Context.cpp revision 7b2403b10229b4e66b2441cbd863c59de32c5814
1// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2//
3// Licensed under the Apache License, Version 2.0 (the "License");
4// you may not use this file except in compliance with the License.
5// You may obtain a copy of the License at
6//
7//    http://www.apache.org/licenses/LICENSE-2.0
8//
9// Unless required by applicable law or agreed to in writing, software
10// distributed under the License is distributed on an "AS IS" BASIS,
11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12// See the License for the specific language governing permissions and
13// limitations under the License.
14
15// Context.cpp: Implements the es2::Context class, managing all GL state and performing
16// rendering operations. It is the GLES2 specific implementation of EGLContext.
17
18#include "Context.h"
19
20#include "main.h"
21#include "mathutil.h"
22#include "utilities.h"
23#include "ResourceManager.h"
24#include "Buffer.h"
25#include "Fence.h"
26#include "Framebuffer.h"
27#include "Program.h"
28#include "Query.h"
29#include "Renderbuffer.h"
30#include "Sampler.h"
31#include "Shader.h"
32#include "Texture.h"
33#include "TransformFeedback.h"
34#include "VertexArray.h"
35#include "VertexDataManager.h"
36#include "IndexDataManager.h"
37#include "libEGL/Display.h"
38#include "libEGL/Surface.h"
39#include "Common/Half.hpp"
40
41#include <EGL/eglext.h>
42
43namespace es2
44{
45Context::Context(const egl::Config *config, const Context *shareContext, EGLint clientVersion)
46	: clientVersion(clientVersion), mConfig(config)
47{
48	sw::Context *context = new sw::Context();
49	device = new es2::Device(context);
50
51	setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
52
53	mState.depthClearValue = 1.0f;
54	mState.stencilClearValue = 0;
55
56	mState.cullFaceEnabled = false;
57	mState.cullMode = GL_BACK;
58	mState.frontFace = GL_CCW;
59	mState.depthTestEnabled = false;
60	mState.depthFunc = GL_LESS;
61	mState.blendEnabled = false;
62	mState.sourceBlendRGB = GL_ONE;
63	mState.sourceBlendAlpha = GL_ONE;
64	mState.destBlendRGB = GL_ZERO;
65	mState.destBlendAlpha = GL_ZERO;
66	mState.blendEquationRGB = GL_FUNC_ADD;
67	mState.blendEquationAlpha = GL_FUNC_ADD;
68	mState.blendColor.red = 0;
69	mState.blendColor.green = 0;
70	mState.blendColor.blue = 0;
71	mState.blendColor.alpha = 0;
72	mState.stencilTestEnabled = false;
73	mState.stencilFunc = GL_ALWAYS;
74	mState.stencilRef = 0;
75	mState.stencilMask = -1;
76	mState.stencilWritemask = -1;
77	mState.stencilBackFunc = GL_ALWAYS;
78	mState.stencilBackRef = 0;
79	mState.stencilBackMask = - 1;
80	mState.stencilBackWritemask = -1;
81	mState.stencilFail = GL_KEEP;
82	mState.stencilPassDepthFail = GL_KEEP;
83	mState.stencilPassDepthPass = GL_KEEP;
84	mState.stencilBackFail = GL_KEEP;
85	mState.stencilBackPassDepthFail = GL_KEEP;
86	mState.stencilBackPassDepthPass = GL_KEEP;
87	mState.polygonOffsetFillEnabled = false;
88	mState.polygonOffsetFactor = 0.0f;
89	mState.polygonOffsetUnits = 0.0f;
90	mState.sampleAlphaToCoverageEnabled = false;
91	mState.sampleCoverageEnabled = false;
92	mState.sampleCoverageValue = 1.0f;
93	mState.sampleCoverageInvert = false;
94	mState.scissorTestEnabled = false;
95	mState.ditherEnabled = true;
96	mState.primitiveRestartFixedIndexEnabled = false;
97	mState.rasterizerDiscardEnabled = false;
98	mState.generateMipmapHint = GL_DONT_CARE;
99	mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
100
101	mState.lineWidth = 1.0f;
102
103	mState.viewportX = 0;
104	mState.viewportY = 0;
105	mState.viewportWidth = 0;
106	mState.viewportHeight = 0;
107	mState.zNear = 0.0f;
108	mState.zFar = 1.0f;
109
110	mState.scissorX = 0;
111	mState.scissorY = 0;
112	mState.scissorWidth = 0;
113	mState.scissorHeight = 0;
114
115	mState.colorMaskRed = true;
116	mState.colorMaskGreen = true;
117	mState.colorMaskBlue = true;
118	mState.colorMaskAlpha = true;
119	mState.depthMask = true;
120
121	if(shareContext)
122	{
123		mResourceManager = shareContext->mResourceManager;
124		mResourceManager->addRef();
125	}
126	else
127	{
128		mResourceManager = new ResourceManager();
129	}
130
131	// [OpenGL ES 2.0.24] section 3.7 page 83:
132	// In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
133	// and cube map texture state vectors respectively associated with them.
134	// In order that access to these initial textures not be lost, they are treated as texture
135	// objects all of whose names are 0.
136
137	mTexture2DZero = new Texture2D(0);
138	mTexture3DZero = new Texture3D(0);
139	mTexture2DArrayZero = new Texture2DArray(0);
140	mTextureCubeMapZero = new TextureCubeMap(0);
141	mTextureExternalZero = new TextureExternal(0);
142
143	mState.activeSampler = 0;
144	bindVertexArray(0);
145	bindArrayBuffer(0);
146	bindElementArrayBuffer(0);
147	bindTextureCubeMap(0);
148	bindTexture2D(0);
149	bindReadFramebuffer(0);
150	bindDrawFramebuffer(0);
151	bindRenderbuffer(0);
152	bindGenericUniformBuffer(0);
153	bindTransformFeedback(0);
154
155	mState.currentProgram = 0;
156
157	mState.packAlignment = 4;
158	mState.unpackInfo.alignment = 4;
159	mState.packRowLength = 0;
160	mState.packImageHeight = 0;
161	mState.packSkipPixels = 0;
162	mState.packSkipRows = 0;
163	mState.packSkipImages = 0;
164	mState.unpackInfo.rowLength = 0;
165	mState.unpackInfo.imageHeight = 0;
166	mState.unpackInfo.skipPixels = 0;
167	mState.unpackInfo.skipRows = 0;
168	mState.unpackInfo.skipImages = 0;
169
170	mVertexDataManager = nullptr;
171	mIndexDataManager = nullptr;
172
173	mInvalidEnum = false;
174	mInvalidValue = false;
175	mInvalidOperation = false;
176	mOutOfMemory = false;
177	mInvalidFramebufferOperation = false;
178
179	mHasBeenCurrent = false;
180
181	markAllStateDirty();
182}
183
184Context::~Context()
185{
186	if(mState.currentProgram != 0)
187	{
188		Program *programObject = mResourceManager->getProgram(mState.currentProgram);
189		if(programObject)
190		{
191			programObject->release();
192		}
193		mState.currentProgram = 0;
194	}
195
196	while(!mFramebufferNameSpace.empty())
197	{
198		deleteFramebuffer(mFramebufferNameSpace.firstName());
199	}
200
201	while(!mFenceNameSpace.empty())
202	{
203		deleteFence(mFenceNameSpace.firstName());
204	}
205
206	while(!mQueryNameSpace.empty())
207	{
208		deleteQuery(mQueryNameSpace.firstName());
209	}
210
211	while(!mVertexArrayNameSpace.empty())
212	{
213		deleteVertexArray(mVertexArrayNameSpace.firstName());
214	}
215
216	while(!mTransformFeedbackNameSpace.empty())
217	{
218		deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
219	}
220
221	for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
222	{
223		for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
224		{
225			mState.samplerTexture[type][sampler] = nullptr;
226		}
227	}
228
229	for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
230	{
231		mState.vertexAttribute[i].mBoundBuffer = nullptr;
232	}
233
234	for(int i = 0; i < QUERY_TYPE_COUNT; i++)
235	{
236		mState.activeQuery[i] = nullptr;
237	}
238
239	mState.arrayBuffer = nullptr;
240	mState.copyReadBuffer = nullptr;
241	mState.copyWriteBuffer = nullptr;
242	mState.pixelPackBuffer = nullptr;
243	mState.pixelUnpackBuffer = nullptr;
244	mState.genericUniformBuffer = nullptr;
245	mState.renderbuffer = nullptr;
246
247	for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
248	{
249		mState.sampler[i] = nullptr;
250	}
251
252	mTexture2DZero = nullptr;
253	mTexture3DZero = nullptr;
254	mTexture2DArrayZero = nullptr;
255	mTextureCubeMapZero = nullptr;
256	mTextureExternalZero = nullptr;
257
258	delete mVertexDataManager;
259	delete mIndexDataManager;
260
261	mResourceManager->release();
262	delete device;
263}
264
265void Context::makeCurrent(egl::Surface *surface)
266{
267	if(!mHasBeenCurrent)
268	{
269		mVertexDataManager = new VertexDataManager(this);
270		mIndexDataManager = new IndexDataManager();
271
272		mState.viewportX = 0;
273		mState.viewportY = 0;
274		mState.viewportWidth = surface->getWidth();
275		mState.viewportHeight = surface->getHeight();
276
277		mState.scissorX = 0;
278		mState.scissorY = 0;
279		mState.scissorWidth = surface->getWidth();
280		mState.scissorHeight = surface->getHeight();
281
282		mHasBeenCurrent = true;
283	}
284
285	// Wrap the existing resources into GL objects and assign them to the '0' names
286	egl::Image *defaultRenderTarget = surface->getRenderTarget();
287	egl::Image *depthStencil = surface->getDepthStencil();
288
289	Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
290	DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
291	Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
292
293	setFramebufferZero(framebufferZero);
294
295	if(defaultRenderTarget)
296	{
297		defaultRenderTarget->release();
298	}
299
300	if(depthStencil)
301	{
302		depthStencil->release();
303	}
304
305	markAllStateDirty();
306}
307
308EGLint Context::getClientVersion() const
309{
310	return clientVersion;
311}
312
313// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
314void Context::markAllStateDirty()
315{
316	mAppliedProgramSerial = 0;
317
318	mDepthStateDirty = true;
319	mMaskStateDirty = true;
320	mBlendStateDirty = true;
321	mStencilStateDirty = true;
322	mPolygonOffsetStateDirty = true;
323	mSampleStateDirty = true;
324	mDitherStateDirty = true;
325	mFrontFaceDirty = true;
326}
327
328void Context::setClearColor(float red, float green, float blue, float alpha)
329{
330	mState.colorClearValue.red = red;
331	mState.colorClearValue.green = green;
332	mState.colorClearValue.blue = blue;
333	mState.colorClearValue.alpha = alpha;
334}
335
336void Context::setClearDepth(float depth)
337{
338	mState.depthClearValue = depth;
339}
340
341void Context::setClearStencil(int stencil)
342{
343	mState.stencilClearValue = stencil;
344}
345
346void Context::setCullFaceEnabled(bool enabled)
347{
348	mState.cullFaceEnabled = enabled;
349}
350
351bool Context::isCullFaceEnabled() const
352{
353	return mState.cullFaceEnabled;
354}
355
356void Context::setCullMode(GLenum mode)
357{
358   mState.cullMode = mode;
359}
360
361void Context::setFrontFace(GLenum front)
362{
363	if(mState.frontFace != front)
364	{
365		mState.frontFace = front;
366		mFrontFaceDirty = true;
367	}
368}
369
370void Context::setDepthTestEnabled(bool enabled)
371{
372	if(mState.depthTestEnabled != enabled)
373	{
374		mState.depthTestEnabled = enabled;
375		mDepthStateDirty = true;
376	}
377}
378
379bool Context::isDepthTestEnabled() const
380{
381	return mState.depthTestEnabled;
382}
383
384void Context::setDepthFunc(GLenum depthFunc)
385{
386	if(mState.depthFunc != depthFunc)
387	{
388		mState.depthFunc = depthFunc;
389		mDepthStateDirty = true;
390	}
391}
392
393void Context::setDepthRange(float zNear, float zFar)
394{
395	mState.zNear = zNear;
396	mState.zFar = zFar;
397}
398
399void Context::setBlendEnabled(bool enabled)
400{
401	if(mState.blendEnabled != enabled)
402	{
403		mState.blendEnabled = enabled;
404		mBlendStateDirty = true;
405	}
406}
407
408bool Context::isBlendEnabled() const
409{
410	return mState.blendEnabled;
411}
412
413void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
414{
415	if(mState.sourceBlendRGB != sourceRGB ||
416	   mState.sourceBlendAlpha != sourceAlpha ||
417	   mState.destBlendRGB != destRGB ||
418	   mState.destBlendAlpha != destAlpha)
419	{
420		mState.sourceBlendRGB = sourceRGB;
421		mState.destBlendRGB = destRGB;
422		mState.sourceBlendAlpha = sourceAlpha;
423		mState.destBlendAlpha = destAlpha;
424		mBlendStateDirty = true;
425	}
426}
427
428void Context::setBlendColor(float red, float green, float blue, float alpha)
429{
430	if(mState.blendColor.red != red ||
431	   mState.blendColor.green != green ||
432	   mState.blendColor.blue != blue ||
433	   mState.blendColor.alpha != alpha)
434	{
435		mState.blendColor.red = red;
436		mState.blendColor.green = green;
437		mState.blendColor.blue = blue;
438		mState.blendColor.alpha = alpha;
439		mBlendStateDirty = true;
440	}
441}
442
443void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
444{
445	if(mState.blendEquationRGB != rgbEquation ||
446	   mState.blendEquationAlpha != alphaEquation)
447	{
448		mState.blendEquationRGB = rgbEquation;
449		mState.blendEquationAlpha = alphaEquation;
450		mBlendStateDirty = true;
451	}
452}
453
454void Context::setStencilTestEnabled(bool enabled)
455{
456	if(mState.stencilTestEnabled != enabled)
457	{
458		mState.stencilTestEnabled = enabled;
459		mStencilStateDirty = true;
460	}
461}
462
463bool Context::isStencilTestEnabled() const
464{
465	return mState.stencilTestEnabled;
466}
467
468void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
469{
470	if(mState.stencilFunc != stencilFunc ||
471	   mState.stencilRef != stencilRef ||
472	   mState.stencilMask != stencilMask)
473	{
474		mState.stencilFunc = stencilFunc;
475		mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
476		mState.stencilMask = stencilMask;
477		mStencilStateDirty = true;
478	}
479}
480
481void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
482{
483	if(mState.stencilBackFunc != stencilBackFunc ||
484	   mState.stencilBackRef != stencilBackRef ||
485	   mState.stencilBackMask != stencilBackMask)
486	{
487		mState.stencilBackFunc = stencilBackFunc;
488		mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
489		mState.stencilBackMask = stencilBackMask;
490		mStencilStateDirty = true;
491	}
492}
493
494void Context::setStencilWritemask(GLuint stencilWritemask)
495{
496	if(mState.stencilWritemask != stencilWritemask)
497	{
498		mState.stencilWritemask = stencilWritemask;
499		mStencilStateDirty = true;
500	}
501}
502
503void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
504{
505	if(mState.stencilBackWritemask != stencilBackWritemask)
506	{
507		mState.stencilBackWritemask = stencilBackWritemask;
508		mStencilStateDirty = true;
509	}
510}
511
512void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
513{
514	if(mState.stencilFail != stencilFail ||
515	   mState.stencilPassDepthFail != stencilPassDepthFail ||
516	   mState.stencilPassDepthPass != stencilPassDepthPass)
517	{
518		mState.stencilFail = stencilFail;
519		mState.stencilPassDepthFail = stencilPassDepthFail;
520		mState.stencilPassDepthPass = stencilPassDepthPass;
521		mStencilStateDirty = true;
522	}
523}
524
525void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
526{
527	if(mState.stencilBackFail != stencilBackFail ||
528	   mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
529	   mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
530	{
531		mState.stencilBackFail = stencilBackFail;
532		mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
533		mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
534		mStencilStateDirty = true;
535	}
536}
537
538void Context::setPolygonOffsetFillEnabled(bool enabled)
539{
540	if(mState.polygonOffsetFillEnabled != enabled)
541	{
542		mState.polygonOffsetFillEnabled = enabled;
543		mPolygonOffsetStateDirty = true;
544	}
545}
546
547bool Context::isPolygonOffsetFillEnabled() const
548{
549	return mState.polygonOffsetFillEnabled;
550}
551
552void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
553{
554	if(mState.polygonOffsetFactor != factor ||
555	   mState.polygonOffsetUnits != units)
556	{
557		mState.polygonOffsetFactor = factor;
558		mState.polygonOffsetUnits = units;
559		mPolygonOffsetStateDirty = true;
560	}
561}
562
563void Context::setSampleAlphaToCoverageEnabled(bool enabled)
564{
565	if(mState.sampleAlphaToCoverageEnabled != enabled)
566	{
567		mState.sampleAlphaToCoverageEnabled = enabled;
568		mSampleStateDirty = true;
569	}
570}
571
572bool Context::isSampleAlphaToCoverageEnabled() const
573{
574	return mState.sampleAlphaToCoverageEnabled;
575}
576
577void Context::setSampleCoverageEnabled(bool enabled)
578{
579	if(mState.sampleCoverageEnabled != enabled)
580	{
581		mState.sampleCoverageEnabled = enabled;
582		mSampleStateDirty = true;
583	}
584}
585
586bool Context::isSampleCoverageEnabled() const
587{
588	return mState.sampleCoverageEnabled;
589}
590
591void Context::setSampleCoverageParams(GLclampf value, bool invert)
592{
593	if(mState.sampleCoverageValue != value ||
594	   mState.sampleCoverageInvert != invert)
595	{
596		mState.sampleCoverageValue = value;
597		mState.sampleCoverageInvert = invert;
598		mSampleStateDirty = true;
599	}
600}
601
602void Context::setScissorTestEnabled(bool enabled)
603{
604	mState.scissorTestEnabled = enabled;
605}
606
607bool Context::isScissorTestEnabled() const
608{
609	return mState.scissorTestEnabled;
610}
611
612void Context::setDitherEnabled(bool enabled)
613{
614	if(mState.ditherEnabled != enabled)
615	{
616		mState.ditherEnabled = enabled;
617		mDitherStateDirty = true;
618	}
619}
620
621bool Context::isDitherEnabled() const
622{
623	return mState.ditherEnabled;
624}
625
626void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
627{
628	UNIMPLEMENTED();
629	mState.primitiveRestartFixedIndexEnabled = enabled;
630}
631
632bool Context::isPrimitiveRestartFixedIndexEnabled() const
633{
634	return mState.primitiveRestartFixedIndexEnabled;
635}
636
637void Context::setRasterizerDiscardEnabled(bool enabled)
638{
639	mState.rasterizerDiscardEnabled = enabled;
640}
641
642bool Context::isRasterizerDiscardEnabled() const
643{
644	return mState.rasterizerDiscardEnabled;
645}
646
647void Context::setLineWidth(GLfloat width)
648{
649	mState.lineWidth = width;
650	device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
651}
652
653void Context::setGenerateMipmapHint(GLenum hint)
654{
655	mState.generateMipmapHint = hint;
656}
657
658void Context::setFragmentShaderDerivativeHint(GLenum hint)
659{
660	mState.fragmentShaderDerivativeHint = hint;
661	// TODO: Propagate the hint to shader translator so we can write
662	// ddx, ddx_coarse, or ddx_fine depending on the hint.
663	// Ignore for now. It is valid for implementations to ignore hint.
664}
665
666void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
667{
668	mState.viewportX = x;
669	mState.viewportY = y;
670	mState.viewportWidth = width;
671	mState.viewportHeight = height;
672}
673
674void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
675{
676	mState.scissorX = x;
677	mState.scissorY = y;
678	mState.scissorWidth = width;
679	mState.scissorHeight = height;
680}
681
682void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
683{
684	if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
685	   mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
686	{
687		mState.colorMaskRed = red;
688		mState.colorMaskGreen = green;
689		mState.colorMaskBlue = blue;
690		mState.colorMaskAlpha = alpha;
691		mMaskStateDirty = true;
692	}
693}
694
695unsigned int Context::getColorMask() const
696{
697	return (mState.colorMaskRed ? 0x1 : 0) |
698	       (mState.colorMaskGreen ? 0x2 : 0) |
699	       (mState.colorMaskBlue ? 0x4 : 0) |
700	       (mState.colorMaskAlpha ? 0x8 : 0);
701}
702
703void Context::setDepthMask(bool mask)
704{
705	if(mState.depthMask != mask)
706	{
707		mState.depthMask = mask;
708		mMaskStateDirty = true;
709	}
710}
711
712void Context::setActiveSampler(unsigned int active)
713{
714	mState.activeSampler = active;
715}
716
717GLuint Context::getReadFramebufferName() const
718{
719	return mState.readFramebuffer;
720}
721
722GLuint Context::getDrawFramebufferName() const
723{
724	return mState.drawFramebuffer;
725}
726
727GLuint Context::getRenderbufferName() const
728{
729	return mState.renderbuffer.name();
730}
731
732void Context::setFramebufferReadBuffer(GLuint buf)
733{
734	getReadFramebuffer()->setReadBuffer(buf);
735}
736
737void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
738{
739	Framebuffer *drawFramebuffer = getDrawFramebuffer();
740
741	for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
742	{
743		drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
744	}
745}
746
747GLuint Context::getReadFramebufferColorIndex() const
748{
749	GLenum buf = getReadFramebuffer()->getReadBuffer();
750	switch(buf)
751	{
752	case GL_BACK:
753		return 0;
754	case GL_NONE:
755		return GL_INVALID_INDEX;
756	default:
757		return buf - GL_COLOR_ATTACHMENT0;
758}
759}
760
761GLuint Context::getArrayBufferName() const
762{
763	return mState.arrayBuffer.name();
764}
765
766GLuint Context::getElementArrayBufferName() const
767{
768	Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
769	return elementArrayBuffer ? elementArrayBuffer->name : 0;
770}
771
772GLuint Context::getActiveQuery(GLenum target) const
773{
774	Query *queryObject = nullptr;
775
776	switch(target)
777	{
778	case GL_ANY_SAMPLES_PASSED_EXT:
779		queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
780		break;
781	case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
782		queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
783		break;
784	case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
785		queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
786		break;
787	default:
788		ASSERT(false);
789	}
790
791	if(queryObject)
792	{
793		return queryObject->name;
794	}
795
796	return 0;
797}
798
799void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
800{
801	getCurrentVertexArray()->enableAttribute(attribNum, enabled);
802}
803
804void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
805{
806	getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
807}
808
809const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
810{
811	return getCurrentVertexArray()->getVertexAttribute(attribNum);
812}
813
814void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
815                                   GLsizei stride, const void *pointer)
816{
817	getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer);
818}
819
820const void *Context::getVertexAttribPointer(unsigned int attribNum) const
821{
822	return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
823}
824
825const VertexAttributeArray &Context::getVertexArrayAttributes()
826{
827	return getCurrentVertexArray()->getVertexAttributes();
828}
829
830const VertexAttributeArray &Context::getCurrentVertexAttributes()
831{
832	return mState.vertexAttribute;
833}
834
835void Context::setPackAlignment(GLint alignment)
836{
837	mState.packAlignment = alignment;
838}
839
840void Context::setUnpackAlignment(GLint alignment)
841{
842	mState.unpackInfo.alignment = alignment;
843}
844
845const egl::Image::UnpackInfo& Context::getUnpackInfo() const
846{
847	return mState.unpackInfo;
848}
849
850void Context::setPackRowLength(GLint rowLength)
851{
852	mState.packRowLength = rowLength;
853}
854
855void Context::setPackImageHeight(GLint imageHeight)
856{
857	mState.packImageHeight = imageHeight;
858}
859
860void Context::setPackSkipPixels(GLint skipPixels)
861{
862	mState.packSkipPixels = skipPixels;
863}
864
865void Context::setPackSkipRows(GLint skipRows)
866{
867	mState.packSkipRows = skipRows;
868}
869
870void Context::setPackSkipImages(GLint skipImages)
871{
872	mState.packSkipImages = skipImages;
873}
874
875void Context::setUnpackRowLength(GLint rowLength)
876{
877	mState.unpackInfo.rowLength = rowLength;
878}
879
880void Context::setUnpackImageHeight(GLint imageHeight)
881{
882	mState.unpackInfo.imageHeight = imageHeight;
883}
884
885void Context::setUnpackSkipPixels(GLint skipPixels)
886{
887	mState.unpackInfo.skipPixels = skipPixels;
888}
889
890void Context::setUnpackSkipRows(GLint skipRows)
891{
892	mState.unpackInfo.skipRows = skipRows;
893}
894
895void Context::setUnpackSkipImages(GLint skipImages)
896{
897	mState.unpackInfo.skipImages = skipImages;
898}
899
900GLuint Context::createBuffer()
901{
902	return mResourceManager->createBuffer();
903}
904
905GLuint Context::createProgram()
906{
907	return mResourceManager->createProgram();
908}
909
910GLuint Context::createShader(GLenum type)
911{
912	return mResourceManager->createShader(type);
913}
914
915GLuint Context::createTexture()
916{
917	return mResourceManager->createTexture();
918}
919
920GLuint Context::createRenderbuffer()
921{
922	return mResourceManager->createRenderbuffer();
923}
924
925// Returns an unused framebuffer name
926GLuint Context::createFramebuffer()
927{
928	return mFramebufferNameSpace.allocate();
929}
930
931GLuint Context::createFence()
932{
933	return mFenceNameSpace.allocate(new Fence());
934}
935
936// Returns an unused query name
937GLuint Context::createQuery()
938{
939	return mQueryNameSpace.allocate();
940}
941
942// Returns an unused vertex array name
943GLuint Context::createVertexArray()
944{
945	return mVertexArrayNameSpace.allocate();
946}
947
948GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
949{
950	GLuint handle = mResourceManager->createFenceSync(condition, flags);
951
952	return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
953}
954
955// Returns an unused transform feedback name
956GLuint Context::createTransformFeedback()
957{
958	return mTransformFeedbackNameSpace.allocate();
959}
960
961// Returns an unused sampler name
962GLuint Context::createSampler()
963{
964	return mResourceManager->createSampler();
965}
966
967void Context::deleteBuffer(GLuint buffer)
968{
969	detachBuffer(buffer);
970
971	mResourceManager->deleteBuffer(buffer);
972}
973
974void Context::deleteShader(GLuint shader)
975{
976	mResourceManager->deleteShader(shader);
977}
978
979void Context::deleteProgram(GLuint program)
980{
981	mResourceManager->deleteProgram(program);
982}
983
984void Context::deleteTexture(GLuint texture)
985{
986	detachTexture(texture);
987
988	mResourceManager->deleteTexture(texture);
989}
990
991void Context::deleteRenderbuffer(GLuint renderbuffer)
992{
993	if(mResourceManager->getRenderbuffer(renderbuffer))
994	{
995		detachRenderbuffer(renderbuffer);
996	}
997
998	mResourceManager->deleteRenderbuffer(renderbuffer);
999}
1000
1001void Context::deleteFramebuffer(GLuint framebuffer)
1002{
1003	detachFramebuffer(framebuffer);
1004
1005	Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1006
1007	if(framebufferObject)
1008	{
1009		delete framebufferObject;
1010	}
1011}
1012
1013void Context::deleteFence(GLuint fence)
1014{
1015	Fence *fenceObject = mFenceNameSpace.remove(fence);
1016
1017	if(fenceObject)
1018	{
1019		delete fenceObject;
1020	}
1021}
1022
1023void Context::deleteQuery(GLuint query)
1024{
1025	Query *queryObject = mQueryNameSpace.remove(query);
1026
1027	if(queryObject)
1028	{
1029		queryObject->release();
1030	}
1031}
1032
1033void Context::deleteVertexArray(GLuint vertexArray)
1034{
1035	// [OpenGL ES 3.0.2] section 2.10 page 43:
1036	// If a vertex array object that is currently bound is deleted, the binding
1037	// for that object reverts to zero and the default vertex array becomes current.
1038	if(getCurrentVertexArray()->name == vertexArray)
1039	{
1040		bindVertexArray(0);
1041	}
1042
1043	VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1044
1045	if(vertexArrayObject)
1046	{
1047		delete vertexArrayObject;
1048	}
1049}
1050
1051void Context::deleteFenceSync(GLsync fenceSync)
1052{
1053	// The spec specifies the underlying Fence object is not deleted until all current
1054	// wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1055	// and since our API is currently designed for being called from a single thread, we can delete
1056	// the fence immediately.
1057	mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1058}
1059
1060void Context::deleteTransformFeedback(GLuint transformFeedback)
1061{
1062	TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1063
1064	if(transformFeedbackObject)
1065	{
1066		delete transformFeedbackObject;
1067	}
1068}
1069
1070void Context::deleteSampler(GLuint sampler)
1071{
1072	detachSampler(sampler);
1073
1074	mResourceManager->deleteSampler(sampler);
1075}
1076
1077Buffer *Context::getBuffer(GLuint handle) const
1078{
1079	return mResourceManager->getBuffer(handle);
1080}
1081
1082Shader *Context::getShader(GLuint handle) const
1083{
1084	return mResourceManager->getShader(handle);
1085}
1086
1087Program *Context::getProgram(GLuint handle) const
1088{
1089	return mResourceManager->getProgram(handle);
1090}
1091
1092Texture *Context::getTexture(GLuint handle) const
1093{
1094	return mResourceManager->getTexture(handle);
1095}
1096
1097Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1098{
1099	return mResourceManager->getRenderbuffer(handle);
1100}
1101
1102Framebuffer *Context::getReadFramebuffer() const
1103{
1104	return getFramebuffer(mState.readFramebuffer);
1105}
1106
1107Framebuffer *Context::getDrawFramebuffer() const
1108{
1109	return getFramebuffer(mState.drawFramebuffer);
1110}
1111
1112void Context::bindArrayBuffer(unsigned int buffer)
1113{
1114	mResourceManager->checkBufferAllocation(buffer);
1115
1116	mState.arrayBuffer = getBuffer(buffer);
1117}
1118
1119void Context::bindElementArrayBuffer(unsigned int buffer)
1120{
1121	mResourceManager->checkBufferAllocation(buffer);
1122
1123	getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1124}
1125
1126void Context::bindCopyReadBuffer(GLuint buffer)
1127{
1128	mResourceManager->checkBufferAllocation(buffer);
1129
1130	mState.copyReadBuffer = getBuffer(buffer);
1131}
1132
1133void Context::bindCopyWriteBuffer(GLuint buffer)
1134{
1135	mResourceManager->checkBufferAllocation(buffer);
1136
1137	mState.copyWriteBuffer = getBuffer(buffer);
1138}
1139
1140void Context::bindPixelPackBuffer(GLuint buffer)
1141{
1142	mResourceManager->checkBufferAllocation(buffer);
1143
1144	mState.pixelPackBuffer = getBuffer(buffer);
1145}
1146
1147void Context::bindPixelUnpackBuffer(GLuint buffer)
1148{
1149	mResourceManager->checkBufferAllocation(buffer);
1150
1151	mState.pixelUnpackBuffer = getBuffer(buffer);
1152}
1153
1154void Context::bindTransformFeedbackBuffer(GLuint buffer)
1155{
1156	mResourceManager->checkBufferAllocation(buffer);
1157
1158	TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1159
1160	if(transformFeedback)
1161	{
1162		transformFeedback->setGenericBuffer(getBuffer(buffer));
1163	}
1164}
1165
1166void Context::bindTexture2D(GLuint texture)
1167{
1168	mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1169
1170	mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture);
1171}
1172
1173void Context::bindTextureCubeMap(GLuint texture)
1174{
1175	mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1176
1177	mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture);
1178}
1179
1180void Context::bindTextureExternal(GLuint texture)
1181{
1182	mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL);
1183
1184	mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture);
1185}
1186
1187void Context::bindTexture3D(GLuint texture)
1188{
1189	mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1190
1191	mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture);
1192}
1193
1194void Context::bindTexture2DArray(GLuint texture)
1195{
1196	mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1197
1198	mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture);
1199}
1200
1201void Context::bindReadFramebuffer(GLuint framebuffer)
1202{
1203	if(!getFramebuffer(framebuffer))
1204	{
1205		mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1206	}
1207
1208	mState.readFramebuffer = framebuffer;
1209}
1210
1211void Context::bindDrawFramebuffer(GLuint framebuffer)
1212{
1213	if(!getFramebuffer(framebuffer))
1214	{
1215		mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1216	}
1217
1218	mState.drawFramebuffer = framebuffer;
1219}
1220
1221void Context::bindRenderbuffer(GLuint renderbuffer)
1222{
1223	mResourceManager->checkRenderbufferAllocation(renderbuffer);
1224
1225	mState.renderbuffer = getRenderbuffer(renderbuffer);
1226}
1227
1228void Context::bindVertexArray(GLuint array)
1229{
1230	VertexArray *vertexArray = getVertexArray(array);
1231
1232	if(!vertexArray)
1233	{
1234		vertexArray = new VertexArray(array);
1235		mVertexArrayNameSpace.insert(array, vertexArray);
1236	}
1237
1238	mState.vertexArray = array;
1239}
1240
1241void Context::bindGenericUniformBuffer(GLuint buffer)
1242{
1243	mResourceManager->checkBufferAllocation(buffer);
1244
1245	mState.genericUniformBuffer = getBuffer(buffer);
1246}
1247
1248void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1249{
1250	mResourceManager->checkBufferAllocation(buffer);
1251
1252	Buffer* bufferObject = getBuffer(buffer);
1253	mState.uniformBuffers[index].set(bufferObject, offset, size);
1254}
1255
1256void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1257{
1258	mResourceManager->checkBufferAllocation(buffer);
1259
1260	getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1261}
1262
1263void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1264{
1265	mResourceManager->checkBufferAllocation(buffer);
1266
1267	Buffer* bufferObject = getBuffer(buffer);
1268	getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1269}
1270
1271void Context::bindTransformFeedback(GLuint id)
1272{
1273	if(!getTransformFeedback(id))
1274	{
1275		mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1276	}
1277
1278	mState.transformFeedback = id;
1279}
1280
1281bool Context::bindSampler(GLuint unit, GLuint sampler)
1282{
1283	mResourceManager->checkSamplerAllocation(sampler);
1284
1285	Sampler* samplerObject = getSampler(sampler);
1286
1287	if(sampler)
1288	{
1289		mState.sampler[unit] = samplerObject;
1290	}
1291
1292	return !!samplerObject;
1293}
1294
1295void Context::useProgram(GLuint program)
1296{
1297	GLuint priorProgram = mState.currentProgram;
1298	mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
1299
1300	if(priorProgram != program)
1301	{
1302		Program *newProgram = mResourceManager->getProgram(program);
1303		Program *oldProgram = mResourceManager->getProgram(priorProgram);
1304
1305		if(newProgram)
1306		{
1307			newProgram->addRef();
1308		}
1309
1310		if(oldProgram)
1311		{
1312			oldProgram->release();
1313		}
1314	}
1315}
1316
1317void Context::beginQuery(GLenum target, GLuint query)
1318{
1319	// From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1320	// of zero, if the active query object name for <target> is non-zero (for the
1321	// targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1322	// the active query for either target is non-zero), if <id> is the name of an
1323	// existing query object whose type does not match <target>, or if <id> is the
1324	// active query object name for any query type, the error INVALID_OPERATION is
1325	// generated.
1326
1327	// Ensure no other queries are active
1328	// NOTE: If other queries than occlusion are supported, we will need to check
1329	// separately that:
1330	//    a) The query ID passed is not the current active query for any target/type
1331	//    b) There are no active queries for the requested target (and in the case
1332	//       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1333	//       no query may be active for either if glBeginQuery targets either.
1334	for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1335	{
1336		if(mState.activeQuery[i])
1337		{
1338			return error(GL_INVALID_OPERATION);
1339		}
1340	}
1341
1342	QueryType qType;
1343	switch(target)
1344	{
1345	case GL_ANY_SAMPLES_PASSED_EXT:
1346		qType = QUERY_ANY_SAMPLES_PASSED;
1347		break;
1348	case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1349		qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1350		break;
1351	case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1352		qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1353		break;
1354	default:
1355		ASSERT(false);
1356	}
1357
1358	Query *queryObject = createQuery(query, target);
1359
1360	// Check that name was obtained with glGenQueries
1361	if(!queryObject)
1362	{
1363		return error(GL_INVALID_OPERATION);
1364	}
1365
1366	// Check for type mismatch
1367	if(queryObject->getType() != target)
1368	{
1369		return error(GL_INVALID_OPERATION);
1370	}
1371
1372	// Set query as active for specified target
1373	mState.activeQuery[qType] = queryObject;
1374
1375	// Begin query
1376	queryObject->begin();
1377}
1378
1379void Context::endQuery(GLenum target)
1380{
1381	QueryType qType;
1382
1383	switch(target)
1384	{
1385	case GL_ANY_SAMPLES_PASSED_EXT:                qType = QUERY_ANY_SAMPLES_PASSED;                    break;
1386	case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:   qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;       break;
1387	case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1388	default: UNREACHABLE(target); return;
1389	}
1390
1391	Query *queryObject = mState.activeQuery[qType];
1392
1393	if(!queryObject)
1394	{
1395		return error(GL_INVALID_OPERATION);
1396	}
1397
1398	queryObject->end();
1399
1400	mState.activeQuery[qType] = nullptr;
1401}
1402
1403void Context::setFramebufferZero(Framebuffer *buffer)
1404{
1405	delete mFramebufferNameSpace.remove(0);
1406	mFramebufferNameSpace.insert(0, buffer);
1407}
1408
1409void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1410{
1411	Renderbuffer *renderbufferObject = mState.renderbuffer;
1412	renderbufferObject->setStorage(renderbuffer);
1413}
1414
1415Framebuffer *Context::getFramebuffer(unsigned int handle) const
1416{
1417	return mFramebufferNameSpace.find(handle);
1418}
1419
1420Fence *Context::getFence(unsigned int handle) const
1421{
1422	return mFenceNameSpace.find(handle);
1423}
1424
1425FenceSync *Context::getFenceSync(GLsync handle) const
1426{
1427	return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1428}
1429
1430Query *Context::getQuery(unsigned int handle) const
1431{
1432	return mQueryNameSpace.find(handle);
1433}
1434
1435Query *Context::createQuery(unsigned int handle, GLenum type)
1436{
1437	if(!mQueryNameSpace.isReserved(handle))
1438	{
1439		return nullptr;
1440	}
1441	else
1442	{
1443		Query *query = mQueryNameSpace.find(handle);
1444		if(!query)
1445		{
1446			query = new Query(handle, type);
1447			query->addRef();
1448			mQueryNameSpace.insert(handle, query);
1449		}
1450
1451		return query;
1452	}
1453}
1454
1455VertexArray *Context::getVertexArray(GLuint array) const
1456{
1457	return mVertexArrayNameSpace.find(array);
1458}
1459
1460VertexArray *Context::getCurrentVertexArray() const
1461{
1462	return getVertexArray(mState.vertexArray);
1463}
1464
1465bool Context::isVertexArray(GLuint array) const
1466{
1467	return mVertexArrayNameSpace.isReserved(array);
1468}
1469
1470bool Context::hasZeroDivisor() const
1471{
1472	// Verify there is at least one active attribute with a divisor of zero
1473	es2::Program *programObject = getCurrentProgram();
1474	for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1475	{
1476		bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1477		if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1478		{
1479			return true;
1480		}
1481	}
1482
1483	return false;
1484}
1485
1486TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1487{
1488	return mTransformFeedbackNameSpace.find(transformFeedback);
1489}
1490
1491Sampler *Context::getSampler(GLuint sampler) const
1492{
1493	return mResourceManager->getSampler(sampler);
1494}
1495
1496bool Context::isSampler(GLuint sampler) const
1497{
1498	return mResourceManager->isSampler(sampler);
1499}
1500
1501Buffer *Context::getArrayBuffer() const
1502{
1503	return mState.arrayBuffer;
1504}
1505
1506Buffer *Context::getElementArrayBuffer() const
1507{
1508	return getCurrentVertexArray()->getElementArrayBuffer();
1509}
1510
1511Buffer *Context::getCopyReadBuffer() const
1512{
1513	return mState.copyReadBuffer;
1514}
1515
1516Buffer *Context::getCopyWriteBuffer() const
1517{
1518	return mState.copyWriteBuffer;
1519}
1520
1521Buffer *Context::getPixelPackBuffer() const
1522{
1523	return mState.pixelPackBuffer;
1524}
1525
1526Buffer *Context::getPixelUnpackBuffer() const
1527{
1528	return mState.pixelUnpackBuffer;
1529}
1530
1531Buffer *Context::getGenericUniformBuffer() const
1532{
1533	return mState.genericUniformBuffer;
1534}
1535
1536bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1537{
1538	switch(target)
1539	{
1540	case GL_ARRAY_BUFFER:
1541		*buffer = getArrayBuffer();
1542		break;
1543	case GL_ELEMENT_ARRAY_BUFFER:
1544		*buffer = getElementArrayBuffer();
1545		break;
1546	case GL_COPY_READ_BUFFER:
1547		if(clientVersion >= 3)
1548		{
1549			*buffer = getCopyReadBuffer();
1550			break;
1551		}
1552		else return false;
1553	case GL_COPY_WRITE_BUFFER:
1554		if(clientVersion >= 3)
1555		{
1556			*buffer = getCopyWriteBuffer();
1557			break;
1558		}
1559		else return false;
1560	case GL_PIXEL_PACK_BUFFER:
1561		if(clientVersion >= 3)
1562		{
1563			*buffer = getPixelPackBuffer();
1564			break;
1565		}
1566		else return false;
1567	case GL_PIXEL_UNPACK_BUFFER:
1568		if(clientVersion >= 3)
1569		{
1570			*buffer = getPixelUnpackBuffer();
1571			break;
1572		}
1573		else return false;
1574	case GL_TRANSFORM_FEEDBACK_BUFFER:
1575		if(clientVersion >= 3)
1576		{
1577			TransformFeedback* transformFeedback = getTransformFeedback();
1578			*buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1579			break;
1580		}
1581		else return false;
1582	case GL_UNIFORM_BUFFER:
1583		if(clientVersion >= 3)
1584		{
1585			*buffer = getGenericUniformBuffer();
1586			break;
1587		}
1588		else return false;
1589	default:
1590		return false;
1591	}
1592	return true;
1593}
1594
1595TransformFeedback *Context::getTransformFeedback() const
1596{
1597	return getTransformFeedback(mState.transformFeedback);
1598}
1599
1600Program *Context::getCurrentProgram() const
1601{
1602	return mResourceManager->getProgram(mState.currentProgram);
1603}
1604
1605Texture2D *Context::getTexture2D() const
1606{
1607	return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1608}
1609
1610Texture3D *Context::getTexture3D() const
1611{
1612	return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1613}
1614
1615Texture2DArray *Context::getTexture2DArray() const
1616{
1617	return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1618}
1619
1620TextureCubeMap *Context::getTextureCubeMap() const
1621{
1622	return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1623}
1624
1625TextureExternal *Context::getTextureExternal() const
1626{
1627	return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1628}
1629
1630Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1631{
1632	GLuint texid = mState.samplerTexture[type][sampler].name();
1633
1634	if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
1635	{
1636		switch(type)
1637		{
1638		case TEXTURE_2D: return mTexture2DZero;
1639		case TEXTURE_3D: return mTexture3DZero;
1640		case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1641		case TEXTURE_CUBE: return mTextureCubeMapZero;
1642		case TEXTURE_EXTERNAL: return mTextureExternalZero;
1643		default: UNREACHABLE(type);
1644		}
1645	}
1646
1647	return mState.samplerTexture[type][sampler];
1648}
1649
1650void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1651{
1652	mResourceManager->checkSamplerAllocation(sampler);
1653
1654	Sampler *samplerObject = getSampler(sampler);
1655	ASSERT(samplerObject);
1656
1657	switch(pname)
1658	{
1659	case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(param));       break;
1660	case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(param));       break;
1661	case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(param));           break;
1662	case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(param));           break;
1663	case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(param));           break;
1664	case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(static_cast<GLfloat>(param));         break;
1665	case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(static_cast<GLfloat>(param));         break;
1666	case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(param));  break;
1667	case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(param));  break;
1668	default:                       UNREACHABLE(pname); break;
1669	}
1670}
1671
1672void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1673{
1674	mResourceManager->checkSamplerAllocation(sampler);
1675
1676	Sampler *samplerObject = getSampler(sampler);
1677	ASSERT(samplerObject);
1678
1679	switch(pname)
1680	{
1681	case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(roundf(param)));       break;
1682	case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(roundf(param)));       break;
1683	case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(roundf(param)));           break;
1684	case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(roundf(param)));           break;
1685	case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(roundf(param)));           break;
1686	case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(param);                                       break;
1687	case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(param);                                       break;
1688	case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param)));  break;
1689	case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param)));  break;
1690	default:                       UNREACHABLE(pname); break;
1691	}
1692}
1693
1694GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1695{
1696	mResourceManager->checkSamplerAllocation(sampler);
1697
1698	Sampler *samplerObject = getSampler(sampler);
1699	ASSERT(samplerObject);
1700
1701	switch(pname)
1702	{
1703	case GL_TEXTURE_MIN_FILTER:    return static_cast<GLint>(samplerObject->getMinFilter());
1704	case GL_TEXTURE_MAG_FILTER:    return static_cast<GLint>(samplerObject->getMagFilter());
1705	case GL_TEXTURE_WRAP_S:        return static_cast<GLint>(samplerObject->getWrapS());
1706	case GL_TEXTURE_WRAP_T:        return static_cast<GLint>(samplerObject->getWrapT());
1707	case GL_TEXTURE_WRAP_R:        return static_cast<GLint>(samplerObject->getWrapR());
1708	case GL_TEXTURE_MIN_LOD:       return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1709	case GL_TEXTURE_MAX_LOD:       return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1710	case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLint>(samplerObject->getComparisonMode());
1711	case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLint>(samplerObject->getComparisonFunc());
1712	default:                       UNREACHABLE(pname); return 0;
1713	}
1714}
1715
1716GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1717{
1718	mResourceManager->checkSamplerAllocation(sampler);
1719
1720	Sampler *samplerObject = getSampler(sampler);
1721	ASSERT(samplerObject);
1722
1723	switch(pname)
1724	{
1725	case GL_TEXTURE_MIN_FILTER:    return static_cast<GLfloat>(samplerObject->getMinFilter());
1726	case GL_TEXTURE_MAG_FILTER:    return static_cast<GLfloat>(samplerObject->getMagFilter());
1727	case GL_TEXTURE_WRAP_S:        return static_cast<GLfloat>(samplerObject->getWrapS());
1728	case GL_TEXTURE_WRAP_T:        return static_cast<GLfloat>(samplerObject->getWrapT());
1729	case GL_TEXTURE_WRAP_R:        return static_cast<GLfloat>(samplerObject->getWrapR());
1730	case GL_TEXTURE_MIN_LOD:       return samplerObject->getMinLod();
1731	case GL_TEXTURE_MAX_LOD:       return samplerObject->getMaxLod();
1732	case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLfloat>(samplerObject->getComparisonMode());
1733	case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLfloat>(samplerObject->getComparisonFunc());
1734	default:                       UNREACHABLE(pname); return 0;
1735	}
1736}
1737
1738bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1739{
1740	switch(pname)
1741	{
1742	case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
1743	case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
1744	case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
1745	case GL_COLOR_WRITEMASK:
1746		params[0] = mState.colorMaskRed;
1747		params[1] = mState.colorMaskGreen;
1748		params[2] = mState.colorMaskBlue;
1749		params[3] = mState.colorMaskAlpha;
1750		break;
1751	case GL_CULL_FACE:                *params = mState.cullFaceEnabled;                  break;
1752	case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;         break;
1753	case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled;     break;
1754	case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;            break;
1755	case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;               break;
1756	case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;               break;
1757	case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;                 break;
1758	case GL_BLEND:                    *params = mState.blendEnabled;                     break;
1759	case GL_DITHER:                   *params = mState.ditherEnabled;                    break;
1760	case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1761	case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscardEnabled;         break;
1762	case GL_TRANSFORM_FEEDBACK_ACTIVE:
1763		{
1764			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1765			if(transformFeedback)
1766			{
1767				*params = transformFeedback->isActive();
1768				break;
1769			}
1770			else return false;
1771		}
1772	 case GL_TRANSFORM_FEEDBACK_PAUSED:
1773		{
1774			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1775			if(transformFeedback)
1776			{
1777				*params = transformFeedback->isPaused();
1778				break;
1779			}
1780			else return false;
1781		}
1782	default:
1783		return false;
1784	}
1785
1786	return true;
1787}
1788
1789bool Context::getFloatv(GLenum pname, GLfloat *params) const
1790{
1791	// Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1792	// because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1793	// GetIntegerv as its native query function. As it would require conversion in any
1794	// case, this should make no difference to the calling application.
1795	switch(pname)
1796	{
1797	case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
1798	case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
1799	case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
1800	case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
1801	case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
1802	case GL_ALIASED_LINE_WIDTH_RANGE:
1803		params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1804		params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1805		break;
1806	case GL_ALIASED_POINT_SIZE_RANGE:
1807		params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1808		params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1809		break;
1810	case GL_DEPTH_RANGE:
1811		params[0] = mState.zNear;
1812		params[1] = mState.zFar;
1813		break;
1814	case GL_COLOR_CLEAR_VALUE:
1815		params[0] = mState.colorClearValue.red;
1816		params[1] = mState.colorClearValue.green;
1817		params[2] = mState.colorClearValue.blue;
1818		params[3] = mState.colorClearValue.alpha;
1819		break;
1820	case GL_BLEND_COLOR:
1821		params[0] = mState.blendColor.red;
1822		params[1] = mState.blendColor.green;
1823		params[2] = mState.blendColor.blue;
1824		params[3] = mState.blendColor.alpha;
1825		break;
1826	case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1827		*params = MAX_TEXTURE_MAX_ANISOTROPY;
1828		break;
1829	default:
1830		return false;
1831	}
1832
1833	return true;
1834}
1835
1836template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1837template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1838
1839template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1840{
1841	// Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1842	// because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1843	// GetIntegerv as its native query function. As it would require conversion in any
1844	// case, this should make no difference to the calling application. You may find it in
1845	// Context::getFloatv.
1846	switch(pname)
1847	{
1848	case GL_MAX_VERTEX_ATTRIBS:               *params = MAX_VERTEX_ATTRIBS;               break;
1849	case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = MAX_VERTEX_UNIFORM_VECTORS;       break;
1850	case GL_MAX_VARYING_VECTORS:              *params = MAX_VARYING_VECTORS;              break;
1851	case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
1852	case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS;   break;
1853	case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = MAX_TEXTURE_IMAGE_UNITS;          break;
1854	case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = MAX_FRAGMENT_UNIFORM_VECTORS;     break;
1855	case GL_MAX_RENDERBUFFER_SIZE:            *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break;
1856	case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    break;
1857	case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          break;
1858	case GL_ARRAY_BUFFER_BINDING:             *params = getArrayBufferName();                 break;
1859	case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = getElementArrayBufferName();          break;
1860//	case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1861	case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               break;
1862	case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               break;
1863	case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.name();           break;
1864	case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                break;
1865	case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 break;
1866	case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackInfo.alignment;          break;
1867	case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            break;
1868	case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1869	case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); break;
1870	case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   break;
1871	case GL_STENCIL_REF:                      *params = mState.stencilRef;                    break;
1872	case GL_STENCIL_VALUE_MASK:               *params = sw::clampToSignedInt(mState.stencilMask); break;
1873	case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               break;
1874	case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                break;
1875	case GL_STENCIL_BACK_VALUE_MASK:          *params = sw::clampToSignedInt(mState.stencilBackMask); break;
1876	case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   break;
1877	case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          break;
1878	case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          break;
1879	case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               break;
1880	case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      break;
1881	case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      break;
1882	case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     break;
1883	case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                break;
1884	case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              break;
1885	case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  break;
1886	case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                break;
1887	case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              break;
1888	case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            break;
1889	case GL_STENCIL_WRITEMASK:                *params = sw::clampToSignedInt(mState.stencilWritemask); break;
1890	case GL_STENCIL_BACK_WRITEMASK:           *params = sw::clampToSignedInt(mState.stencilBackWritemask); break;
1891	case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             break;
1892	case GL_SUBPIXEL_BITS:                    *params = 4;                                    break;
1893	case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;          break;
1894	case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break;
1895	case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;           break;
1896	case GL_MAX_SAMPLES_ANGLE:                *params = IMPLEMENTATION_MAX_SAMPLES;               break;
1897	case GL_SAMPLE_BUFFERS:
1898	case GL_SAMPLES:
1899		{
1900			Framebuffer *framebuffer = getDrawFramebuffer();
1901			int width, height, samples;
1902
1903			if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1904			{
1905				switch(pname)
1906				{
1907				case GL_SAMPLE_BUFFERS:
1908					if(samples > 1)
1909					{
1910						*params = 1;
1911					}
1912					else
1913					{
1914						*params = 0;
1915					}
1916					break;
1917				case GL_SAMPLES:
1918					*params = samples;
1919					break;
1920				}
1921			}
1922			else
1923			{
1924				*params = 0;
1925			}
1926		}
1927		break;
1928	case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1929		{
1930			Framebuffer *framebuffer = getReadFramebuffer();
1931			*params = framebuffer->getImplementationColorReadType();
1932		}
1933		break;
1934	case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1935		{
1936			Framebuffer *framebuffer = getReadFramebuffer();
1937			*params = framebuffer->getImplementationColorReadFormat();
1938		}
1939		break;
1940	case GL_MAX_VIEWPORT_DIMS:
1941		{
1942			int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1943			params[0] = maxDimension;
1944			params[1] = maxDimension;
1945		}
1946		break;
1947	case GL_COMPRESSED_TEXTURE_FORMATS:
1948		{
1949			for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1950			{
1951				params[i] = compressedTextureFormats[i];
1952			}
1953		}
1954		break;
1955	case GL_VIEWPORT:
1956		params[0] = mState.viewportX;
1957		params[1] = mState.viewportY;
1958		params[2] = mState.viewportWidth;
1959		params[3] = mState.viewportHeight;
1960		break;
1961	case GL_SCISSOR_BOX:
1962		params[0] = mState.scissorX;
1963		params[1] = mState.scissorY;
1964		params[2] = mState.scissorWidth;
1965		params[3] = mState.scissorHeight;
1966		break;
1967	case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 break;
1968	case GL_FRONT_FACE:                       *params = mState.frontFace;                break;
1969	case GL_RED_BITS:
1970	case GL_GREEN_BITS:
1971	case GL_BLUE_BITS:
1972	case GL_ALPHA_BITS:
1973		{
1974			Framebuffer *framebuffer = getDrawFramebuffer();
1975			Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
1976
1977			if(colorbuffer)
1978			{
1979				switch(pname)
1980				{
1981				case GL_RED_BITS:   *params = colorbuffer->getRedSize();   break;
1982				case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1983				case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  break;
1984				case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1985				}
1986			}
1987			else
1988			{
1989				*params = 0;
1990			}
1991		}
1992		break;
1993	case GL_DEPTH_BITS:
1994		{
1995			Framebuffer *framebuffer = getDrawFramebuffer();
1996			Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
1997
1998			if(depthbuffer)
1999			{
2000				*params = depthbuffer->getDepthSize();
2001			}
2002			else
2003			{
2004				*params = 0;
2005			}
2006		}
2007		break;
2008	case GL_STENCIL_BITS:
2009		{
2010			Framebuffer *framebuffer = getDrawFramebuffer();
2011			Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2012
2013			if(stencilbuffer)
2014			{
2015				*params = stencilbuffer->getStencilSize();
2016			}
2017			else
2018			{
2019				*params = 0;
2020			}
2021		}
2022		break;
2023	case GL_TEXTURE_BINDING_2D:
2024		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2025		{
2026			error(GL_INVALID_OPERATION);
2027			return false;
2028		}
2029
2030		*params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2031		break;
2032	case GL_TEXTURE_BINDING_CUBE_MAP:
2033		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2034		{
2035			error(GL_INVALID_OPERATION);
2036			return false;
2037		}
2038
2039		*params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2040		break;
2041	case GL_TEXTURE_BINDING_EXTERNAL_OES:
2042		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2043		{
2044			error(GL_INVALID_OPERATION);
2045			return false;
2046		}
2047
2048		*params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2049		break;
2050	case GL_TEXTURE_BINDING_3D_OES:
2051		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2052		{
2053			error(GL_INVALID_OPERATION);
2054			return false;
2055		}
2056
2057		*params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2058		break;
2059	case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0
2060		if(clientVersion < 3)
2061		{
2062			return false;
2063		}
2064		else if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2065		{
2066			error(GL_INVALID_OPERATION);
2067			return false;
2068		}
2069
2070		*params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2071		break;
2072	case GL_COPY_READ_BUFFER_BINDING: // name, initially 0
2073		if(clientVersion >= 3)
2074		{
2075			*params = mState.copyReadBuffer.name();
2076		}
2077		else
2078		{
2079			return false;
2080		}
2081		break;
2082	case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0
2083		if(clientVersion >= 3)
2084		{
2085			*params = mState.copyWriteBuffer.name();
2086		}
2087		else
2088		{
2089			return false;
2090		}
2091		break;
2092	case GL_DRAW_BUFFER0:
2093	case GL_DRAW_BUFFER1:
2094	case GL_DRAW_BUFFER2:
2095	case GL_DRAW_BUFFER3:
2096	case GL_DRAW_BUFFER4:
2097	case GL_DRAW_BUFFER5:
2098	case GL_DRAW_BUFFER6:
2099	case GL_DRAW_BUFFER7:
2100	case GL_DRAW_BUFFER8:
2101	case GL_DRAW_BUFFER9:
2102	case GL_DRAW_BUFFER10:
2103	case GL_DRAW_BUFFER11:
2104	case GL_DRAW_BUFFER12:
2105	case GL_DRAW_BUFFER13:
2106	case GL_DRAW_BUFFER14:
2107	case GL_DRAW_BUFFER15:
2108		*params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2109		break;
2110	case GL_MAJOR_VERSION:
2111		if(clientVersion >= 3)
2112		{
2113			*params = clientVersion;
2114		}
2115		else
2116		{
2117			return false;
2118		}
2119		break;
2120	case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048
2121		*params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2122		break;
2123	case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048
2124		*params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2125		break;
2126	case GL_MAX_COLOR_ATTACHMENTS:
2127		*params = MAX_COLOR_ATTACHMENTS;
2128		break;
2129	case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048
2130		*params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2131		break;
2132	case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70
2133		UNIMPLEMENTED();
2134		*params = 70;
2135		break;
2136	case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176
2137		*params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2138		break;
2139	case GL_MAX_DRAW_BUFFERS:
2140		*params = MAX_DRAW_BUFFERS;
2141		break;
2142	case GL_MAX_ELEMENT_INDEX:
2143		*params = MAX_ELEMENT_INDEX;
2144		break;
2145	case GL_MAX_ELEMENTS_INDICES:
2146		*params = MAX_ELEMENTS_INDICES;
2147		break;
2148	case GL_MAX_ELEMENTS_VERTICES:
2149		*params = MAX_ELEMENTS_VERTICES;
2150		break;
2151	case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128
2152		UNIMPLEMENTED();
2153		*params = 128;
2154		break;
2155	case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12
2156		*params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2157		break;
2158	case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 896
2159		*params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2160		break;
2161	case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7
2162		UNIMPLEMENTED();
2163		*params = 7;
2164		break;
2165	case GL_MAX_SERVER_WAIT_TIMEOUT: // integer
2166		UNIMPLEMENTED();
2167		*params = 0;
2168		break;
2169	case GL_MAX_TEXTURE_LOD_BIAS: // integer,  at least 2.0
2170		UNIMPLEMENTED();
2171		*params = 2;
2172		break;
2173	case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64
2174		*params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2175		break;
2176	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4
2177		UNIMPLEMENTED();
2178		*params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2179		break;
2180	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4
2181		*params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2182		break;
2183	case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384
2184		*params = MAX_UNIFORM_BLOCK_SIZE;
2185		break;
2186	case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 24
2187		*params = MAX_UNIFORM_BUFFER_BINDINGS;
2188		break;
2189	case GL_MAX_VARYING_COMPONENTS: // integer, at least 60
2190		UNIMPLEMENTED();
2191		*params = 60;
2192		break;
2193	case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer,  at least 64
2194		UNIMPLEMENTED();
2195		*params = 64;
2196		break;
2197	case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer,  at least 12
2198		*params = MAX_VERTEX_UNIFORM_BLOCKS;
2199		break;
2200	case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer,  at least 1024
2201		*params = MAX_VERTEX_UNIFORM_COMPONENTS;
2202		break;
2203	case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8
2204		UNIMPLEMENTED();
2205		*params = -8;
2206		break;
2207	case GL_MINOR_VERSION: // integer
2208		UNIMPLEMENTED();
2209		*params = 0;
2210		break;
2211	case GL_NUM_EXTENSIONS: // integer
2212		GLuint numExtensions;
2213		getExtensions(0, &numExtensions);
2214		*params = numExtensions;
2215		break;
2216	case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0
2217		UNIMPLEMENTED();
2218		*params = 0;
2219		break;
2220	case GL_PACK_ROW_LENGTH: // integer, initially 0
2221		*params = mState.packRowLength;
2222		break;
2223	case GL_PACK_SKIP_PIXELS: // integer, initially 0
2224		*params = mState.packSkipPixels;
2225		break;
2226	case GL_PACK_SKIP_ROWS: // integer, initially 0
2227		*params = mState.packSkipRows;
2228		break;
2229	case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0
2230		if(clientVersion >= 3)
2231		{
2232			*params = mState.pixelPackBuffer.name();
2233		}
2234		else
2235		{
2236			return false;
2237		}
2238		break;
2239	case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0
2240		if(clientVersion >= 3)
2241		{
2242			*params = mState.pixelUnpackBuffer.name();
2243		}
2244		else
2245		{
2246			return false;
2247		}
2248		break;
2249	case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS​]
2250		UNIMPLEMENTED();
2251		*params = 0;
2252		break;
2253	case GL_READ_BUFFER: // symbolic constant,  initial value is GL_BACK​
2254		*params = getReadFramebuffer()->getReadBuffer();
2255		break;
2256	case GL_SAMPLER_BINDING: // GLint, default 0
2257		*params = mState.sampler[mState.activeSampler].name();
2258		break;
2259	case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2260		if(clientVersion >= 3)
2261		{
2262			*params = mState.genericUniformBuffer.name();
2263		}
2264		else
2265		{
2266			return false;
2267		}
2268		break;
2269	case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1
2270		*params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2271		break;
2272	case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2273		if(clientVersion >= 3)
2274		{
2275			*params = mState.genericUniformBuffer->size();
2276		}
2277		else
2278		{
2279			return false;
2280		}
2281		break;
2282	case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2283		if(clientVersion >= 3)
2284		{
2285			*params = mState.genericUniformBuffer->offset();
2286		}
2287		else
2288		{
2289			return false;
2290		}
2291		*params = 0;
2292		break;
2293	case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0
2294		*params = mState.unpackInfo.imageHeight;
2295		break;
2296	case GL_UNPACK_ROW_LENGTH: // integer, initially 0
2297		*params = mState.unpackInfo.rowLength;
2298		break;
2299	case GL_UNPACK_SKIP_IMAGES: // integer, initially 0
2300		*params = mState.unpackInfo.skipImages;
2301		break;
2302	case GL_UNPACK_SKIP_PIXELS: // integer, initially 0
2303		*params = mState.unpackInfo.skipPixels;
2304		break;
2305	case GL_UNPACK_SKIP_ROWS: // integer, initially 0
2306		*params = mState.unpackInfo.skipRows;
2307		break;
2308	case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0
2309		*params = getCurrentVertexArray()->name;
2310		break;
2311	case GL_TRANSFORM_FEEDBACK_BINDING:
2312		{
2313			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2314			if(transformFeedback)
2315			{
2316				*params = transformFeedback->name;
2317			}
2318			else
2319			{
2320				return false;
2321			}
2322		}
2323		break;
2324	case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2325		{
2326			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2327			if(transformFeedback)
2328			{
2329				*params = transformFeedback->getGenericBufferName();
2330			}
2331			else
2332			{
2333				return false;
2334			}
2335		}
2336		break;
2337	default:
2338		return false;
2339	}
2340
2341	return true;
2342}
2343
2344template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2345template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2346
2347template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2348{
2349	TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2350	if(!transformFeedback)
2351	{
2352		return false;
2353	}
2354
2355	switch(pname)
2356	{
2357	case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2358		*param = transformFeedback->name;
2359		break;
2360	case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2361		*param = transformFeedback->isActive();
2362		break;
2363	case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2364		*param = transformFeedback->getBufferName(index);
2365		break;
2366	case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2367		*param = transformFeedback->isPaused();
2368		break;
2369	case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2370		if(transformFeedback->getBuffer(index))
2371		{
2372			*param = transformFeedback->getSize(index);
2373			break;
2374		}
2375		else return false;
2376	case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2377		if(transformFeedback->getBuffer(index))
2378		{
2379			*param = transformFeedback->getOffset(index);
2380		break;
2381		}
2382		else return false;
2383	default:
2384		return false;
2385	}
2386
2387	return true;
2388}
2389
2390template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2391template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2392
2393template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2394{
2395	const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2396
2397	switch(pname)
2398	{
2399	case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2400		*param = uniformBuffer.get().name();
2401		break;
2402	case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2403		*param = uniformBuffer.getSize();
2404		break;
2405	case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2406		*param = uniformBuffer.getOffset();
2407		break;
2408	default:
2409		return false;
2410	}
2411
2412	return true;
2413}
2414
2415bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2416{
2417	// Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2418	// is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2419	// to the fact that it is stored internally as a float, and so would require conversion
2420	// if returned from Context::getIntegerv. Since this conversion is already implemented
2421	// in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2422	// place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2423	// application.
2424	switch(pname)
2425	{
2426	case GL_COMPRESSED_TEXTURE_FORMATS:
2427		{
2428			*type = GL_INT;
2429			*numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2430		}
2431		break;
2432	case GL_SHADER_BINARY_FORMATS:
2433		{
2434			*type = GL_INT;
2435			*numParams = 0;
2436		}
2437		break;
2438	case GL_MAX_VERTEX_ATTRIBS:
2439	case GL_MAX_VERTEX_UNIFORM_VECTORS:
2440	case GL_MAX_VARYING_VECTORS:
2441	case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2442	case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2443	case GL_MAX_TEXTURE_IMAGE_UNITS:
2444	case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2445	case GL_MAX_RENDERBUFFER_SIZE:
2446	case GL_NUM_SHADER_BINARY_FORMATS:
2447	case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2448	case GL_ARRAY_BUFFER_BINDING:
2449	case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2450	case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2451	case GL_RENDERBUFFER_BINDING:
2452	case GL_CURRENT_PROGRAM:
2453	case GL_PACK_ALIGNMENT:
2454	case GL_UNPACK_ALIGNMENT:
2455	case GL_GENERATE_MIPMAP_HINT:
2456	case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2457	case GL_RED_BITS:
2458	case GL_GREEN_BITS:
2459	case GL_BLUE_BITS:
2460	case GL_ALPHA_BITS:
2461	case GL_DEPTH_BITS:
2462	case GL_STENCIL_BITS:
2463	case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2464	case GL_CULL_FACE_MODE:
2465	case GL_FRONT_FACE:
2466	case GL_ACTIVE_TEXTURE:
2467	case GL_STENCIL_FUNC:
2468	case GL_STENCIL_VALUE_MASK:
2469	case GL_STENCIL_REF:
2470	case GL_STENCIL_FAIL:
2471	case GL_STENCIL_PASS_DEPTH_FAIL:
2472	case GL_STENCIL_PASS_DEPTH_PASS:
2473	case GL_STENCIL_BACK_FUNC:
2474	case GL_STENCIL_BACK_VALUE_MASK:
2475	case GL_STENCIL_BACK_REF:
2476	case GL_STENCIL_BACK_FAIL:
2477	case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2478	case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2479	case GL_DEPTH_FUNC:
2480	case GL_BLEND_SRC_RGB:
2481	case GL_BLEND_SRC_ALPHA:
2482	case GL_BLEND_DST_RGB:
2483	case GL_BLEND_DST_ALPHA:
2484	case GL_BLEND_EQUATION_RGB:
2485	case GL_BLEND_EQUATION_ALPHA:
2486	case GL_STENCIL_WRITEMASK:
2487	case GL_STENCIL_BACK_WRITEMASK:
2488	case GL_STENCIL_CLEAR_VALUE:
2489	case GL_SUBPIXEL_BITS:
2490	case GL_MAX_TEXTURE_SIZE:
2491	case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2492	case GL_SAMPLE_BUFFERS:
2493	case GL_SAMPLES:
2494	case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2495	case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2496	case GL_TEXTURE_BINDING_2D:
2497	case GL_TEXTURE_BINDING_CUBE_MAP:
2498	case GL_TEXTURE_BINDING_EXTERNAL_OES:
2499	case GL_TEXTURE_BINDING_3D_OES:
2500	case GL_COPY_READ_BUFFER_BINDING:
2501	case GL_COPY_WRITE_BUFFER_BINDING:
2502	case GL_DRAW_BUFFER0:
2503	case GL_DRAW_BUFFER1:
2504	case GL_DRAW_BUFFER2:
2505	case GL_DRAW_BUFFER3:
2506	case GL_DRAW_BUFFER4:
2507	case GL_DRAW_BUFFER5:
2508	case GL_DRAW_BUFFER6:
2509	case GL_DRAW_BUFFER7:
2510	case GL_DRAW_BUFFER8:
2511	case GL_DRAW_BUFFER9:
2512	case GL_DRAW_BUFFER10:
2513	case GL_DRAW_BUFFER11:
2514	case GL_DRAW_BUFFER12:
2515	case GL_DRAW_BUFFER13:
2516	case GL_DRAW_BUFFER14:
2517	case GL_DRAW_BUFFER15:
2518	case GL_MAJOR_VERSION:
2519	case GL_MAX_3D_TEXTURE_SIZE:
2520	case GL_MAX_ARRAY_TEXTURE_LAYERS:
2521	case GL_MAX_COLOR_ATTACHMENTS:
2522	case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2523	case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2524	case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2525	case GL_MAX_DRAW_BUFFERS:
2526	case GL_MAX_ELEMENT_INDEX:
2527	case GL_MAX_ELEMENTS_INDICES:
2528	case GL_MAX_ELEMENTS_VERTICES:
2529	case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2530	case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2531	case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2532	case GL_MAX_PROGRAM_TEXEL_OFFSET:
2533	case GL_MAX_SERVER_WAIT_TIMEOUT:
2534	case GL_MAX_TEXTURE_LOD_BIAS:
2535	case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2536	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2537	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2538	case GL_MAX_UNIFORM_BLOCK_SIZE:
2539	case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2540	case GL_MAX_VARYING_COMPONENTS:
2541	case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2542	case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2543	case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2544	case GL_MIN_PROGRAM_TEXEL_OFFSET:
2545	case GL_MINOR_VERSION:
2546	case GL_NUM_EXTENSIONS:
2547	case GL_NUM_PROGRAM_BINARY_FORMATS:
2548	case GL_PACK_ROW_LENGTH:
2549	case GL_PACK_SKIP_PIXELS:
2550	case GL_PACK_SKIP_ROWS:
2551	case GL_PIXEL_PACK_BUFFER_BINDING:
2552	case GL_PIXEL_UNPACK_BUFFER_BINDING:
2553	case GL_PROGRAM_BINARY_FORMATS:
2554	case GL_READ_BUFFER:
2555	case GL_SAMPLER_BINDING:
2556	case GL_TEXTURE_BINDING_2D_ARRAY:
2557	case GL_UNIFORM_BUFFER_BINDING:
2558	case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2559	case GL_UNIFORM_BUFFER_SIZE:
2560	case GL_UNIFORM_BUFFER_START:
2561	case GL_UNPACK_IMAGE_HEIGHT:
2562	case GL_UNPACK_ROW_LENGTH:
2563	case GL_UNPACK_SKIP_IMAGES:
2564	case GL_UNPACK_SKIP_PIXELS:
2565	case GL_UNPACK_SKIP_ROWS:
2566	case GL_VERTEX_ARRAY_BINDING:
2567	case GL_TRANSFORM_FEEDBACK_BINDING:
2568	case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2569		{
2570			*type = GL_INT;
2571			*numParams = 1;
2572		}
2573		break;
2574	case GL_MAX_SAMPLES_ANGLE:
2575		{
2576			*type = GL_INT;
2577			*numParams = 1;
2578		}
2579		break;
2580	case GL_MAX_VIEWPORT_DIMS:
2581		{
2582			*type = GL_INT;
2583			*numParams = 2;
2584		}
2585		break;
2586	case GL_VIEWPORT:
2587	case GL_SCISSOR_BOX:
2588		{
2589			*type = GL_INT;
2590			*numParams = 4;
2591		}
2592		break;
2593	case GL_SHADER_COMPILER:
2594	case GL_SAMPLE_COVERAGE_INVERT:
2595	case GL_DEPTH_WRITEMASK:
2596	case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
2597	case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
2598	case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2599	case GL_SAMPLE_COVERAGE:
2600	case GL_SCISSOR_TEST:
2601	case GL_STENCIL_TEST:
2602	case GL_DEPTH_TEST:
2603	case GL_BLEND:
2604	case GL_DITHER:
2605	case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2606	case GL_RASTERIZER_DISCARD:
2607	case GL_TRANSFORM_FEEDBACK_ACTIVE:
2608	case GL_TRANSFORM_FEEDBACK_PAUSED:
2609		{
2610			*type = GL_BOOL;
2611			*numParams = 1;
2612		}
2613		break;
2614	case GL_COLOR_WRITEMASK:
2615		{
2616			*type = GL_BOOL;
2617			*numParams = 4;
2618		}
2619		break;
2620	case GL_POLYGON_OFFSET_FACTOR:
2621	case GL_POLYGON_OFFSET_UNITS:
2622	case GL_SAMPLE_COVERAGE_VALUE:
2623	case GL_DEPTH_CLEAR_VALUE:
2624	case GL_LINE_WIDTH:
2625		{
2626			*type = GL_FLOAT;
2627			*numParams = 1;
2628		}
2629		break;
2630	case GL_ALIASED_LINE_WIDTH_RANGE:
2631	case GL_ALIASED_POINT_SIZE_RANGE:
2632	case GL_DEPTH_RANGE:
2633		{
2634			*type = GL_FLOAT;
2635			*numParams = 2;
2636		}
2637		break;
2638	case GL_COLOR_CLEAR_VALUE:
2639	case GL_BLEND_COLOR:
2640		{
2641			*type = GL_FLOAT;
2642			*numParams = 4;
2643		}
2644		break;
2645	case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2646		*type = GL_FLOAT;
2647		*numParams = 1;
2648		break;
2649	default:
2650		return false;
2651	}
2652
2653	return true;
2654}
2655
2656void Context::applyScissor(int width, int height)
2657{
2658	if(mState.scissorTestEnabled)
2659	{
2660		sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2661		scissor.clip(0, 0, width, height);
2662
2663		device->setScissorRect(scissor);
2664		device->setScissorEnable(true);
2665	}
2666	else
2667	{
2668		device->setScissorEnable(false);
2669	}
2670}
2671
2672// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2673bool Context::applyRenderTarget()
2674{
2675	Framebuffer *framebuffer = getDrawFramebuffer();
2676	int width, height, samples;
2677
2678	if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2679	{
2680		return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2681	}
2682
2683	for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2684	{
2685		if(framebuffer->getDrawBuffer(i) != GL_NONE)
2686		{
2687			egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2688			device->setRenderTarget(i, renderTarget);
2689			if(renderTarget) renderTarget->release();
2690		}
2691		else
2692		{
2693			device->setRenderTarget(i, nullptr);
2694		}
2695	}
2696
2697	egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2698	device->setDepthBuffer(depthBuffer);
2699	if(depthBuffer) depthBuffer->release();
2700
2701	egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2702	device->setStencilBuffer(stencilBuffer);
2703	if(stencilBuffer) stencilBuffer->release();
2704
2705	Viewport viewport;
2706	float zNear = clamp01(mState.zNear);
2707	float zFar = clamp01(mState.zFar);
2708
2709	viewport.x0 = mState.viewportX;
2710	viewport.y0 = mState.viewportY;
2711	viewport.width = mState.viewportWidth;
2712	viewport.height = mState.viewportHeight;
2713	viewport.minZ = zNear;
2714	viewport.maxZ = zFar;
2715
2716	device->setViewport(viewport);
2717
2718	applyScissor(width, height);
2719
2720	Program *program = getCurrentProgram();
2721
2722	if(program)
2723	{
2724		GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2725		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2726		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2727		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2728	}
2729
2730	return true;
2731}
2732
2733// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2734void Context::applyState(GLenum drawMode)
2735{
2736	Framebuffer *framebuffer = getDrawFramebuffer();
2737
2738	if(mState.cullFaceEnabled)
2739	{
2740		device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2741	}
2742	else
2743	{
2744		device->setCullMode(sw::CULL_NONE);
2745	}
2746
2747	if(mDepthStateDirty)
2748	{
2749		if(mState.depthTestEnabled)
2750		{
2751			device->setDepthBufferEnable(true);
2752			device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2753		}
2754		else
2755		{
2756			device->setDepthBufferEnable(false);
2757		}
2758
2759		mDepthStateDirty = false;
2760	}
2761
2762	if(mBlendStateDirty)
2763	{
2764		if(mState.blendEnabled)
2765		{
2766			device->setAlphaBlendEnable(true);
2767			device->setSeparateAlphaBlendEnable(true);
2768
2769			device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2770
2771			device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2772			device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2773			device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2774
2775			device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2776			device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2777			device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2778		}
2779		else
2780		{
2781			device->setAlphaBlendEnable(false);
2782		}
2783
2784		mBlendStateDirty = false;
2785	}
2786
2787	if(mStencilStateDirty || mFrontFaceDirty)
2788	{
2789		if(mState.stencilTestEnabled && framebuffer->hasStencil())
2790		{
2791			device->setStencilEnable(true);
2792			device->setTwoSidedStencil(true);
2793
2794			// get the maximum size of the stencil ref
2795			Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2796			GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2797
2798			if(mState.frontFace == GL_CCW)
2799			{
2800				device->setStencilWriteMask(mState.stencilWritemask);
2801				device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2802
2803				device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2804				device->setStencilMask(mState.stencilMask);
2805
2806				device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2807				device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2808				device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2809
2810				device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2811				device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2812
2813				device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2814				device->setStencilMaskCCW(mState.stencilBackMask);
2815
2816				device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2817				device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2818				device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2819			}
2820			else
2821			{
2822				device->setStencilWriteMaskCCW(mState.stencilWritemask);
2823				device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2824
2825				device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2826				device->setStencilMaskCCW(mState.stencilMask);
2827
2828				device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2829				device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2830				device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2831
2832				device->setStencilWriteMask(mState.stencilBackWritemask);
2833				device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2834
2835				device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2836				device->setStencilMask(mState.stencilBackMask);
2837
2838				device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2839				device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2840				device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2841			}
2842		}
2843		else
2844		{
2845			device->setStencilEnable(false);
2846		}
2847
2848		mStencilStateDirty = false;
2849		mFrontFaceDirty = false;
2850	}
2851
2852	if(mMaskStateDirty)
2853	{
2854		for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2855		{
2856			device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2857		}
2858
2859		device->setDepthWriteEnable(mState.depthMask);
2860
2861		mMaskStateDirty = false;
2862	}
2863
2864	if(mPolygonOffsetStateDirty)
2865	{
2866		if(mState.polygonOffsetFillEnabled)
2867		{
2868			Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2869			if(depthbuffer)
2870			{
2871				device->setSlopeDepthBias(mState.polygonOffsetFactor);
2872				float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2873				device->setDepthBias(depthBias);
2874			}
2875		}
2876		else
2877		{
2878			device->setSlopeDepthBias(0);
2879			device->setDepthBias(0);
2880		}
2881
2882		mPolygonOffsetStateDirty = false;
2883	}
2884
2885	if(mSampleStateDirty)
2886	{
2887		if(mState.sampleAlphaToCoverageEnabled)
2888		{
2889			device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2890		}
2891		else
2892		{
2893			device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2894		}
2895
2896		if(mState.sampleCoverageEnabled)
2897		{
2898			unsigned int mask = 0;
2899			if(mState.sampleCoverageValue != 0)
2900			{
2901				int width, height, samples;
2902				framebuffer->completeness(width, height, samples);
2903
2904				float threshold = 0.5f;
2905
2906				for(int i = 0; i < samples; i++)
2907				{
2908					mask <<= 1;
2909
2910					if((i + 1) * mState.sampleCoverageValue >= threshold)
2911					{
2912						threshold += 1.0f;
2913						mask |= 1;
2914					}
2915				}
2916			}
2917
2918			if(mState.sampleCoverageInvert)
2919			{
2920				mask = ~mask;
2921			}
2922
2923			device->setMultiSampleMask(mask);
2924		}
2925		else
2926		{
2927			device->setMultiSampleMask(0xFFFFFFFF);
2928		}
2929
2930		mSampleStateDirty = false;
2931	}
2932
2933	if(mDitherStateDirty)
2934	{
2935	//	UNIMPLEMENTED();   // FIXME
2936
2937		mDitherStateDirty = false;
2938	}
2939
2940	device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2941}
2942
2943GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2944{
2945	TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2946
2947	GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2948	if(err != GL_NO_ERROR)
2949	{
2950		return err;
2951	}
2952
2953	Program *program = getCurrentProgram();
2954
2955	device->resetInputStreams(false);
2956
2957	for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2958	{
2959		if(program->getAttributeStream(i) == -1)
2960		{
2961			continue;
2962		}
2963
2964		sw::Resource *resource = attributes[i].vertexBuffer;
2965		const void *buffer = (char*)resource->data() + attributes[i].offset;
2966
2967		int stride = attributes[i].stride;
2968
2969		buffer = (char*)buffer + stride * base;
2970
2971		sw::Stream attribute(resource, buffer, stride);
2972
2973		attribute.type = attributes[i].type;
2974		attribute.count = attributes[i].count;
2975		attribute.normalized = attributes[i].normalized;
2976
2977		int stream = program->getAttributeStream(i);
2978		device->setInputStream(stream, attribute);
2979	}
2980
2981	return GL_NO_ERROR;
2982}
2983
2984// Applies the indices and element array bindings
2985GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2986{
2987	GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo);
2988
2989	if(err == GL_NO_ERROR)
2990	{
2991		device->setIndexBuffer(indexInfo->indexBuffer);
2992	}
2993
2994	return err;
2995}
2996
2997// Applies the shaders and shader constants
2998void Context::applyShaders()
2999{
3000	Program *programObject = getCurrentProgram();
3001	sw::VertexShader *vertexShader = programObject->getVertexShader();
3002	sw::PixelShader *pixelShader = programObject->getPixelShader();
3003
3004	device->setVertexShader(vertexShader);
3005	device->setPixelShader(pixelShader);
3006
3007	if(programObject->getSerial() != mAppliedProgramSerial)
3008	{
3009		programObject->dirtyAllUniforms();
3010		mAppliedProgramSerial = programObject->getSerial();
3011	}
3012
3013	programObject->applyTransformFeedback(getTransformFeedback());
3014	programObject->applyUniformBuffers(mState.uniformBuffers);
3015	programObject->applyUniforms();
3016}
3017
3018void Context::applyTextures()
3019{
3020	applyTextures(sw::SAMPLER_PIXEL);
3021	applyTextures(sw::SAMPLER_VERTEX);
3022}
3023
3024void Context::applyTextures(sw::SamplerType samplerType)
3025{
3026	Program *programObject = getCurrentProgram();
3027
3028	int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS;   // Range of samplers of given sampler type
3029
3030	for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3031	{
3032		int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex);   // OpenGL texture image unit index
3033
3034		if(textureUnit != -1)
3035		{
3036			TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3037
3038			Texture *texture = getSamplerTexture(textureUnit, textureType);
3039
3040			if(texture->isSamplerComplete())
3041			{
3042				GLenum wrapS, wrapT, wrapR, minFilter, magFilter;
3043
3044				Sampler *samplerObject = mState.sampler[textureUnit];
3045				if(samplerObject)
3046				{
3047					wrapS = samplerObject->getWrapS();
3048					wrapT = samplerObject->getWrapT();
3049					wrapR = samplerObject->getWrapR();
3050					minFilter = samplerObject->getMinFilter();
3051					magFilter = samplerObject->getMagFilter();
3052				}
3053				else
3054				{
3055					wrapS = texture->getWrapS();
3056					wrapT = texture->getWrapT();
3057					wrapR = texture->getWrapR();
3058					minFilter = texture->getMinFilter();
3059					magFilter = texture->getMagFilter();
3060				}
3061				GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3062
3063				GLenum swizzleR = texture->getSwizzleR();
3064				GLenum swizzleG = texture->getSwizzleG();
3065				GLenum swizzleB = texture->getSwizzleB();
3066				GLenum swizzleA = texture->getSwizzleA();
3067
3068				device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3069				device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3070				device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3071				device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3072				device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3073				device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3074				device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3075
3076				device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3077				device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3078				device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3079
3080				applyTexture(samplerType, samplerIndex, texture);
3081			}
3082			else
3083			{
3084				applyTexture(samplerType, samplerIndex, nullptr);
3085			}
3086		}
3087		else
3088		{
3089			applyTexture(samplerType, samplerIndex, nullptr);
3090		}
3091	}
3092}
3093
3094void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3095{
3096	Program *program = getCurrentProgram();
3097	int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3098	bool textureUsed = false;
3099
3100	if(type == sw::SAMPLER_PIXEL)
3101	{
3102		textureUsed = program->getPixelShader()->usesSampler(index);
3103	}
3104	else if(type == sw::SAMPLER_VERTEX)
3105	{
3106		textureUsed = program->getVertexShader()->usesSampler(index);
3107	}
3108	else UNREACHABLE(type);
3109
3110	sw::Resource *resource = 0;
3111
3112	if(baseTexture && textureUsed)
3113	{
3114		resource = baseTexture->getResource();
3115	}
3116
3117	device->setTextureResource(sampler, resource);
3118
3119	if(baseTexture && textureUsed)
3120	{
3121		int levelCount = baseTexture->getLevelCount();
3122
3123		if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
3124		{
3125			Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3126
3127			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3128			{
3129				int surfaceLevel = mipmapLevel;
3130
3131				if(surfaceLevel < 0)
3132				{
3133					surfaceLevel = 0;
3134				}
3135				else if(surfaceLevel >= levelCount)
3136				{
3137					surfaceLevel = levelCount - 1;
3138				}
3139
3140				egl::Image *surface = texture->getImage(surfaceLevel);
3141				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3142			}
3143		}
3144		else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES)
3145		{
3146			Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3147
3148			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3149			{
3150				int surfaceLevel = mipmapLevel;
3151
3152				if(surfaceLevel < 0)
3153				{
3154					surfaceLevel = 0;
3155				}
3156				else if(surfaceLevel >= levelCount)
3157				{
3158					surfaceLevel = levelCount - 1;
3159				}
3160
3161				egl::Image *surface = texture->getImage(surfaceLevel);
3162				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3163			}
3164		}
3165		else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY)
3166		{
3167			Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3168
3169			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3170			{
3171				int surfaceLevel = mipmapLevel;
3172
3173				if(surfaceLevel < 0)
3174				{
3175					surfaceLevel = 0;
3176				}
3177				else if(surfaceLevel >= levelCount)
3178				{
3179					surfaceLevel = levelCount - 1;
3180				}
3181
3182				egl::Image *surface = texture->getImage(surfaceLevel);
3183				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3184			}
3185		}
3186		else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP)
3187		{
3188			for(int face = 0; face < 6; face++)
3189			{
3190				TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3191
3192				for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3193				{
3194					int surfaceLevel = mipmapLevel;
3195
3196					if(surfaceLevel < 0)
3197					{
3198						surfaceLevel = 0;
3199					}
3200					else if(surfaceLevel >= levelCount)
3201					{
3202						surfaceLevel = levelCount - 1;
3203					}
3204
3205					egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3206					device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3207				}
3208			}
3209		}
3210		else UNIMPLEMENTED();
3211	}
3212	else
3213	{
3214		device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3215	}
3216}
3217
3218void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3219{
3220	Framebuffer *framebuffer = getReadFramebuffer();
3221	int framebufferWidth, framebufferHeight, framebufferSamples;
3222
3223	if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3224	{
3225		return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3226	}
3227
3228	if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3229	{
3230		return error(GL_INVALID_OPERATION);
3231	}
3232
3233	GLenum readFormat = GL_NONE;
3234	GLenum readType = GL_NONE;
3235	switch(format)
3236	{
3237	case GL_DEPTH_COMPONENT:
3238		readFormat = framebuffer->getDepthReadFormat();
3239		readType = framebuffer->getDepthReadType();
3240		break;
3241	default:
3242		readFormat = framebuffer->getImplementationColorReadFormat();
3243		readType = framebuffer->getImplementationColorReadType();
3244		break;
3245	}
3246
3247	if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion))
3248	{
3249		return error(GL_INVALID_OPERATION);
3250	}
3251
3252	GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width;
3253	GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment);
3254	GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight;
3255	pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3256	pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels);
3257
3258	// Sized query sanity check
3259	if(bufSize)
3260	{
3261		int requiredSize = outputPitch * height;
3262		if(requiredSize > *bufSize)
3263		{
3264			return error(GL_INVALID_OPERATION);
3265		}
3266	}
3267
3268	egl::Image *renderTarget = nullptr;
3269	switch(format)
3270	{
3271	case GL_DEPTH_COMPONENT:
3272		renderTarget = framebuffer->getDepthBuffer();
3273		break;
3274	default:
3275		renderTarget = framebuffer->getReadRenderTarget();
3276		break;
3277	}
3278
3279	if(!renderTarget)
3280	{
3281		return error(GL_INVALID_OPERATION);
3282	}
3283
3284	sw::Rect rect = {x, y, x + width, y + height};
3285	sw::Rect dstRect = { 0, 0, width, height };
3286	rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
3287
3288	sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3289	sw::SliceRect sliceRect(rect);
3290	sw::SliceRect dstSliceRect(dstRect);
3291	device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false);
3292
3293	renderTarget->release();
3294}
3295
3296void Context::clear(GLbitfield mask)
3297{
3298	if(mState.rasterizerDiscardEnabled)
3299	{
3300		return;
3301	}
3302
3303	Framebuffer *framebuffer = getDrawFramebuffer();
3304
3305	if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3306	{
3307		return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3308	}
3309
3310	if(!applyRenderTarget())
3311	{
3312		return;
3313	}
3314
3315	if(mask & GL_COLOR_BUFFER_BIT)
3316	{
3317		unsigned int rgbaMask = getColorMask();
3318
3319		if(rgbaMask != 0)
3320		{
3321			device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3322		}
3323	}
3324
3325	if(mask & GL_DEPTH_BUFFER_BIT)
3326	{
3327		if(mState.depthMask != 0)
3328		{
3329			float depth = clamp01(mState.depthClearValue);
3330			device->clearDepth(depth);
3331		}
3332	}
3333
3334	if(mask & GL_STENCIL_BUFFER_BIT)
3335	{
3336		if(mState.stencilWritemask != 0)
3337		{
3338			int stencil = mState.stencilClearValue & 0x000000FF;
3339			device->clearStencil(stencil, mState.stencilWritemask);
3340		}
3341	}
3342}
3343
3344void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3345{
3346	unsigned int rgbaMask = getColorMask();
3347	if(rgbaMask && !mState.rasterizerDiscardEnabled)
3348	{
3349		Framebuffer *framebuffer = getDrawFramebuffer();
3350		egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3351
3352		if(colorbuffer)
3353		{
3354			sw::SliceRect clearRect = colorbuffer->getRect();
3355
3356			if(mState.scissorTestEnabled)
3357			{
3358				clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3359			}
3360
3361			device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3362
3363			colorbuffer->release();
3364		}
3365	}
3366}
3367
3368void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3369{
3370	clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3371}
3372
3373void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3374{
3375	clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3376}
3377
3378void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3379{
3380	clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3381}
3382
3383void Context::clearDepthBuffer(const GLfloat value)
3384{
3385	if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3386	{
3387		Framebuffer *framebuffer = getDrawFramebuffer();
3388		egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3389
3390		if(depthbuffer)
3391		{
3392			float depth = clamp01(value);
3393			sw::SliceRect clearRect = depthbuffer->getRect();
3394
3395			if(mState.scissorTestEnabled)
3396			{
3397				clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3398			}
3399
3400			depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3401
3402			depthbuffer->release();
3403		}
3404	}
3405}
3406
3407void Context::clearStencilBuffer(const GLint value)
3408{
3409	if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3410	{
3411		Framebuffer *framebuffer = getDrawFramebuffer();
3412		egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3413
3414		if(stencilbuffer)
3415		{
3416			unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3417			sw::SliceRect clearRect = stencilbuffer->getRect();
3418
3419			if(mState.scissorTestEnabled)
3420			{
3421				clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3422			}
3423
3424			stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3425
3426			stencilbuffer->release();
3427		}
3428	}
3429}
3430
3431void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3432{
3433	if(!mState.currentProgram)
3434	{
3435		return error(GL_INVALID_OPERATION);
3436	}
3437
3438	sw::DrawType primitiveType;
3439	int primitiveCount;
3440	int verticesPerPrimitive;
3441
3442	if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3443		return error(GL_INVALID_ENUM);
3444
3445	if(primitiveCount <= 0)
3446	{
3447		return;
3448	}
3449
3450	if(!applyRenderTarget())
3451	{
3452		return;
3453	}
3454
3455	applyState(mode);
3456
3457	for(int i = 0; i < instanceCount; ++i)
3458	{
3459		device->setInstanceID(i);
3460
3461		GLenum err = applyVertexBuffer(0, first, count, i);
3462		if(err != GL_NO_ERROR)
3463		{
3464			return error(err);
3465		}
3466
3467		applyShaders();
3468		applyTextures();
3469
3470		if(!getCurrentProgram()->validateSamplers(false))
3471		{
3472			return error(GL_INVALID_OPERATION);
3473		}
3474
3475		TransformFeedback* transformFeedback = getTransformFeedback();
3476		if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3477		{
3478			device->drawPrimitive(primitiveType, primitiveCount);
3479		}
3480		if(transformFeedback)
3481		{
3482			transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3483		}
3484	}
3485}
3486
3487void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3488{
3489	if(!mState.currentProgram)
3490	{
3491		return error(GL_INVALID_OPERATION);
3492	}
3493
3494	if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3495	{
3496		return error(GL_INVALID_OPERATION);
3497	}
3498
3499	sw::DrawType primitiveType;
3500	int primitiveCount;
3501	int verticesPerPrimitive;
3502
3503	if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3504		return error(GL_INVALID_ENUM);
3505
3506	if(primitiveCount <= 0)
3507	{
3508		return;
3509	}
3510
3511	if(!applyRenderTarget())
3512	{
3513		return;
3514	}
3515
3516	applyState(mode);
3517
3518	for(int i = 0; i < instanceCount; ++i)
3519	{
3520		device->setInstanceID(i);
3521
3522		TranslatedIndexData indexInfo;
3523		GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3524		if(err != GL_NO_ERROR)
3525		{
3526			return error(err);
3527		}
3528
3529		GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3530		err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3531		if(err != GL_NO_ERROR)
3532		{
3533			return error(err);
3534		}
3535
3536		applyShaders();
3537		applyTextures();
3538
3539		if(!getCurrentProgram()->validateSamplers(false))
3540		{
3541			return error(GL_INVALID_OPERATION);
3542		}
3543
3544		TransformFeedback* transformFeedback = getTransformFeedback();
3545		if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3546		{
3547			device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount);
3548		}
3549		if(transformFeedback)
3550		{
3551			transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3552		}
3553	}
3554}
3555
3556void Context::finish()
3557{
3558	device->finish();
3559}
3560
3561void Context::flush()
3562{
3563	// We don't queue anything without processing it as fast as possible
3564}
3565
3566void Context::recordInvalidEnum()
3567{
3568	mInvalidEnum = true;
3569}
3570
3571void Context::recordInvalidValue()
3572{
3573	mInvalidValue = true;
3574}
3575
3576void Context::recordInvalidOperation()
3577{
3578	mInvalidOperation = true;
3579}
3580
3581void Context::recordOutOfMemory()
3582{
3583	mOutOfMemory = true;
3584}
3585
3586void Context::recordInvalidFramebufferOperation()
3587{
3588	mInvalidFramebufferOperation = true;
3589}
3590
3591// Get one of the recorded errors and clear its flag, if any.
3592// [OpenGL ES 2.0.24] section 2.5 page 13.
3593GLenum Context::getError()
3594{
3595	if(mInvalidEnum)
3596	{
3597		mInvalidEnum = false;
3598
3599		return GL_INVALID_ENUM;
3600	}
3601
3602	if(mInvalidValue)
3603	{
3604		mInvalidValue = false;
3605
3606		return GL_INVALID_VALUE;
3607	}
3608
3609	if(mInvalidOperation)
3610	{
3611		mInvalidOperation = false;
3612
3613		return GL_INVALID_OPERATION;
3614	}
3615
3616	if(mOutOfMemory)
3617	{
3618		mOutOfMemory = false;
3619
3620		return GL_OUT_OF_MEMORY;
3621	}
3622
3623	if(mInvalidFramebufferOperation)
3624	{
3625		mInvalidFramebufferOperation = false;
3626
3627		return GL_INVALID_FRAMEBUFFER_OPERATION;
3628	}
3629
3630	return GL_NO_ERROR;
3631}
3632
3633int Context::getSupportedMultisampleCount(int requested)
3634{
3635	int supported = 0;
3636
3637	for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3638	{
3639		if(supported >= requested)
3640		{
3641			return supported;
3642		}
3643
3644		supported = multisampleCount[i];
3645	}
3646
3647	return supported;
3648}
3649
3650void Context::detachBuffer(GLuint buffer)
3651{
3652	// [OpenGL ES 2.0.24] section 2.9 page 22:
3653	// If a buffer object is deleted while it is bound, all bindings to that object in the current context
3654	// (i.e. in the thread that called Delete-Buffers) are reset to zero.
3655
3656	if(mState.copyReadBuffer.name() == buffer)
3657	{
3658		mState.copyReadBuffer = nullptr;
3659	}
3660
3661	if(mState.copyWriteBuffer.name() == buffer)
3662	{
3663		mState.copyWriteBuffer = nullptr;
3664	}
3665
3666	if(mState.pixelPackBuffer.name() == buffer)
3667	{
3668		mState.pixelPackBuffer = nullptr;
3669	}
3670
3671	if(mState.pixelUnpackBuffer.name() == buffer)
3672	{
3673		mState.pixelUnpackBuffer = nullptr;
3674	}
3675
3676	if(mState.genericUniformBuffer.name() == buffer)
3677	{
3678		mState.genericUniformBuffer = nullptr;
3679	}
3680
3681	if(getArrayBufferName() == buffer)
3682	{
3683		mState.arrayBuffer = nullptr;
3684	}
3685
3686	// Only detach from the current transform feedback
3687	TransformFeedback* currentTransformFeedback = getTransformFeedback();
3688	if(currentTransformFeedback)
3689	{
3690		currentTransformFeedback->detachBuffer(buffer);
3691	}
3692
3693	// Only detach from the current vertex array
3694	VertexArray* currentVertexArray = getCurrentVertexArray();
3695	if(currentVertexArray)
3696	{
3697		currentVertexArray->detachBuffer(buffer);
3698	}
3699
3700	for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3701	{
3702		if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3703		{
3704			mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3705		}
3706	}
3707}
3708
3709void Context::detachTexture(GLuint texture)
3710{
3711	// [OpenGL ES 2.0.24] section 3.8 page 84:
3712	// If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3713	// rebound to texture object zero
3714
3715	for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3716	{
3717		for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3718		{
3719			if(mState.samplerTexture[type][sampler].name() == texture)
3720			{
3721				mState.samplerTexture[type][sampler] = nullptr;
3722			}
3723		}
3724	}
3725
3726	// [OpenGL ES 2.0.24] section 4.4 page 112:
3727	// If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3728	// as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3729	// image was attached in the currently bound framebuffer.
3730
3731	Framebuffer *readFramebuffer = getReadFramebuffer();
3732	Framebuffer *drawFramebuffer = getDrawFramebuffer();
3733
3734	if(readFramebuffer)
3735	{
3736		readFramebuffer->detachTexture(texture);
3737	}
3738
3739	if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3740	{
3741		drawFramebuffer->detachTexture(texture);
3742	}
3743}
3744
3745void Context::detachFramebuffer(GLuint framebuffer)
3746{
3747	// [OpenGL ES 2.0.24] section 4.4 page 107:
3748	// If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3749	// BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3750
3751	if(mState.readFramebuffer == framebuffer)
3752	{
3753		bindReadFramebuffer(0);
3754	}
3755
3756	if(mState.drawFramebuffer == framebuffer)
3757	{
3758		bindDrawFramebuffer(0);
3759	}
3760}
3761
3762void Context::detachRenderbuffer(GLuint renderbuffer)
3763{
3764	// [OpenGL ES 2.0.24] section 4.4 page 109:
3765	// If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3766	// had been executed with the target RENDERBUFFER and name of zero.
3767
3768	if(mState.renderbuffer.name() == renderbuffer)
3769	{
3770		bindRenderbuffer(0);
3771	}
3772
3773	// [OpenGL ES 2.0.24] section 4.4 page 111:
3774	// If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3775	// then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3776	// point to which this image was attached in the currently bound framebuffer.
3777
3778	Framebuffer *readFramebuffer = getReadFramebuffer();
3779	Framebuffer *drawFramebuffer = getDrawFramebuffer();
3780
3781	if(readFramebuffer)
3782	{
3783		readFramebuffer->detachRenderbuffer(renderbuffer);
3784	}
3785
3786	if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3787	{
3788		drawFramebuffer->detachRenderbuffer(renderbuffer);
3789	}
3790}
3791
3792void Context::detachSampler(GLuint sampler)
3793{
3794	// [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3795	// If a sampler object that is currently bound to one or more texture units is
3796	// deleted, it is as though BindSampler is called once for each texture unit to
3797	// which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3798	for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3799	{
3800		gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3801		if(samplerBinding.name() == sampler)
3802		{
3803			samplerBinding = nullptr;
3804		}
3805	}
3806}
3807
3808bool Context::cullSkipsDraw(GLenum drawMode)
3809{
3810	return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3811}
3812
3813bool Context::isTriangleMode(GLenum drawMode)
3814{
3815	switch(drawMode)
3816	{
3817	case GL_TRIANGLES:
3818	case GL_TRIANGLE_FAN:
3819	case GL_TRIANGLE_STRIP:
3820		return true;
3821	case GL_POINTS:
3822	case GL_LINES:
3823	case GL_LINE_LOOP:
3824	case GL_LINE_STRIP:
3825		return false;
3826	default: UNREACHABLE(drawMode);
3827	}
3828
3829	return false;
3830}
3831
3832void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3833{
3834	ASSERT(index < MAX_VERTEX_ATTRIBS);
3835
3836	mState.vertexAttribute[index].setCurrentValue(values);
3837
3838	mVertexDataManager->dirtyCurrentValue(index);
3839}
3840
3841void Context::setVertexAttrib(GLuint index, const GLint *values)
3842{
3843	ASSERT(index < MAX_VERTEX_ATTRIBS);
3844
3845	mState.vertexAttribute[index].setCurrentValue(values);
3846
3847	mVertexDataManager->dirtyCurrentValue(index);
3848}
3849
3850void Context::setVertexAttrib(GLuint index, const GLuint *values)
3851{
3852	ASSERT(index < MAX_VERTEX_ATTRIBS);
3853
3854	mState.vertexAttribute[index].setCurrentValue(values);
3855
3856	mVertexDataManager->dirtyCurrentValue(index);
3857}
3858
3859void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3860                              GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3861                              GLbitfield mask)
3862{
3863	Framebuffer *readFramebuffer = getReadFramebuffer();
3864	Framebuffer *drawFramebuffer = getDrawFramebuffer();
3865
3866	int readBufferWidth, readBufferHeight, readBufferSamples;
3867	int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3868
3869	if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3870	   !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3871	{
3872		return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3873	}
3874
3875	if(drawBufferSamples > 1)
3876	{
3877		return error(GL_INVALID_OPERATION);
3878	}
3879
3880	sw::SliceRect sourceRect;
3881	sw::SliceRect destRect;
3882	bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3883	bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3884
3885	if(srcX0 < srcX1)
3886	{
3887		sourceRect.x0 = srcX0;
3888		sourceRect.x1 = srcX1;
3889	}
3890	else
3891	{
3892		sourceRect.x0 = srcX1;
3893		sourceRect.x1 = srcX0;
3894	}
3895
3896	if(dstX0 < dstX1)
3897	{
3898		destRect.x0 = dstX0;
3899		destRect.x1 = dstX1;
3900	}
3901	else
3902	{
3903		destRect.x0 = dstX1;
3904		destRect.x1 = dstX0;
3905	}
3906
3907	if(srcY0 < srcY1)
3908	{
3909		sourceRect.y0 = srcY0;
3910		sourceRect.y1 = srcY1;
3911	}
3912	else
3913	{
3914		sourceRect.y0 = srcY1;
3915		sourceRect.y1 = srcY0;
3916	}
3917
3918	if(dstY0 < dstY1)
3919	{
3920		destRect.y0 = dstY0;
3921		destRect.y1 = dstY1;
3922	}
3923	else
3924	{
3925		destRect.y0 = dstY1;
3926		destRect.y1 = dstY0;
3927	}
3928
3929	sw::Rect sourceScissoredRect = sourceRect;
3930	sw::Rect destScissoredRect = destRect;
3931
3932	if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test
3933	{
3934		if(destRect.x0 < mState.scissorX)
3935		{
3936			int xDiff = mState.scissorX - destRect.x0;
3937			destScissoredRect.x0 = mState.scissorX;
3938			sourceScissoredRect.x0 += xDiff;
3939		}
3940
3941		if(destRect.x1 > mState.scissorX + mState.scissorWidth)
3942		{
3943			int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth);
3944			destScissoredRect.x1 = mState.scissorX + mState.scissorWidth;
3945			sourceScissoredRect.x1 -= xDiff;
3946		}
3947
3948		if(destRect.y0 < mState.scissorY)
3949		{
3950			int yDiff = mState.scissorY - destRect.y0;
3951			destScissoredRect.y0 = mState.scissorY;
3952			sourceScissoredRect.y0 += yDiff;
3953		}
3954
3955		if(destRect.y1 > mState.scissorY + mState.scissorHeight)
3956		{
3957			int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight);
3958			destScissoredRect.y1 = mState.scissorY + mState.scissorHeight;
3959			sourceScissoredRect.y1 -= yDiff;
3960		}
3961	}
3962
3963	sw::Rect sourceTrimmedRect = sourceScissoredRect;
3964	sw::Rect destTrimmedRect = destScissoredRect;
3965
3966	// The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3967	// the actual draw and read surfaces.
3968	if(sourceTrimmedRect.x0 < 0)
3969	{
3970		int xDiff = 0 - sourceTrimmedRect.x0;
3971		sourceTrimmedRect.x0 = 0;
3972		destTrimmedRect.x0 += xDiff;
3973	}
3974
3975	if(sourceTrimmedRect.x1 > readBufferWidth)
3976	{
3977		int xDiff = sourceTrimmedRect.x1 - readBufferWidth;
3978		sourceTrimmedRect.x1 = readBufferWidth;
3979		destTrimmedRect.x1 -= xDiff;
3980	}
3981
3982	if(sourceTrimmedRect.y0 < 0)
3983	{
3984		int yDiff = 0 - sourceTrimmedRect.y0;
3985		sourceTrimmedRect.y0 = 0;
3986		destTrimmedRect.y0 += yDiff;
3987	}
3988
3989	if(sourceTrimmedRect.y1 > readBufferHeight)
3990	{
3991		int yDiff = sourceTrimmedRect.y1 - readBufferHeight;
3992		sourceTrimmedRect.y1 = readBufferHeight;
3993		destTrimmedRect.y1 -= yDiff;
3994	}
3995
3996	if(destTrimmedRect.x0 < 0)
3997	{
3998		int xDiff = 0 - destTrimmedRect.x0;
3999		destTrimmedRect.x0 = 0;
4000		sourceTrimmedRect.x0 += xDiff;
4001	}
4002
4003	if(destTrimmedRect.x1 > drawBufferWidth)
4004	{
4005		int xDiff = destTrimmedRect.x1 - drawBufferWidth;
4006		destTrimmedRect.x1 = drawBufferWidth;
4007		sourceTrimmedRect.x1 -= xDiff;
4008	}
4009
4010	if(destTrimmedRect.y0 < 0)
4011	{
4012		int yDiff = 0 - destTrimmedRect.y0;
4013		destTrimmedRect.y0 = 0;
4014		sourceTrimmedRect.y0 += yDiff;
4015	}
4016
4017	if(destTrimmedRect.y1 > drawBufferHeight)
4018	{
4019		int yDiff = destTrimmedRect.y1 - drawBufferHeight;
4020		destTrimmedRect.y1 = drawBufferHeight;
4021		sourceTrimmedRect.y1 -= yDiff;
4022	}
4023
4024	bool partialBufferCopy = false;
4025
4026	if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4027	   sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4028	   destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4029	   destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4030	   sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4031	{
4032		partialBufferCopy = true;
4033	}
4034
4035	bool blitRenderTarget = false;
4036	bool blitDepthStencil = false;
4037
4038	if(mask & GL_COLOR_BUFFER_BIT)
4039	{
4040		GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex());
4041		GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4042		const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4043		const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4044		if(!validReadType || !validDrawType)
4045		{
4046			return error(GL_INVALID_OPERATION);
4047		}
4048
4049		if(partialBufferCopy && readBufferSamples > 1)
4050		{
4051			return error(GL_INVALID_OPERATION);
4052		}
4053
4054		blitRenderTarget = true;
4055	}
4056
4057	if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4058	{
4059		Renderbuffer *readDSBuffer = nullptr;
4060		Renderbuffer *drawDSBuffer = nullptr;
4061
4062		if(mask & GL_DEPTH_BUFFER_BIT)
4063		{
4064			if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4065			{
4066				if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType())
4067				{
4068					return error(GL_INVALID_OPERATION);
4069				}
4070
4071				blitDepthStencil = true;
4072				readDSBuffer = readFramebuffer->getDepthbuffer();
4073				drawDSBuffer = drawFramebuffer->getDepthbuffer();
4074			}
4075		}
4076
4077		if(mask & GL_STENCIL_BUFFER_BIT)
4078		{
4079			if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4080			{
4081				if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType())
4082				{
4083					return error(GL_INVALID_OPERATION);
4084				}
4085
4086				blitDepthStencil = true;
4087				readDSBuffer = readFramebuffer->getStencilbuffer();
4088				drawDSBuffer = drawFramebuffer->getStencilbuffer();
4089			}
4090		}
4091
4092		if(partialBufferCopy)
4093		{
4094			ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
4095			return error(GL_INVALID_OPERATION);   // Only whole-buffer copies are permitted
4096		}
4097
4098		if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4099		   (readDSBuffer && readDSBuffer->getSamples() > 1))
4100		{
4101			return error(GL_INVALID_OPERATION);
4102		}
4103	}
4104
4105	if(blitRenderTarget || blitDepthStencil)
4106	{
4107		if(blitRenderTarget)
4108		{
4109			egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4110			egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4111
4112			if(flipX)
4113			{
4114				swap(destRect.x0, destRect.x1);
4115			}
4116			if(flipy)
4117			{
4118				swap(destRect.y0, destRect.y1);
4119			}
4120
4121			bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false);
4122
4123			readRenderTarget->release();
4124			drawRenderTarget->release();
4125
4126			if(!success)
4127			{
4128				ERR("BlitFramebuffer failed.");
4129				return;
4130			}
4131		}
4132
4133		if(blitDepthStencil)
4134		{
4135			bool success = device->stretchRect(readFramebuffer->getDepthBuffer(), nullptr, drawFramebuffer->getDepthBuffer(), nullptr, false);
4136
4137			if(!success)
4138			{
4139				ERR("BlitFramebuffer failed.");
4140				return;
4141			}
4142		}
4143	}
4144}
4145
4146void Context::bindTexImage(egl::Surface *surface)
4147{
4148	es2::Texture2D *textureObject = getTexture2D();
4149
4150	if(textureObject)
4151	{
4152		textureObject->bindTexImage(surface);
4153	}
4154}
4155
4156EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4157{
4158	GLenum textureTarget = GL_NONE;
4159
4160	switch(target)
4161	{
4162	case EGL_GL_TEXTURE_2D_KHR:
4163		textureTarget = GL_TEXTURE_2D;
4164		break;
4165	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4166	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4167	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4168	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4169	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4170	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4171		textureTarget = GL_TEXTURE_CUBE_MAP;
4172		break;
4173	case EGL_GL_RENDERBUFFER_KHR:
4174		break;
4175	default:
4176		return EGL_BAD_PARAMETER;
4177	}
4178
4179	if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4180	{
4181		return EGL_BAD_MATCH;
4182	}
4183
4184	if(textureTarget != GL_NONE)
4185	{
4186		es2::Texture *texture = getTexture(name);
4187
4188		if(!texture || texture->getTarget() != textureTarget)
4189		{
4190			return EGL_BAD_PARAMETER;
4191		}
4192
4193		if(texture->isShared(textureTarget, textureLevel))   // Bound to an EGLSurface or already an EGLImage sibling
4194		{
4195			return EGL_BAD_ACCESS;
4196		}
4197
4198		if(textureLevel != 0 && !texture->isSamplerComplete())
4199		{
4200			return EGL_BAD_PARAMETER;
4201		}
4202
4203		if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1))
4204		{
4205			return EGL_BAD_PARAMETER;
4206		}
4207	}
4208	else if(target == EGL_GL_RENDERBUFFER_KHR)
4209	{
4210		es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4211
4212		if(!renderbuffer)
4213		{
4214			return EGL_BAD_PARAMETER;
4215		}
4216
4217		if(renderbuffer->isShared())   // Already an EGLImage sibling
4218		{
4219			return EGL_BAD_ACCESS;
4220		}
4221	}
4222	else UNREACHABLE(target);
4223
4224	return EGL_SUCCESS;
4225}
4226
4227egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4228{
4229	GLenum textureTarget = GL_NONE;
4230
4231	switch(target)
4232	{
4233	case EGL_GL_TEXTURE_2D_KHR:                  textureTarget = GL_TEXTURE_2D;                  break;
4234	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4235	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4236	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4237	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4238	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4239	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4240	}
4241
4242	if(textureTarget != GL_NONE)
4243	{
4244		es2::Texture *texture = getTexture(name);
4245
4246		return texture->createSharedImage(textureTarget, textureLevel);
4247	}
4248	else if(target == EGL_GL_RENDERBUFFER_KHR)
4249	{
4250		es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4251
4252		return renderbuffer->createSharedImage();
4253	}
4254	else UNREACHABLE(target);
4255
4256	return 0;
4257}
4258
4259Device *Context::getDevice()
4260{
4261	return device;
4262}
4263
4264const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const
4265{
4266	// Keep list sorted in following order:
4267	// OES extensions
4268	// EXT extensions
4269	// Vendor extensions
4270	static const GLubyte* extensions[] = {
4271		(const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture",
4272		(const GLubyte*)"GL_OES_depth24",
4273		(const GLubyte*)"GL_OES_depth32",
4274		(const GLubyte*)"GL_OES_depth_texture",
4275		(const GLubyte*)"GL_OES_depth_texture_cube_map",
4276		(const GLubyte*)"GL_OES_EGL_image",
4277		(const GLubyte*)"GL_OES_EGL_image_external",
4278		(const GLubyte*)"GL_OES_EGL_sync",
4279		(const GLubyte*)"GL_OES_element_index_uint",
4280		(const GLubyte*)"GL_OES_framebuffer_object",
4281		(const GLubyte*)"GL_OES_packed_depth_stencil",
4282		(const GLubyte*)"GL_OES_rgb8_rgba8",
4283		(const GLubyte*)"GL_OES_standard_derivatives",
4284		(const GLubyte*)"GL_OES_texture_float",
4285		(const GLubyte*)"GL_OES_texture_float_linear",
4286		(const GLubyte*)"GL_OES_texture_half_float",
4287		(const GLubyte*)"GL_OES_texture_half_float_linear",
4288		(const GLubyte*)"GL_OES_texture_npot",
4289		(const GLubyte*)"GL_OES_texture_3D",
4290		(const GLubyte*)"GL_EXT_blend_minmax",
4291		(const GLubyte*)"GL_EXT_color_buffer_half_float",
4292		(const GLubyte*)"GL_EXT_draw_buffers",
4293		(const GLubyte*)"GL_EXT_occlusion_query_boolean",
4294		(const GLubyte*)"GL_EXT_read_format_bgra",
4295#if (S3TC_SUPPORT)
4296		(const GLubyte*)"GL_EXT_texture_compression_dxt1",
4297#endif
4298		(const GLubyte*)"GL_EXT_texture_filter_anisotropic",
4299		(const GLubyte*)"GL_EXT_texture_format_BGRA8888",
4300		(const GLubyte*)"GL_ANGLE_framebuffer_blit",
4301		(const GLubyte*)"GL_NV_framebuffer_blit",
4302		(const GLubyte*)"GL_ANGLE_framebuffer_multisample",
4303#if (S3TC_SUPPORT)
4304		(const GLubyte*)"GL_ANGLE_texture_compression_dxt3",
4305		(const GLubyte*)"GL_ANGLE_texture_compression_dxt5",
4306#endif
4307		(const GLubyte*)"GL_NV_fence",
4308		(const GLubyte*)"GL_NV_read_depth",
4309		(const GLubyte*)"GL_EXT_instanced_arrays",
4310		(const GLubyte*)"GL_ANGLE_instanced_arrays",
4311	};
4312	static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions);
4313
4314	if(numExt)
4315	{
4316		*numExt = numExtensions;
4317		return nullptr;
4318	}
4319
4320	if(index == GL_INVALID_INDEX)
4321	{
4322		static GLubyte* extensionsCat = nullptr;
4323		if(!extensionsCat && (numExtensions > 0))
4324		{
4325			size_t totalLength = numExtensions; // 1 space between each extension name + terminating null
4326			for(unsigned int i = 0; i < numExtensions; i++)
4327			{
4328				totalLength += strlen(reinterpret_cast<const char*>(extensions[i]));
4329			}
4330			extensionsCat = new GLubyte[totalLength];
4331			extensionsCat[0] = '\0';
4332			for(unsigned int i = 0; i < numExtensions; i++)
4333			{
4334				if(i != 0)
4335				{
4336					strcat(reinterpret_cast<char*>(extensionsCat), " ");
4337				}
4338				strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i]));
4339			}
4340		}
4341		return extensionsCat;
4342	}
4343
4344	if(index >= numExtensions)
4345	{
4346		return nullptr;
4347	}
4348
4349	return extensions[index];
4350}
4351
4352}
4353
4354egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion)
4355{
4356	ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion);   // Should be checked by eglCreateContext
4357	return new es2::Context(config, static_cast<const es2::Context*>(shareContext), clientVersion);
4358}
4359