(type);
3126
3127	sw::Resource *resource = 0;
3128
3129	if(baseTexture && textureUsed)
3130	{
3131		resource = baseTexture->getResource();
3132	}
3133
3134	device->setTextureResource(sampler, resource);
3135
3136	if(baseTexture && textureUsed)
3137	{
3138		int levelCount = baseTexture->getLevelCount();
3139
3140		if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
3141		{
3142			Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3143
3144			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3145			{
3146				int surfaceLevel = mipmapLevel;
3147
3148				if(surfaceLevel < 0)
3149				{
3150					surfaceLevel = 0;
3151				}
3152				else if(surfaceLevel >= levelCount)
3153				{
3154					surfaceLevel = levelCount - 1;
3155				}
3156
3157				egl::Image *surface = texture->getImage(surfaceLevel);
3158				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3159			}
3160		}
3161		else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES)
3162		{
3163			Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3164
3165			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3166			{
3167				int surfaceLevel = mipmapLevel;
3168
3169				if(surfaceLevel < 0)
3170				{
3171					surfaceLevel = 0;
3172				}
3173				else if(surfaceLevel >= levelCount)
3174				{
3175					surfaceLevel = levelCount - 1;
3176				}
3177
3178				egl::Image *surface = texture->getImage(surfaceLevel);
3179				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3180			}
3181		}
3182		else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY)
3183		{
3184			Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3185
3186			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3187			{
3188				int surfaceLevel = mipmapLevel;
3189
3190				if(surfaceLevel < 0)
3191				{
3192					surfaceLevel = 0;
3193				}
3194				else if(surfaceLevel >= levelCount)
3195				{
3196					surfaceLevel = levelCount - 1;
3197				}
3198
3199				egl::Image *surface = texture->getImage(surfaceLevel);
3200				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3201			}
3202		}
3203		else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP)
3204		{
3205			for(int face = 0; face < 6; face++)
3206			{
3207				TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3208
3209				for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3210				{
3211					int surfaceLevel = mipmapLevel;
3212
3213					if(surfaceLevel < 0)
3214					{
3215						surfaceLevel = 0;
3216					}
3217					else if(surfaceLevel >= levelCount)
3218					{
3219						surfaceLevel = levelCount - 1;
3220					}
3221
3222					egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3223					device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3224				}
3225			}
3226		}
3227		else UNIMPLEMENTED();
3228	}
3229	else
3230	{
3231		device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3232	}
3233}
3234
3235void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3236{
3237	Framebuffer *framebuffer = getReadFramebuffer();
3238	int framebufferWidth, framebufferHeight, framebufferSamples;
3239
3240	if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3241	{
3242		return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3243	}
3244
3245	if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3246	{
3247		return error(GL_INVALID_OPERATION);
3248	}
3249
3250	GLenum readFormat = GL_NONE;
3251	GLenum readType = GL_NONE;
3252	switch(format)
3253	{
3254	case GL_DEPTH_COMPONENT:
3255		readFormat = framebuffer->getDepthReadFormat();
3256		readType = framebuffer->getDepthReadType();
3257		break;
3258	default:
3259		readFormat = framebuffer->getImplementationColorReadFormat();
3260		readType = framebuffer->getImplementationColorReadType();
3261		break;
3262	}
3263
3264	if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion))
3265	{
3266		return error(GL_INVALID_OPERATION);
3267	}
3268
3269	GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width;
3270	GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment);
3271	GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight;
3272	pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3273	pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels);
3274
3275	// Sized query sanity check
3276	if(bufSize)
3277	{
3278		int requiredSize = outputPitch * height;
3279		if(requiredSize > *bufSize)
3280		{
3281			return error(GL_INVALID_OPERATION);
3282		}
3283	}
3284
3285	egl::Image *renderTarget = nullptr;
3286	switch(format)
3287	{
3288	case GL_DEPTH_COMPONENT:
3289		renderTarget = framebuffer->getDepthBuffer();
3290		break;
3291	default:
3292		renderTarget = framebuffer->getReadRenderTarget();
3293		break;
3294	}
3295
3296	if(!renderTarget)
3297	{
3298		return error(GL_INVALID_OPERATION);
3299	}
3300
3301	sw::Rect rect = {x, y, x + width, y + height};
3302	sw::Rect dstRect = { 0, 0, width, height };
3303	rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
3304
3305	sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3306	sw::SliceRect sliceRect(rect);
3307	sw::SliceRect dstSliceRect(dstRect);
3308	device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false);
3309
3310	renderTarget->release();
3311}
3312
3313void Context::clear(GLbitfield mask)
3314{
3315	if(mState.rasterizerDiscardEnabled)
3316	{
3317		return;
3318	}
3319
3320	Framebuffer *framebuffer = getDrawFramebuffer();
3321
3322	if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3323	{
3324		return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3325	}
3326
3327	if(!applyRenderTarget())
3328	{
3329		return;
3330	}
3331
3332	if(mask & GL_COLOR_BUFFER_BIT)
3333	{
3334		unsigned int rgbaMask = getColorMask();
3335
3336		if(rgbaMask != 0)
3337		{
3338			device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3339		}
3340	}
3341
3342	if(mask & GL_DEPTH_BUFFER_BIT)
3343	{
3344		if(mState.depthMask != 0)
3345		{
3346			float depth = clamp01(mState.depthClearValue);
3347			device->clearDepth(depth);
3348		}
3349	}
3350
3351	if(mask & GL_STENCIL_BUFFER_BIT)
3352	{
3353		if(mState.stencilWritemask != 0)
3354		{
3355			int stencil = mState.stencilClearValue & 0x000000FF;
3356			device->clearStencil(stencil, mState.stencilWritemask);
3357		}
3358	}
3359}
3360
3361void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3362{
3363	unsigned int rgbaMask = getColorMask();
3364	if(rgbaMask && !mState.rasterizerDiscardEnabled)
3365	{
3366		Framebuffer *framebuffer = getDrawFramebuffer();
3367		egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3368
3369		if(colorbuffer)
3370		{
3371			sw::SliceRect clearRect = colorbuffer->getRect();
3372
3373			if(mState.scissorTestEnabled)
3374			{
3375				clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3376			}
3377
3378			device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3379
3380			colorbuffer->release();
3381		}
3382	}
3383}
3384
3385void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3386{
3387	clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3388}
3389
3390void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3391{
3392	clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3393}
3394
3395void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3396{
3397	clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3398}
3399
3400void Context::clearDepthBuffer(const GLfloat value)
3401{
3402	if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3403	{
3404		Framebuffer *framebuffer = getDrawFramebuffer();
3405		egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3406
3407		if(depthbuffer)
3408		{
3409			float depth = clamp01(value);
3410			sw::SliceRect clearRect = depthbuffer->getRect();
3411
3412			if(mState.scissorTestEnabled)
3413			{
3414				clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3415			}
3416
3417			depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3418
3419			depthbuffer->release();
3420		}
3421	}
3422}
3423
3424void Context::clearStencilBuffer(const GLint value)
3425{
3426	if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3427	{
3428		Framebuffer *framebuffer = getDrawFramebuffer();
3429		egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3430
3431		if(stencilbuffer)
3432		{
3433			unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3434			sw::SliceRect clearRect = stencilbuffer->getRect();
3435
3436			if(mState.scissorTestEnabled)
3437			{
3438				clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3439			}
3440
3441			stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3442
3443			stencilbuffer->release();
3444		}
3445	}
3446}
3447
3448void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3449{
3450	if(!mState.currentProgram)
3451	{
3452		return error(GL_INVALID_OPERATION);
3453	}
3454
3455	sw::DrawType primitiveType;
3456	int primitiveCount;
3457	int verticesPerPrimitive;
3458
3459	if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3460		return error(GL_INVALID_ENUM);
3461
3462	if(primitiveCount <= 0)
3463	{
3464		return;
3465	}
3466
3467	if(!applyRenderTarget())
3468	{
3469		return;
3470	}
3471
3472	applyState(mode);
3473
3474	for(int i = 0; i < instanceCount; ++i)
3475	{
3476		device->setInstanceID(i);
3477
3478		GLenum err = applyVertexBuffer(0, first, count, i);
3479		if(err != GL_NO_ERROR)
3480		{
3481			return error(err);
3482		}
3483
3484		applyShaders();
3485		applyTextures();
3486
3487		if(!getCurrentProgram()->validateSamplers(false))
3488		{
3489			return error(GL_INVALID_OPERATION);
3490		}
3491
3492		TransformFeedback* transformFeedback = getTransformFeedback();
3493		if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3494		{
3495			device->drawPrimitive(primitiveType, primitiveCount);
3496		}
3497		if(transformFeedback)
3498		{
3499			transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3500		}
3501	}
3502}
3503
3504void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3505{
3506	if(!mState.currentProgram)
3507	{
3508		return error(GL_INVALID_OPERATION);
3509	}
3510
3511	if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3512	{
3513		return error(GL_INVALID_OPERATION);
3514	}
3515
3516	sw::DrawType primitiveType;
3517	int primitiveCount;
3518	int verticesPerPrimitive;
3519
3520	if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3521		return error(GL_INVALID_ENUM);
3522
3523	if(primitiveCount <= 0)
3524	{
3525		return;
3526	}
3527
3528	if(!applyRenderTarget())
3529	{
3530		return;
3531	}
3532
3533	applyState(mode);
3534
3535	for(int i = 0; i < instanceCount; ++i)
3536	{
3537		device->setInstanceID(i);
3538
3539		TranslatedIndexData indexInfo;
3540		GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3541		if(err != GL_NO_ERROR)
3542		{
3543			return error(err);
3544		}
3545
3546		GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3547		err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3548		if(err != GL_NO_ERROR)
3549		{
3550			return error(err);
3551		}
3552
3553		applyShaders();
3554		applyTextures();
3555
3556		if(!getCurrentProgram()->validateSamplers(false))
3557		{
3558			return error(GL_INVALID_OPERATION);
3559		}
3560
3561		TransformFeedback* transformFeedback = getTransformFeedback();
3562		if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3563		{
3564			device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount);
3565		}
3566		if(transformFeedback)
3567		{
3568			transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3569		}
3570	}
3571}
3572
3573void Context::finish()
3574{
3575	device->finish();
3576}
3577
3578void Context::flush()
3579{
3580	// We don't queue anything without processing it as fast as possible
3581}
3582
3583void Context::recordInvalidEnum()
3584{
3585	mInvalidEnum = true;
3586}
3587
3588void Context::recordInvalidValue()
3589{
3590	mInvalidValue = true;
3591}
3592
3593void Context::recordInvalidOperation()
3594{
3595	mInvalidOperation = true;
3596}
3597
3598void Context::recordOutOfMemory()
3599{
3600	mOutOfMemory = true;
3601}
3602
3603void Context::recordInvalidFramebufferOperation()
3604{
3605	mInvalidFramebufferOperation = true;
3606}
3607
3608// Get one of the recorded errors and clear its flag, if any.
3609// [OpenGL ES 2.0.24] section 2.5 page 13.
3610GLenum Context::getError()
3611{
3612	if(mInvalidEnum)
3613	{
3614		mInvalidEnum = false;
3615
3616		return GL_INVALID_ENUM;
3617	}
3618
3619	if(mInvalidValue)
3620	{
3621		mInvalidValue = false;
3622
3623		return GL_INVALID_VALUE;
3624	}
3625
3626	if(mInvalidOperation)
3627	{
3628		mInvalidOperation = false;
3629
3630		return GL_INVALID_OPERATION;
3631	}
3632
3633	if(mOutOfMemory)
3634	{
3635		mOutOfMemory = false;
3636
3637		return GL_OUT_OF_MEMORY;
3638	}
3639
3640	if(mInvalidFramebufferOperation)
3641	{
3642		mInvalidFramebufferOperation = false;
3643
3644		return GL_INVALID_FRAMEBUFFER_OPERATION;
3645	}
3646
3647	return GL_NO_ERROR;
3648}
3649
3650int Context::getSupportedMultisampleCount(int requested)
3651{
3652	int supported = 0;
3653
3654	for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3655	{
3656		if(supported >= requested)
3657		{
3658			return supported;
3659		}
3660
3661		supported = multisampleCount[i];
3662	}
3663
3664	return supported;
3665}
3666
3667void Context::detachBuffer(GLuint buffer)
3668{
3669	// [OpenGL ES 2.0.24] section 2.9 page 22:
3670	// If a buffer object is deleted while it is bound, all bindings to that object in the current context
3671	// (i.e. in the thread that called Delete-Buffers) are reset to zero.
3672
3673	if(mState.copyReadBuffer.name() == buffer)
3674	{
3675		mState.copyReadBuffer = nullptr;
3676	}
3677
3678	if(mState.copyWriteBuffer.name() == buffer)
3679	{
3680		mState.copyWriteBuffer = nullptr;
3681	}
3682
3683	if(mState.pixelPackBuffer.name() == buffer)
3684	{
3685		mState.pixelPackBuffer = nullptr;
3686	}
3687
3688	if(mState.pixelUnpackBuffer.name() == buffer)
3689	{
3690		mState.pixelUnpackBuffer = nullptr;
3691	}
3692
3693	if(mState.genericUniformBuffer.name() == buffer)
3694	{
3695		mState.genericUniformBuffer = nullptr;
3696	}
3697
3698	if(getArrayBufferName() == buffer)
3699	{
3700		mState.arrayBuffer = nullptr;
3701	}
3702
3703	// Only detach from the current transform feedback
3704	TransformFeedback* currentTransformFeedback = getTransformFeedback();
3705	if(currentTransformFeedback)
3706	{
3707		currentTransformFeedback->detachBuffer(buffer);
3708	}
3709
3710	// Only detach from the current vertex array
3711	VertexArray* currentVertexArray = getCurrentVertexArray();
3712	if(currentVertexArray)
3713	{
3714		currentVertexArray->detachBuffer(buffer);
3715	}
3716
3717	for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3718	{
3719		if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3720		{
3721			mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3722		}
3723	}
3724}
3725
3726void Context::detachTexture(GLuint texture)
3727{
3728	// [OpenGL ES 2.0.24] section 3.8 page 84:
3729	// If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3730	// rebound to texture object zero
3731
3732	for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3733	{
3734		for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3735		{
3736			if(mState.samplerTexture[type][sampler].name() == texture)
3737			{
3738				mState.samplerTexture[type][sampler] = nullptr;
3739			}
3740		}
3741	}
3742
3743	// [OpenGL ES 2.0.24] section 4.4 page 112:
3744	// If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3745	// as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3746	// image was attached in the currently bound framebuffer.
3747
3748	Framebuffer *readFramebuffer = getReadFramebuffer();
3749	Framebuffer *drawFramebuffer = getDrawFramebuffer();
3750
3751	if(readFramebuffer)
3752	{
3753		readFramebuffer->detachTexture(texture);
3754	}
3755
3756	if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3757	{
3758		drawFramebuffer->detachTexture(texture);
3759	}
3760}
3761
3762void Context::detachFramebuffer(GLuint framebuffer)
3763{
3764	// [OpenGL ES 2.0.24] section 4.4 page 107:
3765	// If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3766	// BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3767
3768	if(mState.readFramebuffer == framebuffer)
3769	{
3770		bindReadFramebuffer(0);
3771	}
3772
3773	if(mState.drawFramebuffer == framebuffer)
3774	{
3775		bindDrawFramebuffer(0);
3776	}
3777}
3778
3779void Context::detachRenderbuffer(GLuint renderbuffer)
3780{
3781	// [OpenGL ES 2.0.24] section 4.4 page 109:
3782	// If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3783	// had been executed with the target RENDERBUFFER and name of zero.
3784
3785	if(mState.renderbuffer.name() == renderbuffer)
3786	{
3787		bindRenderbuffer(0);
3788	}
3789
3790	// [OpenGL ES 2.0.24] section 4.4 page 111:
3791	// If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3792	// then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3793	// point to which this image was attached in the currently bound framebuffer.
3794
3795	Framebuffer *readFramebuffer = getReadFramebuffer();
3796	Framebuffer *drawFramebuffer = getDrawFramebuffer();
3797
3798	if(readFramebuffer)
3799	{
3800		readFramebuffer->detachRenderbuffer(renderbuffer);
3801	}
3802
3803	if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3804	{
3805		drawFramebuffer->detachRenderbuffer(renderbuffer);
3806	}
3807}
3808
3809void Context::detachSampler(GLuint sampler)
3810{
3811	// [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3812	// If a sampler object that is currently bound to one or more texture units is
3813	// deleted, it is as though BindSampler is called once for each texture unit to
3814	// which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3815	for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3816	{
3817		gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3818		if(samplerBinding.name() == sampler)
3819		{
3820			samplerBinding = nullptr;
3821		}
3822	}
3823}
3824
3825bool Context::cullSkipsDraw(GLenum drawMode)
3826{
3827	return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3828}
3829
3830bool Context::isTriangleMode(GLenum drawMode)
3831{
3832	switch(drawMode)
3833	{
3834	case GL_TRIANGLES:
3835	case GL_TRIANGLE_FAN:
3836	case GL_TRIANGLE_STRIP:
3837		return true;
3838	case GL_POINTS:
3839	case GL_LINES:
3840	case GL_LINE_LOOP:
3841	case GL_LINE_STRIP:
3842		return false;
3843	default: UNREACHABLE(drawMode);
3844	}
3845
3846	return false;
3847}
3848
3849void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3850{
3851	ASSERT(index < MAX_VERTEX_ATTRIBS);
3852
3853	mState.vertexAttribute[index].setCurrentValue(values);
3854
3855	mVertexDataManager->dirtyCurrentValue(index);
3856}
3857
3858void Context::setVertexAttrib(GLuint index, const GLint *values)
3859{
3860	ASSERT(index < MAX_VERTEX_ATTRIBS);
3861
3862	mState.vertexAttribute[index].setCurrentValue(values);
3863
3864	mVertexDataManager->dirtyCurrentValue(index);
3865}
3866
3867void Context::setVertexAttrib(GLuint index, const GLuint *values)
3868{
3869	ASSERT(index < MAX_VERTEX_ATTRIBS);
3870
3871	mState.vertexAttribute[index].setCurrentValue(values);
3872
3873	mVertexDataManager->dirtyCurrentValue(index);
3874}
3875
3876void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3877                              GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3878                              GLbitfield mask)
3879{
3880	Framebuffer *readFramebuffer = getReadFramebuffer();
3881	Framebuffer *drawFramebuffer = getDrawFramebuffer();
3882
3883	int readBufferWidth, readBufferHeight, readBufferSamples;
3884	int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3885
3886	if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3887	   !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3888	{
3889		return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3890	}
3891
3892	if(drawBufferSamples > 1)
3893	{
3894		return error(GL_INVALID_OPERATION);
3895	}
3896
3897	sw::SliceRect sourceRect;
3898	sw::SliceRect destRect;
3899	bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3900	bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3901
3902	if(srcX0 < srcX1)
3903	{
3904		sourceRect.x0 = srcX0;
3905		sourceRect.x1 = srcX1;
3906	}
3907	else
3908	{
3909		sourceRect.x0 = srcX1;
3910		sourceRect.x1 = srcX0;
3911	}
3912
3913	if(dstX0 < dstX1)
3914	{
3915		destRect.x0 = dstX0;
3916		destRect.x1 = dstX1;
3917	}
3918	else
3919	{
3920		destRect.x0 = dstX1;
3921		destRect.x1 = dstX0;
3922	}
3923
3924	if(srcY0 < srcY1)
3925	{
3926		sourceRect.y0 = srcY0;
3927		sourceRect.y1 = srcY1;
3928	}
3929	else
3930	{
3931		sourceRect.y0 = srcY1;
3932		sourceRect.y1 = srcY0;
3933	}
3934
3935	if(dstY0 < dstY1)
3936	{
3937		destRect.y0 = dstY0;
3938		destRect.y1 = dstY1;
3939	}
3940	else
3941	{
3942		destRect.y0 = dstY1;
3943		destRect.y1 = dstY0;
3944	}
3945
3946	sw::Rect sourceScissoredRect = sourceRect;
3947	sw::Rect destScissoredRect = destRect;
3948
3949	if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test
3950	{
3951		if(destRect.x0 < mState.scissorX)
3952		{
3953			int xDiff = mState.scissorX - destRect.x0;
3954			destScissoredRect.x0 = mState.scissorX;
3955			sourceScissoredRect.x0 += xDiff;
3956		}
3957
3958		if(destRect.x1 > mState.scissorX + mState.scissorWidth)
3959		{
3960			int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth);
3961			destScissoredRect.x1 = mState.scissorX + mState.scissorWidth;
3962			sourceScissoredRect.x1 -= xDiff;
3963		}
3964
3965		if(destRect.y0 < mState.scissorY)
3966		{
3967			int yDiff = mState.scissorY - destRect.y0;
3968			destScissoredRect.y0 = mState.scissorY;
3969			sourceScissoredRect.y0 += yDiff;
3970		}
3971
3972		if(destRect.y1 > mState.scissorY + mState.scissorHeight)
3973		{
3974			int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight);
3975			destScissoredRect.y1 = mState.scissorY + mState.scissorHeight;
3976			sourceScissoredRect.y1 -= yDiff;
3977		}
3978	}
3979
3980	sw::Rect sourceTrimmedRect = sourceScissoredRect;
3981	sw::Rect destTrimmedRect = destScissoredRect;
3982
3983	// The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3984	// the actual draw and read surfaces.
3985	if(sourceTrimmedRect.x0 < 0)
3986	{
3987		int xDiff = 0 - sourceTrimmedRect.x0;
3988		sourceTrimmedRect.x0 = 0;
3989		destTrimmedRect.x0 += xDiff;
3990	}
3991
3992	if(sourceTrimmedRect.x1 > readBufferWidth)
3993	{
3994		int xDiff = sourceTrimmedRect.x1 - readBufferWidth;
3995		sourceTrimmedRect.x1 = readBufferWidth;
3996		destTrimmedRect.x1 -= xDiff;
3997	}
3998
3999	if(sourceTrimmedRect.y0 < 0)
4000	{
4001		int yDiff = 0 - sourceTrimmedRect.y0;
4002		sourceTrimmedRect.y0 = 0;
4003		destTrimmedRect.y0 += yDiff;
4004	}
4005
4006	if(sourceTrimmedRect.y1 > readBufferHeight)
4007	{
4008		int yDiff = sourceTrimmedRect.y1 - readBufferHeight;
4009		sourceTrimmedRect.y1 = readBufferHeight;
4010		destTrimmedRect.y1 -= yDiff;
4011	}
4012
4013	if(destTrimmedRect.x0 < 0)
4014	{
4015		int xDiff = 0 - destTrimmedRect.x0;
4016		destTrimmedRect.x0 = 0;
4017		sourceTrimmedRect.x0 += xDiff;
4018	}
4019
4020	if(destTrimmedRect.x1 > drawBufferWidth)
4021	{
4022		int xDiff = destTrimmedRect.x1 - drawBufferWidth;
4023		destTrimmedRect.x1 = drawBufferWidth;
4024		sourceTrimmedRect.x1 -= xDiff;
4025	}
4026
4027	if(destTrimmedRect.y0 < 0)
4028	{
4029		int yDiff = 0 - destTrimmedRect.y0;
4030		destTrimmedRect.y0 = 0;
4031		sourceTrimmedRect.y0 += yDiff;
4032	}
4033
4034	if(destTrimmedRect.y1 > drawBufferHeight)
4035	{
4036		int yDiff = destTrimmedRect.y1 - drawBufferHeight;
4037		destTrimmedRect.y1 = drawBufferHeight;
4038		sourceTrimmedRect.y1 -= yDiff;
4039	}
4040
4041	bool partialBufferCopy = false;
4042
4043	if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4044	   sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4045	   destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4046	   destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4047	   sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4048	{
4049		partialBufferCopy = true;
4050	}
4051
4052	bool blitRenderTarget = false;
4053	bool blitDepthStencil = false;
4054
4055	if(mask & GL_COLOR_BUFFER_BIT)
4056	{
4057		GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex());
4058		GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4059		const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4060		const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4061		if(!validReadType || !validDrawType)
4062		{
4063			return error(GL_INVALID_OPERATION);
4064		}
4065
4066		if(partialBufferCopy && readBufferSamples > 1)
4067		{
4068			return error(GL_INVALID_OPERATION);
4069		}
4070
4071		blitRenderTarget = true;
4072	}
4073
4074	if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4075	{
4076		Renderbuffer *readDSBuffer = nullptr;
4077		Renderbuffer *drawDSBuffer = nullptr;
4078
4079		if(mask & GL_DEPTH_BUFFER_BIT)
4080		{
4081			if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4082			{
4083				if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType())
4084				{
4085					return error(GL_INVALID_OPERATION);
4086				}
4087
4088				blitDepthStencil = true;
4089				readDSBuffer = readFramebuffer->getDepthbuffer();
4090				drawDSBuffer = drawFramebuffer->getDepthbuffer();
4091			}
4092		}
4093
4094		if(mask & GL_STENCIL_BUFFER_BIT)
4095		{
4096			if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4097			{
4098				if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType())
4099				{
4100					return error(GL_INVALID_OPERATION);
4101				}
4102
4103				blitDepthStencil = true;
4104				readDSBuffer = readFramebuffer->getStencilbuffer();
4105				drawDSBuffer = drawFramebuffer->getStencilbuffer();
4106			}
4107		}
4108
4109		if(partialBufferCopy)
4110		{
4111			ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
4112			return error(GL_INVALID_OPERATION);   // Only whole-buffer copies are permitted
4113		}
4114
4115		if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4116		   (readDSBuffer && readDSBuffer->getSamples() > 1))
4117		{
4118			return error(GL_INVALID_OPERATION);
4119		}
4120	}
4121
4122	if(blitRenderTarget || blitDepthStencil)
4123	{
4124		if(blitRenderTarget)
4125		{
4126			egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4127			egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4128
4129			if(flipX)
4130			{
4131				swap(destRect.x0, destRect.x1);
4132			}
4133			if(flipy)
4134			{
4135				swap(destRect.y0, destRect.y1);
4136			}
4137
4138			bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false);
4139
4140			readRenderTarget->release();
4141			drawRenderTarget->release();
4142
4143			if(!success)
4144			{
4145				ERR("BlitFramebuffer failed.");
4146				return;
4147			}
4148		}
4149
4150		if(blitDepthStencil)
4151		{
4152			bool success = device->stretchRect(readFramebuffer->getDepthBuffer(), nullptr, drawFramebuffer->getDepthBuffer(), nullptr, false);
4153
4154			if(!success)
4155			{
4156				ERR("BlitFramebuffer failed.");
4157				return;
4158			}
4159		}
4160	}
4161}
4162
4163void Context::bindTexImage(egl::Surface *surface)
4164{
4165	es2::Texture2D *textureObject = getTexture2D();
4166
4167	if(textureObject)
4168	{
4169		textureObject->bindTexImage(surface);
4170	}
4171}
4172
4173EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4174{
4175	GLenum textureTarget = GL_NONE;
4176
4177	switch(target)
4178	{
4179	case EGL_GL_TEXTURE_2D_KHR:
4180		textureTarget = GL_TEXTURE_2D;
4181		break;
4182	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4183	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4184	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4185	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4186	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4187	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4188		textureTarget = GL_TEXTURE_CUBE_MAP;
4189		break;
4190	case EGL_GL_RENDERBUFFER_KHR:
4191		break;
4192	default:
4193		return EGL_BAD_PARAMETER;
4194	}
4195
4196	if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4197	{
4198		return EGL_BAD_MATCH;
4199	}
4200
4201	if(textureTarget != GL_NONE)
4202	{
4203		es2::Texture *texture = getTexture(name);
4204
4205		if(!texture || texture->getTarget() != textureTarget)
4206		{
4207			return EGL_BAD_PARAMETER;
4208		}
4209
4210		if(texture->isShared(textureTarget, textureLevel))   // Bound to an EGLSurface or already an EGLImage sibling
4211		{
4212			return EGL_BAD_ACCESS;
4213		}
4214
4215		if(textureLevel != 0 && !texture->isSamplerComplete())
4216		{
4217			return EGL_BAD_PARAMETER;
4218		}
4219
4220		if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1))
4221		{
4222			return EGL_BAD_PARAMETER;
4223		}
4224	}
4225	else if(target == EGL_GL_RENDERBUFFER_KHR)
4226	{
4227		es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4228
4229		if(!renderbuffer)
4230		{
4231			return EGL_BAD_PARAMETER;
4232		}
4233
4234		if(renderbuffer->isShared())   // Already an EGLImage sibling
4235		{
4236			return EGL_BAD_ACCESS;
4237		}
4238	}
4239	else UNREACHABLE(target);
4240
4241	return EGL_SUCCESS;
4242}
4243
4244egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4245{
4246	GLenum textureTarget = GL_NONE;
4247
4248	switch(target)
4249	{
4250	case EGL_GL_TEXTURE_2D_KHR:                  textureTarget = GL_TEXTURE_2D;                  break;
4251	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4252	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4253	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4254	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4255	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4256	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4257	}
4258
4259	if(textureTarget != GL_NONE)
4260	{
4261		es2::Texture *texture = getTexture(name);
4262
4263		return texture->createSharedImage(textureTarget, textureLevel);
4264	}
4265	else if(target == EGL_GL_RENDERBUFFER_KHR)
4266	{
4267		es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4268
4269		return renderbuffer->createSharedImage();
4270	}
4271	else UNREACHABLE(target);
4272
4273	return nullptr;
4274}
4275
4276egl::Image *Context::getSharedImage(GLeglImageOES image)
4277{
4278	return display->getSharedImage(image);
4279}
4280
4281Device *Context::getDevice()
4282{
4283	return device;
4284}
4285
4286const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const
4287{
4288	// Keep list sorted in following order:
4289	// OES extensions
4290	// EXT extensions
4291	// Vendor extensions
4292	static const GLubyte* extensions[] = {
4293		(const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture",
4294		(const GLubyte*)"GL_OES_depth24",
4295		(const GLubyte*)"GL_OES_depth32",
4296		(const GLubyte*)"GL_OES_depth_texture",
4297		(const GLubyte*)"GL_OES_depth_texture_cube_map",
4298		(const GLubyte*)"GL_OES_EGL_image",
4299		(const GLubyte*)"GL_OES_EGL_image_external",
4300		(const GLubyte*)"GL_OES_EGL_sync",
4301		(const GLubyte*)"GL_OES_element_index_uint",
4302		(const GLubyte*)"GL_OES_framebuffer_object",
4303		(const GLubyte*)"GL_OES_packed_depth_stencil",
4304		(const GLubyte*)"GL_OES_rgb8_rgba8",
4305		(const GLubyte*)"GL_OES_standard_derivatives",
4306		(const GLubyte*)"GL_OES_texture_float",
4307		(const GLubyte*)"GL_OES_texture_float_linear",
4308		(const GLubyte*)"GL_OES_texture_half_float",
4309		(const GLubyte*)"GL_OES_texture_half_float_linear",
4310		(const GLubyte*)"GL_OES_texture_npot",
4311		(const GLubyte*)"GL_OES_texture_3D",
4312		(const GLubyte*)"GL_EXT_blend_minmax",
4313		(const GLubyte*)"GL_EXT_color_buffer_half_float",
4314		(const GLubyte*)"GL_EXT_draw_buffers",
4315		(const GLubyte*)"GL_EXT_occlusion_query_boolean",
4316		(const GLubyte*)"GL_EXT_read_format_bgra",
4317#if (S3TC_SUPPORT)
4318		(const GLubyte*)"GL_EXT_texture_compression_dxt1",
4319#endif
4320		(const GLubyte*)"GL_EXT_texture_filter_anisotropic",
4321		(const GLubyte*)"GL_EXT_texture_format_BGRA8888",
4322		(const GLubyte*)"GL_ANGLE_framebuffer_blit",
4323		(const GLubyte*)"GL_NV_framebuffer_blit",
4324		(const GLubyte*)"GL_ANGLE_framebuffer_multisample",
4325#if (S3TC_SUPPORT)
4326		(const GLubyte*)"GL_ANGLE_texture_compression_dxt3",
4327		(const GLubyte*)"GL_ANGLE_texture_compression_dxt5",
4328#endif
4329		(const GLubyte*)"GL_NV_fence",
4330		(const GLubyte*)"GL_NV_read_depth",
4331		(const GLubyte*)"GL_EXT_instanced_arrays",
4332		(const GLubyte*)"GL_ANGLE_instanced_arrays",
4333	};
4334	static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions);
4335
4336	if(numExt)
4337	{
4338		*numExt = numExtensions;
4339		return nullptr;
4340	}
4341
4342	if(index == GL_INVALID_INDEX)
4343	{
4344		static GLubyte* extensionsCat = nullptr;
4345		if(!extensionsCat && (numExtensions > 0))
4346		{
4347			size_t totalLength = numExtensions; // 1 space between each extension name + terminating null
4348			for(unsigned int i = 0; i < numExtensions; i++)
4349			{
4350				totalLength += strlen(reinterpret_cast<const char*>(extensions[i]));
4351			}
4352			extensionsCat = new GLubyte[totalLength];
4353			extensionsCat[0] = '\0';
4354			for(unsigned int i = 0; i < numExtensions; i++)
4355			{
4356				if(i != 0)
4357				{
4358					strcat(reinterpret_cast<char*>(extensionsCat), " ");
4359				}
4360				strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i]));
4361			}
4362		}
4363		return extensionsCat;
4364	}
4365
4366	if(index >= numExtensions)
4367	{
4368		return nullptr;
4369	}
4370
4371	return extensions[index];
4372}
4373
4374}
4375
4376egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion)
4377{
4378	ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion);   // Should be checked by eglCreateContext
4379	return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion);
4380}
4381