Context.cpp revision fba5b6d7fa0e1597c87c0ec71529c56997290941
1// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2//
3// Licensed under the Apache License, Version 2.0 (the "License");
4// you may not use this file except in compliance with the License.
5// You may obtain a copy of the License at
6//
7//    http://www.apache.org/licenses/LICENSE-2.0
8//
9// Unless required by applicable law or agreed to in writing, software
10// distributed under the License is distributed on an "AS IS" BASIS,
11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12// See the License for the specific language governing permissions and
13// limitations under the License.
14
15// Context.cpp: Implements the es2::Context class, managing all GL state and performing
16// rendering operations. It is the GLES2 specific implementation of EGLContext.
17
18#include "Context.h"
19
20#include "main.h"
21#include "mathutil.h"
22#include "utilities.h"
23#include "ResourceManager.h"
24#include "Buffer.h"
25#include "Fence.h"
26#include "Framebuffer.h"
27#include "Program.h"
28#include "Query.h"
29#include "Renderbuffer.h"
30#include "Sampler.h"
31#include "Shader.h"
32#include "Texture.h"
33#include "TransformFeedback.h"
34#include "VertexArray.h"
35#include "VertexDataManager.h"
36#include "IndexDataManager.h"
37#include "libEGL/Display.h"
38#include "common/Surface.hpp"
39#include "Common/Half.hpp"
40
41#include <EGL/eglext.h>
42
43#include <algorithm>
44#include <string>
45
46namespace es2
47{
48Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config)
49	: egl::Context(display), clientVersion(clientVersion), config(config)
50{
51	sw::Context *context = new sw::Context();
52	device = new es2::Device(context);
53
54	setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
55
56	mState.depthClearValue = 1.0f;
57	mState.stencilClearValue = 0;
58
59	mState.cullFaceEnabled = false;
60	mState.cullMode = GL_BACK;
61	mState.frontFace = GL_CCW;
62	mState.depthTestEnabled = false;
63	mState.depthFunc = GL_LESS;
64	mState.blendEnabled = false;
65	mState.sourceBlendRGB = GL_ONE;
66	mState.sourceBlendAlpha = GL_ONE;
67	mState.destBlendRGB = GL_ZERO;
68	mState.destBlendAlpha = GL_ZERO;
69	mState.blendEquationRGB = GL_FUNC_ADD;
70	mState.blendEquationAlpha = GL_FUNC_ADD;
71	mState.blendColor.red = 0;
72	mState.blendColor.green = 0;
73	mState.blendColor.blue = 0;
74	mState.blendColor.alpha = 0;
75	mState.stencilTestEnabled = false;
76	mState.stencilFunc = GL_ALWAYS;
77	mState.stencilRef = 0;
78	mState.stencilMask = 0xFFFFFFFFu;
79	mState.stencilWritemask = 0xFFFFFFFFu;
80	mState.stencilBackFunc = GL_ALWAYS;
81	mState.stencilBackRef = 0;
82	mState.stencilBackMask = 0xFFFFFFFFu;
83	mState.stencilBackWritemask = 0xFFFFFFFFu;
84	mState.stencilFail = GL_KEEP;
85	mState.stencilPassDepthFail = GL_KEEP;
86	mState.stencilPassDepthPass = GL_KEEP;
87	mState.stencilBackFail = GL_KEEP;
88	mState.stencilBackPassDepthFail = GL_KEEP;
89	mState.stencilBackPassDepthPass = GL_KEEP;
90	mState.polygonOffsetFillEnabled = false;
91	mState.polygonOffsetFactor = 0.0f;
92	mState.polygonOffsetUnits = 0.0f;
93	mState.sampleAlphaToCoverageEnabled = false;
94	mState.sampleCoverageEnabled = false;
95	mState.sampleCoverageValue = 1.0f;
96	mState.sampleCoverageInvert = false;
97	mState.scissorTestEnabled = false;
98	mState.ditherEnabled = true;
99	mState.primitiveRestartFixedIndexEnabled = false;
100	mState.rasterizerDiscardEnabled = false;
101	mState.generateMipmapHint = GL_DONT_CARE;
102	mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
103	mState.textureFilteringHint = GL_DONT_CARE;
104
105	mState.lineWidth = 1.0f;
106
107	mState.viewportX = 0;
108	mState.viewportY = 0;
109	mState.viewportWidth = 0;
110	mState.viewportHeight = 0;
111	mState.zNear = 0.0f;
112	mState.zFar = 1.0f;
113
114	mState.scissorX = 0;
115	mState.scissorY = 0;
116	mState.scissorWidth = 0;
117	mState.scissorHeight = 0;
118
119	mState.colorMaskRed = true;
120	mState.colorMaskGreen = true;
121	mState.colorMaskBlue = true;
122	mState.colorMaskAlpha = true;
123	mState.depthMask = true;
124
125	if(shareContext)
126	{
127		mResourceManager = shareContext->mResourceManager;
128		mResourceManager->addRef();
129	}
130	else
131	{
132		mResourceManager = new ResourceManager();
133	}
134
135	// [OpenGL ES 2.0.24] section 3.7 page 83:
136	// In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
137	// and cube map texture state vectors respectively associated with them.
138	// In order that access to these initial textures not be lost, they are treated as texture
139	// objects all of whose names are 0.
140
141	mTexture2DZero = new Texture2D(0);
142	mTexture3DZero = new Texture3D(0);
143	mTexture2DArrayZero = new Texture2DArray(0);
144	mTextureCubeMapZero = new TextureCubeMap(0);
145	mTextureExternalZero = new TextureExternal(0);
146
147	mState.activeSampler = 0;
148	bindVertexArray(0);
149	bindArrayBuffer(0);
150	bindElementArrayBuffer(0);
151	bindTextureCubeMap(0);
152	bindTexture2D(0);
153	bindReadFramebuffer(0);
154	bindDrawFramebuffer(0);
155	bindRenderbuffer(0);
156	bindGenericUniformBuffer(0);
157	bindTransformFeedback(0);
158
159	mState.currentProgram = 0;
160
161	mState.packAlignment = 4;
162	mState.unpackInfo.alignment = 4;
163	mState.packRowLength = 0;
164	mState.packImageHeight = 0;
165	mState.packSkipPixels = 0;
166	mState.packSkipRows = 0;
167	mState.packSkipImages = 0;
168	mState.unpackInfo.rowLength = 0;
169	mState.unpackInfo.imageHeight = 0;
170	mState.unpackInfo.skipPixels = 0;
171	mState.unpackInfo.skipRows = 0;
172	mState.unpackInfo.skipImages = 0;
173
174	mVertexDataManager = nullptr;
175	mIndexDataManager = nullptr;
176
177	mInvalidEnum = false;
178	mInvalidValue = false;
179	mInvalidOperation = false;
180	mOutOfMemory = false;
181	mInvalidFramebufferOperation = false;
182
183	mHasBeenCurrent = false;
184
185	markAllStateDirty();
186}
187
188Context::~Context()
189{
190	if(mState.currentProgram != 0)
191	{
192		Program *programObject = mResourceManager->getProgram(mState.currentProgram);
193		if(programObject)
194		{
195			programObject->release();
196		}
197		mState.currentProgram = 0;
198	}
199
200	while(!mFramebufferNameSpace.empty())
201	{
202		deleteFramebuffer(mFramebufferNameSpace.firstName());
203	}
204
205	while(!mFenceNameSpace.empty())
206	{
207		deleteFence(mFenceNameSpace.firstName());
208	}
209
210	while(!mQueryNameSpace.empty())
211	{
212		deleteQuery(mQueryNameSpace.firstName());
213	}
214
215	while(!mVertexArrayNameSpace.empty())
216	{
217		deleteVertexArray(mVertexArrayNameSpace.lastName());
218	}
219
220	while(!mTransformFeedbackNameSpace.empty())
221	{
222		deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
223	}
224
225	for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
226	{
227		for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
228		{
229			mState.samplerTexture[type][sampler] = nullptr;
230		}
231	}
232
233	for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
234	{
235		mState.vertexAttribute[i].mBoundBuffer = nullptr;
236	}
237
238	for(int i = 0; i < QUERY_TYPE_COUNT; i++)
239	{
240		mState.activeQuery[i] = nullptr;
241	}
242
243	mState.arrayBuffer = nullptr;
244	mState.copyReadBuffer = nullptr;
245	mState.copyWriteBuffer = nullptr;
246	mState.pixelPackBuffer = nullptr;
247	mState.pixelUnpackBuffer = nullptr;
248	mState.genericUniformBuffer = nullptr;
249
250	for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) {
251		mState.uniformBuffers[i].set(nullptr, 0, 0);
252	}
253
254	mState.renderbuffer = nullptr;
255
256	for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
257	{
258		mState.sampler[i] = nullptr;
259	}
260
261	mTexture2DZero = nullptr;
262	mTexture3DZero = nullptr;
263	mTexture2DArrayZero = nullptr;
264	mTextureCubeMapZero = nullptr;
265	mTextureExternalZero = nullptr;
266
267	delete mVertexDataManager;
268	delete mIndexDataManager;
269
270	mResourceManager->release();
271	delete device;
272}
273
274void Context::makeCurrent(gl::Surface *surface)
275{
276	if(!mHasBeenCurrent)
277	{
278		mVertexDataManager = new VertexDataManager(this);
279		mIndexDataManager = new IndexDataManager();
280
281		mState.viewportX = 0;
282		mState.viewportY = 0;
283		mState.viewportWidth = surface ? surface->getWidth() : 0;
284		mState.viewportHeight = surface ? surface->getHeight() : 0;
285
286		mState.scissorX = 0;
287		mState.scissorY = 0;
288		mState.scissorWidth = surface ? surface->getWidth() : 0;
289		mState.scissorHeight = surface ? surface->getHeight() : 0;
290
291		mHasBeenCurrent = true;
292	}
293
294	if(surface)
295	{
296		// Wrap the existing resources into GL objects and assign them to the '0' names
297		egl::Image *defaultRenderTarget = surface->getRenderTarget();
298		egl::Image *depthStencil = surface->getDepthStencil();
299
300		Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
301		DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
302		Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
303
304		setFramebufferZero(framebufferZero);
305
306		if(defaultRenderTarget)
307		{
308			defaultRenderTarget->release();
309		}
310
311		if(depthStencil)
312		{
313			depthStencil->release();
314		}
315	}
316	else
317	{
318		setFramebufferZero(nullptr);
319	}
320
321	markAllStateDirty();
322}
323
324EGLint Context::getClientVersion() const
325{
326	return clientVersion;
327}
328
329EGLint Context::getConfigID() const
330{
331	return config->mConfigID;
332}
333
334// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
335void Context::markAllStateDirty()
336{
337	mAppliedProgramSerial = 0;
338
339	mDepthStateDirty = true;
340	mMaskStateDirty = true;
341	mBlendStateDirty = true;
342	mStencilStateDirty = true;
343	mPolygonOffsetStateDirty = true;
344	mSampleStateDirty = true;
345	mDitherStateDirty = true;
346	mFrontFaceDirty = true;
347}
348
349void Context::setClearColor(float red, float green, float blue, float alpha)
350{
351	mState.colorClearValue.red = red;
352	mState.colorClearValue.green = green;
353	mState.colorClearValue.blue = blue;
354	mState.colorClearValue.alpha = alpha;
355}
356
357void Context::setClearDepth(float depth)
358{
359	mState.depthClearValue = depth;
360}
361
362void Context::setClearStencil(int stencil)
363{
364	mState.stencilClearValue = stencil;
365}
366
367void Context::setCullFaceEnabled(bool enabled)
368{
369	mState.cullFaceEnabled = enabled;
370}
371
372bool Context::isCullFaceEnabled() const
373{
374	return mState.cullFaceEnabled;
375}
376
377void Context::setCullMode(GLenum mode)
378{
379   mState.cullMode = mode;
380}
381
382void Context::setFrontFace(GLenum front)
383{
384	if(mState.frontFace != front)
385	{
386		mState.frontFace = front;
387		mFrontFaceDirty = true;
388	}
389}
390
391void Context::setDepthTestEnabled(bool enabled)
392{
393	if(mState.depthTestEnabled != enabled)
394	{
395		mState.depthTestEnabled = enabled;
396		mDepthStateDirty = true;
397	}
398}
399
400bool Context::isDepthTestEnabled() const
401{
402	return mState.depthTestEnabled;
403}
404
405void Context::setDepthFunc(GLenum depthFunc)
406{
407	if(mState.depthFunc != depthFunc)
408	{
409		mState.depthFunc = depthFunc;
410		mDepthStateDirty = true;
411	}
412}
413
414void Context::setDepthRange(float zNear, float zFar)
415{
416	mState.zNear = zNear;
417	mState.zFar = zFar;
418}
419
420void Context::setBlendEnabled(bool enabled)
421{
422	if(mState.blendEnabled != enabled)
423	{
424		mState.blendEnabled = enabled;
425		mBlendStateDirty = true;
426	}
427}
428
429bool Context::isBlendEnabled() const
430{
431	return mState.blendEnabled;
432}
433
434void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
435{
436	if(mState.sourceBlendRGB != sourceRGB ||
437	   mState.sourceBlendAlpha != sourceAlpha ||
438	   mState.destBlendRGB != destRGB ||
439	   mState.destBlendAlpha != destAlpha)
440	{
441		mState.sourceBlendRGB = sourceRGB;
442		mState.destBlendRGB = destRGB;
443		mState.sourceBlendAlpha = sourceAlpha;
444		mState.destBlendAlpha = destAlpha;
445		mBlendStateDirty = true;
446	}
447}
448
449void Context::setBlendColor(float red, float green, float blue, float alpha)
450{
451	if(mState.blendColor.red != red ||
452	   mState.blendColor.green != green ||
453	   mState.blendColor.blue != blue ||
454	   mState.blendColor.alpha != alpha)
455	{
456		mState.blendColor.red = red;
457		mState.blendColor.green = green;
458		mState.blendColor.blue = blue;
459		mState.blendColor.alpha = alpha;
460		mBlendStateDirty = true;
461	}
462}
463
464void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
465{
466	if(mState.blendEquationRGB != rgbEquation ||
467	   mState.blendEquationAlpha != alphaEquation)
468	{
469		mState.blendEquationRGB = rgbEquation;
470		mState.blendEquationAlpha = alphaEquation;
471		mBlendStateDirty = true;
472	}
473}
474
475void Context::setStencilTestEnabled(bool enabled)
476{
477	if(mState.stencilTestEnabled != enabled)
478	{
479		mState.stencilTestEnabled = enabled;
480		mStencilStateDirty = true;
481	}
482}
483
484bool Context::isStencilTestEnabled() const
485{
486	return mState.stencilTestEnabled;
487}
488
489void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
490{
491	if(mState.stencilFunc != stencilFunc ||
492	   mState.stencilRef != stencilRef ||
493	   mState.stencilMask != stencilMask)
494	{
495		mState.stencilFunc = stencilFunc;
496		mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
497		mState.stencilMask = stencilMask;
498		mStencilStateDirty = true;
499	}
500}
501
502void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
503{
504	if(mState.stencilBackFunc != stencilBackFunc ||
505	   mState.stencilBackRef != stencilBackRef ||
506	   mState.stencilBackMask != stencilBackMask)
507	{
508		mState.stencilBackFunc = stencilBackFunc;
509		mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
510		mState.stencilBackMask = stencilBackMask;
511		mStencilStateDirty = true;
512	}
513}
514
515void Context::setStencilWritemask(GLuint stencilWritemask)
516{
517	if(mState.stencilWritemask != stencilWritemask)
518	{
519		mState.stencilWritemask = stencilWritemask;
520		mStencilStateDirty = true;
521	}
522}
523
524void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
525{
526	if(mState.stencilBackWritemask != stencilBackWritemask)
527	{
528		mState.stencilBackWritemask = stencilBackWritemask;
529		mStencilStateDirty = true;
530	}
531}
532
533void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
534{
535	if(mState.stencilFail != stencilFail ||
536	   mState.stencilPassDepthFail != stencilPassDepthFail ||
537	   mState.stencilPassDepthPass != stencilPassDepthPass)
538	{
539		mState.stencilFail = stencilFail;
540		mState.stencilPassDepthFail = stencilPassDepthFail;
541		mState.stencilPassDepthPass = stencilPassDepthPass;
542		mStencilStateDirty = true;
543	}
544}
545
546void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
547{
548	if(mState.stencilBackFail != stencilBackFail ||
549	   mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
550	   mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
551	{
552		mState.stencilBackFail = stencilBackFail;
553		mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
554		mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
555		mStencilStateDirty = true;
556	}
557}
558
559void Context::setPolygonOffsetFillEnabled(bool enabled)
560{
561	if(mState.polygonOffsetFillEnabled != enabled)
562	{
563		mState.polygonOffsetFillEnabled = enabled;
564		mPolygonOffsetStateDirty = true;
565	}
566}
567
568bool Context::isPolygonOffsetFillEnabled() const
569{
570	return mState.polygonOffsetFillEnabled;
571}
572
573void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
574{
575	if(mState.polygonOffsetFactor != factor ||
576	   mState.polygonOffsetUnits != units)
577	{
578		mState.polygonOffsetFactor = factor;
579		mState.polygonOffsetUnits = units;
580		mPolygonOffsetStateDirty = true;
581	}
582}
583
584void Context::setSampleAlphaToCoverageEnabled(bool enabled)
585{
586	if(mState.sampleAlphaToCoverageEnabled != enabled)
587	{
588		mState.sampleAlphaToCoverageEnabled = enabled;
589		mSampleStateDirty = true;
590	}
591}
592
593bool Context::isSampleAlphaToCoverageEnabled() const
594{
595	return mState.sampleAlphaToCoverageEnabled;
596}
597
598void Context::setSampleCoverageEnabled(bool enabled)
599{
600	if(mState.sampleCoverageEnabled != enabled)
601	{
602		mState.sampleCoverageEnabled = enabled;
603		mSampleStateDirty = true;
604	}
605}
606
607bool Context::isSampleCoverageEnabled() const
608{
609	return mState.sampleCoverageEnabled;
610}
611
612void Context::setSampleCoverageParams(GLclampf value, bool invert)
613{
614	if(mState.sampleCoverageValue != value ||
615	   mState.sampleCoverageInvert != invert)
616	{
617		mState.sampleCoverageValue = value;
618		mState.sampleCoverageInvert = invert;
619		mSampleStateDirty = true;
620	}
621}
622
623void Context::setScissorTestEnabled(bool enabled)
624{
625	mState.scissorTestEnabled = enabled;
626}
627
628bool Context::isScissorTestEnabled() const
629{
630	return mState.scissorTestEnabled;
631}
632
633void Context::setDitherEnabled(bool enabled)
634{
635	if(mState.ditherEnabled != enabled)
636	{
637		mState.ditherEnabled = enabled;
638		mDitherStateDirty = true;
639	}
640}
641
642bool Context::isDitherEnabled() const
643{
644	return mState.ditherEnabled;
645}
646
647void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
648{
649	mState.primitiveRestartFixedIndexEnabled = enabled;
650}
651
652bool Context::isPrimitiveRestartFixedIndexEnabled() const
653{
654	return mState.primitiveRestartFixedIndexEnabled;
655}
656
657void Context::setRasterizerDiscardEnabled(bool enabled)
658{
659	mState.rasterizerDiscardEnabled = enabled;
660}
661
662bool Context::isRasterizerDiscardEnabled() const
663{
664	return mState.rasterizerDiscardEnabled;
665}
666
667void Context::setLineWidth(GLfloat width)
668{
669	mState.lineWidth = width;
670	device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
671}
672
673void Context::setGenerateMipmapHint(GLenum hint)
674{
675	mState.generateMipmapHint = hint;
676}
677
678void Context::setFragmentShaderDerivativeHint(GLenum hint)
679{
680	mState.fragmentShaderDerivativeHint = hint;
681	// TODO: Propagate the hint to shader translator so we can write
682	// ddx, ddx_coarse, or ddx_fine depending on the hint.
683	// Ignore for now. It is valid for implementations to ignore hint.
684}
685
686void Context::setTextureFilteringHint(GLenum hint)
687{
688	mState.textureFilteringHint = hint;
689}
690
691void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
692{
693	mState.viewportX = x;
694	mState.viewportY = y;
695	mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);     // GL_MAX_VIEWPORT_DIMS[0]
696	mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);   // GL_MAX_VIEWPORT_DIMS[1]
697}
698
699void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
700{
701	mState.scissorX = x;
702	mState.scissorY = y;
703	mState.scissorWidth = width;
704	mState.scissorHeight = height;
705}
706
707void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
708{
709	if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
710	   mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
711	{
712		mState.colorMaskRed = red;
713		mState.colorMaskGreen = green;
714		mState.colorMaskBlue = blue;
715		mState.colorMaskAlpha = alpha;
716		mMaskStateDirty = true;
717	}
718}
719
720unsigned int Context::getColorMask() const
721{
722	return (mState.colorMaskRed ? 0x1 : 0) |
723	       (mState.colorMaskGreen ? 0x2 : 0) |
724	       (mState.colorMaskBlue ? 0x4 : 0) |
725	       (mState.colorMaskAlpha ? 0x8 : 0);
726}
727
728void Context::setDepthMask(bool mask)
729{
730	if(mState.depthMask != mask)
731	{
732		mState.depthMask = mask;
733		mMaskStateDirty = true;
734	}
735}
736
737void Context::setActiveSampler(unsigned int active)
738{
739	mState.activeSampler = active;
740}
741
742GLuint Context::getReadFramebufferName() const
743{
744	return mState.readFramebuffer;
745}
746
747GLuint Context::getDrawFramebufferName() const
748{
749	return mState.drawFramebuffer;
750}
751
752GLuint Context::getRenderbufferName() const
753{
754	return mState.renderbuffer.name();
755}
756
757void Context::setFramebufferReadBuffer(GLuint buf)
758{
759	getReadFramebuffer()->setReadBuffer(buf);
760}
761
762void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
763{
764	Framebuffer *drawFramebuffer = getDrawFramebuffer();
765
766	for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
767	{
768		drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
769	}
770}
771
772GLuint Context::getReadFramebufferColorIndex() const
773{
774	GLenum buf = getReadFramebuffer()->getReadBuffer();
775	switch(buf)
776	{
777	case GL_BACK:
778		return 0;
779	case GL_NONE:
780		return GL_INVALID_INDEX;
781	default:
782		return buf - GL_COLOR_ATTACHMENT0;
783}
784}
785
786GLuint Context::getArrayBufferName() const
787{
788	return mState.arrayBuffer.name();
789}
790
791GLuint Context::getElementArrayBufferName() const
792{
793	Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
794	return elementArrayBuffer ? elementArrayBuffer->name : 0;
795}
796
797GLuint Context::getActiveQuery(GLenum target) const
798{
799	Query *queryObject = nullptr;
800
801	switch(target)
802	{
803	case GL_ANY_SAMPLES_PASSED_EXT:
804		queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
805		break;
806	case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
807		queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
808		break;
809	case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
810		queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
811		break;
812	default:
813		ASSERT(false);
814	}
815
816	if(queryObject)
817	{
818		return queryObject->name;
819	}
820
821	return 0;
822}
823
824void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
825{
826	getCurrentVertexArray()->enableAttribute(attribNum, enabled);
827}
828
829void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
830{
831	getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
832}
833
834const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
835{
836	return getCurrentVertexArray()->getVertexAttribute(attribNum);
837}
838
839void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
840                                   GLsizei stride, const void *pointer)
841{
842	getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer);
843}
844
845const void *Context::getVertexAttribPointer(unsigned int attribNum) const
846{
847	return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
848}
849
850const VertexAttributeArray &Context::getVertexArrayAttributes()
851{
852	return getCurrentVertexArray()->getVertexAttributes();
853}
854
855const VertexAttributeArray &Context::getCurrentVertexAttributes()
856{
857	return mState.vertexAttribute;
858}
859
860void Context::setPackAlignment(GLint alignment)
861{
862	mState.packAlignment = alignment;
863}
864
865void Context::setUnpackAlignment(GLint alignment)
866{
867	mState.unpackInfo.alignment = alignment;
868}
869
870const egl::Image::UnpackInfo& Context::getUnpackInfo() const
871{
872	return mState.unpackInfo;
873}
874
875void Context::setPackRowLength(GLint rowLength)
876{
877	mState.packRowLength = rowLength;
878}
879
880void Context::setPackImageHeight(GLint imageHeight)
881{
882	mState.packImageHeight = imageHeight;
883}
884
885void Context::setPackSkipPixels(GLint skipPixels)
886{
887	mState.packSkipPixels = skipPixels;
888}
889
890void Context::setPackSkipRows(GLint skipRows)
891{
892	mState.packSkipRows = skipRows;
893}
894
895void Context::setPackSkipImages(GLint skipImages)
896{
897	mState.packSkipImages = skipImages;
898}
899
900void Context::setUnpackRowLength(GLint rowLength)
901{
902	mState.unpackInfo.rowLength = rowLength;
903}
904
905void Context::setUnpackImageHeight(GLint imageHeight)
906{
907	mState.unpackInfo.imageHeight = imageHeight;
908}
909
910void Context::setUnpackSkipPixels(GLint skipPixels)
911{
912	mState.unpackInfo.skipPixels = skipPixels;
913}
914
915void Context::setUnpackSkipRows(GLint skipRows)
916{
917	mState.unpackInfo.skipRows = skipRows;
918}
919
920void Context::setUnpackSkipImages(GLint skipImages)
921{
922	mState.unpackInfo.skipImages = skipImages;
923}
924
925GLuint Context::createBuffer()
926{
927	return mResourceManager->createBuffer();
928}
929
930GLuint Context::createProgram()
931{
932	return mResourceManager->createProgram();
933}
934
935GLuint Context::createShader(GLenum type)
936{
937	return mResourceManager->createShader(type);
938}
939
940GLuint Context::createTexture()
941{
942	return mResourceManager->createTexture();
943}
944
945GLuint Context::createRenderbuffer()
946{
947	return mResourceManager->createRenderbuffer();
948}
949
950// Returns an unused framebuffer name
951GLuint Context::createFramebuffer()
952{
953	return mFramebufferNameSpace.allocate();
954}
955
956GLuint Context::createFence()
957{
958	return mFenceNameSpace.allocate(new Fence());
959}
960
961// Returns an unused query name
962GLuint Context::createQuery()
963{
964	return mQueryNameSpace.allocate();
965}
966
967// Returns an unused vertex array name
968GLuint Context::createVertexArray()
969{
970	return mVertexArrayNameSpace.allocate();
971}
972
973GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
974{
975	GLuint handle = mResourceManager->createFenceSync(condition, flags);
976
977	return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
978}
979
980// Returns an unused transform feedback name
981GLuint Context::createTransformFeedback()
982{
983	return mTransformFeedbackNameSpace.allocate();
984}
985
986// Returns an unused sampler name
987GLuint Context::createSampler()
988{
989	return mResourceManager->createSampler();
990}
991
992void Context::deleteBuffer(GLuint buffer)
993{
994	detachBuffer(buffer);
995
996	mResourceManager->deleteBuffer(buffer);
997}
998
999void Context::deleteShader(GLuint shader)
1000{
1001	mResourceManager->deleteShader(shader);
1002}
1003
1004void Context::deleteProgram(GLuint program)
1005{
1006	mResourceManager->deleteProgram(program);
1007}
1008
1009void Context::deleteTexture(GLuint texture)
1010{
1011	detachTexture(texture);
1012
1013	mResourceManager->deleteTexture(texture);
1014}
1015
1016void Context::deleteRenderbuffer(GLuint renderbuffer)
1017{
1018	if(mResourceManager->getRenderbuffer(renderbuffer))
1019	{
1020		detachRenderbuffer(renderbuffer);
1021	}
1022
1023	mResourceManager->deleteRenderbuffer(renderbuffer);
1024}
1025
1026void Context::deleteFramebuffer(GLuint framebuffer)
1027{
1028	detachFramebuffer(framebuffer);
1029
1030	Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1031
1032	if(framebufferObject)
1033	{
1034		delete framebufferObject;
1035	}
1036}
1037
1038void Context::deleteFence(GLuint fence)
1039{
1040	Fence *fenceObject = mFenceNameSpace.remove(fence);
1041
1042	if(fenceObject)
1043	{
1044		delete fenceObject;
1045	}
1046}
1047
1048void Context::deleteQuery(GLuint query)
1049{
1050	Query *queryObject = mQueryNameSpace.remove(query);
1051
1052	if(queryObject)
1053	{
1054		queryObject->release();
1055	}
1056}
1057
1058void Context::deleteVertexArray(GLuint vertexArray)
1059{
1060	// [OpenGL ES 3.0.2] section 2.10 page 43:
1061	// If a vertex array object that is currently bound is deleted, the binding
1062	// for that object reverts to zero and the default vertex array becomes current.
1063	if(getCurrentVertexArray()->name == vertexArray)
1064	{
1065		bindVertexArray(0);
1066	}
1067
1068	VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1069
1070	if(vertexArrayObject)
1071	{
1072		delete vertexArrayObject;
1073	}
1074}
1075
1076void Context::deleteFenceSync(GLsync fenceSync)
1077{
1078	// The spec specifies the underlying Fence object is not deleted until all current
1079	// wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1080	// and since our API is currently designed for being called from a single thread, we can delete
1081	// the fence immediately.
1082	mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1083}
1084
1085void Context::deleteTransformFeedback(GLuint transformFeedback)
1086{
1087	TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1088
1089	if(transformFeedbackObject)
1090	{
1091		delete transformFeedbackObject;
1092	}
1093}
1094
1095void Context::deleteSampler(GLuint sampler)
1096{
1097	detachSampler(sampler);
1098
1099	mResourceManager->deleteSampler(sampler);
1100}
1101
1102Buffer *Context::getBuffer(GLuint handle) const
1103{
1104	return mResourceManager->getBuffer(handle);
1105}
1106
1107Shader *Context::getShader(GLuint handle) const
1108{
1109	return mResourceManager->getShader(handle);
1110}
1111
1112Program *Context::getProgram(GLuint handle) const
1113{
1114	return mResourceManager->getProgram(handle);
1115}
1116
1117Texture *Context::getTexture(GLuint handle) const
1118{
1119	return mResourceManager->getTexture(handle);
1120}
1121
1122Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1123{
1124	return mResourceManager->getRenderbuffer(handle);
1125}
1126
1127Framebuffer *Context::getReadFramebuffer() const
1128{
1129	return getFramebuffer(mState.readFramebuffer);
1130}
1131
1132Framebuffer *Context::getDrawFramebuffer() const
1133{
1134	return getFramebuffer(mState.drawFramebuffer);
1135}
1136
1137void Context::bindArrayBuffer(unsigned int buffer)
1138{
1139	mResourceManager->checkBufferAllocation(buffer);
1140
1141	mState.arrayBuffer = getBuffer(buffer);
1142}
1143
1144void Context::bindElementArrayBuffer(unsigned int buffer)
1145{
1146	mResourceManager->checkBufferAllocation(buffer);
1147
1148	getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1149}
1150
1151void Context::bindCopyReadBuffer(GLuint buffer)
1152{
1153	mResourceManager->checkBufferAllocation(buffer);
1154
1155	mState.copyReadBuffer = getBuffer(buffer);
1156}
1157
1158void Context::bindCopyWriteBuffer(GLuint buffer)
1159{
1160	mResourceManager->checkBufferAllocation(buffer);
1161
1162	mState.copyWriteBuffer = getBuffer(buffer);
1163}
1164
1165void Context::bindPixelPackBuffer(GLuint buffer)
1166{
1167	mResourceManager->checkBufferAllocation(buffer);
1168
1169	mState.pixelPackBuffer = getBuffer(buffer);
1170}
1171
1172void Context::bindPixelUnpackBuffer(GLuint buffer)
1173{
1174	mResourceManager->checkBufferAllocation(buffer);
1175
1176	mState.pixelUnpackBuffer = getBuffer(buffer);
1177}
1178
1179void Context::bindTransformFeedbackBuffer(GLuint buffer)
1180{
1181	mResourceManager->checkBufferAllocation(buffer);
1182
1183	TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1184
1185	if(transformFeedback)
1186	{
1187		transformFeedback->setGenericBuffer(getBuffer(buffer));
1188	}
1189}
1190
1191void Context::bindTexture2D(GLuint texture)
1192{
1193	mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1194
1195	mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture);
1196}
1197
1198void Context::bindTextureCubeMap(GLuint texture)
1199{
1200	mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1201
1202	mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture);
1203}
1204
1205void Context::bindTextureExternal(GLuint texture)
1206{
1207	mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL);
1208
1209	mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture);
1210}
1211
1212void Context::bindTexture3D(GLuint texture)
1213{
1214	mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1215
1216	mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture);
1217}
1218
1219void Context::bindTexture2DArray(GLuint texture)
1220{
1221	mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1222
1223	mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture);
1224}
1225
1226void Context::bindReadFramebuffer(GLuint framebuffer)
1227{
1228	if(!getFramebuffer(framebuffer))
1229	{
1230		mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1231	}
1232
1233	mState.readFramebuffer = framebuffer;
1234}
1235
1236void Context::bindDrawFramebuffer(GLuint framebuffer)
1237{
1238	if(!getFramebuffer(framebuffer))
1239	{
1240		mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1241	}
1242
1243	mState.drawFramebuffer = framebuffer;
1244}
1245
1246void Context::bindRenderbuffer(GLuint renderbuffer)
1247{
1248	mResourceManager->checkRenderbufferAllocation(renderbuffer);
1249
1250	mState.renderbuffer = getRenderbuffer(renderbuffer);
1251}
1252
1253void Context::bindVertexArray(GLuint array)
1254{
1255	VertexArray *vertexArray = getVertexArray(array);
1256
1257	if(!vertexArray)
1258	{
1259		vertexArray = new VertexArray(array);
1260		mVertexArrayNameSpace.insert(array, vertexArray);
1261	}
1262
1263	mState.vertexArray = array;
1264}
1265
1266void Context::bindGenericUniformBuffer(GLuint buffer)
1267{
1268	mResourceManager->checkBufferAllocation(buffer);
1269
1270	mState.genericUniformBuffer = getBuffer(buffer);
1271}
1272
1273void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1274{
1275	mResourceManager->checkBufferAllocation(buffer);
1276
1277	Buffer* bufferObject = getBuffer(buffer);
1278	mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size));
1279}
1280
1281void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1282{
1283	mResourceManager->checkBufferAllocation(buffer);
1284
1285	getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1286}
1287
1288void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1289{
1290	mResourceManager->checkBufferAllocation(buffer);
1291
1292	Buffer* bufferObject = getBuffer(buffer);
1293	getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1294}
1295
1296void Context::bindTransformFeedback(GLuint id)
1297{
1298	if(!getTransformFeedback(id))
1299	{
1300		mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1301	}
1302
1303	mState.transformFeedback = id;
1304}
1305
1306bool Context::bindSampler(GLuint unit, GLuint sampler)
1307{
1308	mResourceManager->checkSamplerAllocation(sampler);
1309
1310	Sampler* samplerObject = getSampler(sampler);
1311
1312	mState.sampler[unit] = samplerObject;
1313
1314	return !!samplerObject;
1315}
1316
1317void Context::useProgram(GLuint program)
1318{
1319	GLuint priorProgram = mState.currentProgram;
1320	mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
1321
1322	if(priorProgram != program)
1323	{
1324		Program *newProgram = mResourceManager->getProgram(program);
1325		Program *oldProgram = mResourceManager->getProgram(priorProgram);
1326
1327		if(newProgram)
1328		{
1329			newProgram->addRef();
1330		}
1331
1332		if(oldProgram)
1333		{
1334			oldProgram->release();
1335		}
1336	}
1337}
1338
1339void Context::beginQuery(GLenum target, GLuint query)
1340{
1341	// From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1342	// of zero, if the active query object name for <target> is non-zero (for the
1343	// targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1344	// the active query for either target is non-zero), if <id> is the name of an
1345	// existing query object whose type does not match <target>, or if <id> is the
1346	// active query object name for any query type, the error INVALID_OPERATION is
1347	// generated.
1348
1349	// Ensure no other queries are active
1350	// NOTE: If other queries than occlusion are supported, we will need to check
1351	// separately that:
1352	//    a) The query ID passed is not the current active query for any target/type
1353	//    b) There are no active queries for the requested target (and in the case
1354	//       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1355	//       no query may be active for either if glBeginQuery targets either.
1356	for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1357	{
1358		if(mState.activeQuery[i])
1359		{
1360			return error(GL_INVALID_OPERATION);
1361		}
1362	}
1363
1364	QueryType qType;
1365	switch(target)
1366	{
1367	case GL_ANY_SAMPLES_PASSED_EXT:
1368		qType = QUERY_ANY_SAMPLES_PASSED;
1369		break;
1370	case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1371		qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1372		break;
1373	case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1374		qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1375		break;
1376	default:
1377		UNREACHABLE(target);
1378		return error(GL_INVALID_ENUM);
1379	}
1380
1381	Query *queryObject = createQuery(query, target);
1382
1383	// Check that name was obtained with glGenQueries
1384	if(!queryObject)
1385	{
1386		return error(GL_INVALID_OPERATION);
1387	}
1388
1389	// Check for type mismatch
1390	if(queryObject->getType() != target)
1391	{
1392		return error(GL_INVALID_OPERATION);
1393	}
1394
1395	// Set query as active for specified target
1396	mState.activeQuery[qType] = queryObject;
1397
1398	// Begin query
1399	queryObject->begin();
1400}
1401
1402void Context::endQuery(GLenum target)
1403{
1404	QueryType qType;
1405
1406	switch(target)
1407	{
1408	case GL_ANY_SAMPLES_PASSED_EXT:                qType = QUERY_ANY_SAMPLES_PASSED;                    break;
1409	case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:   qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;       break;
1410	case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1411	default: UNREACHABLE(target); return;
1412	}
1413
1414	Query *queryObject = mState.activeQuery[qType];
1415
1416	if(!queryObject)
1417	{
1418		return error(GL_INVALID_OPERATION);
1419	}
1420
1421	queryObject->end();
1422
1423	mState.activeQuery[qType] = nullptr;
1424}
1425
1426void Context::setFramebufferZero(Framebuffer *buffer)
1427{
1428	delete mFramebufferNameSpace.remove(0);
1429	mFramebufferNameSpace.insert(0, buffer);
1430}
1431
1432void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1433{
1434	Renderbuffer *renderbufferObject = mState.renderbuffer;
1435	renderbufferObject->setStorage(renderbuffer);
1436}
1437
1438Framebuffer *Context::getFramebuffer(unsigned int handle) const
1439{
1440	return mFramebufferNameSpace.find(handle);
1441}
1442
1443Fence *Context::getFence(unsigned int handle) const
1444{
1445	return mFenceNameSpace.find(handle);
1446}
1447
1448FenceSync *Context::getFenceSync(GLsync handle) const
1449{
1450	return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1451}
1452
1453Query *Context::getQuery(unsigned int handle) const
1454{
1455	return mQueryNameSpace.find(handle);
1456}
1457
1458Query *Context::createQuery(unsigned int handle, GLenum type)
1459{
1460	if(!mQueryNameSpace.isReserved(handle))
1461	{
1462		return nullptr;
1463	}
1464	else
1465	{
1466		Query *query = mQueryNameSpace.find(handle);
1467		if(!query)
1468		{
1469			query = new Query(handle, type);
1470			query->addRef();
1471			mQueryNameSpace.insert(handle, query);
1472		}
1473
1474		return query;
1475	}
1476}
1477
1478VertexArray *Context::getVertexArray(GLuint array) const
1479{
1480	return mVertexArrayNameSpace.find(array);
1481}
1482
1483VertexArray *Context::getCurrentVertexArray() const
1484{
1485	return getVertexArray(mState.vertexArray);
1486}
1487
1488bool Context::isVertexArray(GLuint array) const
1489{
1490	return mVertexArrayNameSpace.isReserved(array);
1491}
1492
1493bool Context::hasZeroDivisor() const
1494{
1495	// Verify there is at least one active attribute with a divisor of zero
1496	es2::Program *programObject = getCurrentProgram();
1497	for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1498	{
1499		bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1500		if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1501		{
1502			return true;
1503		}
1504	}
1505
1506	return false;
1507}
1508
1509TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1510{
1511	return mTransformFeedbackNameSpace.find(transformFeedback);
1512}
1513
1514bool Context::isTransformFeedback(GLuint array) const
1515{
1516	return mTransformFeedbackNameSpace.isReserved(array);
1517}
1518
1519Sampler *Context::getSampler(GLuint sampler) const
1520{
1521	return mResourceManager->getSampler(sampler);
1522}
1523
1524bool Context::isSampler(GLuint sampler) const
1525{
1526	return mResourceManager->isSampler(sampler);
1527}
1528
1529Buffer *Context::getArrayBuffer() const
1530{
1531	return mState.arrayBuffer;
1532}
1533
1534Buffer *Context::getElementArrayBuffer() const
1535{
1536	return getCurrentVertexArray()->getElementArrayBuffer();
1537}
1538
1539Buffer *Context::getCopyReadBuffer() const
1540{
1541	return mState.copyReadBuffer;
1542}
1543
1544Buffer *Context::getCopyWriteBuffer() const
1545{
1546	return mState.copyWriteBuffer;
1547}
1548
1549Buffer *Context::getPixelPackBuffer() const
1550{
1551	return mState.pixelPackBuffer;
1552}
1553
1554Buffer *Context::getPixelUnpackBuffer() const
1555{
1556	return mState.pixelUnpackBuffer;
1557}
1558
1559Buffer *Context::getGenericUniformBuffer() const
1560{
1561	return mState.genericUniformBuffer;
1562}
1563
1564const GLvoid* Context::getPixels(const GLvoid* data) const
1565{
1566	es2::Buffer* unpackBuffer = getPixelUnpackBuffer();
1567	const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr;
1568	return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data;
1569}
1570
1571bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1572{
1573	switch(target)
1574	{
1575	case GL_ARRAY_BUFFER:
1576		*buffer = getArrayBuffer();
1577		break;
1578	case GL_ELEMENT_ARRAY_BUFFER:
1579		*buffer = getElementArrayBuffer();
1580		break;
1581	case GL_COPY_READ_BUFFER:
1582		if(clientVersion >= 3)
1583		{
1584			*buffer = getCopyReadBuffer();
1585			break;
1586		}
1587		else return false;
1588	case GL_COPY_WRITE_BUFFER:
1589		if(clientVersion >= 3)
1590		{
1591			*buffer = getCopyWriteBuffer();
1592			break;
1593		}
1594		else return false;
1595	case GL_PIXEL_PACK_BUFFER:
1596		if(clientVersion >= 3)
1597		{
1598			*buffer = getPixelPackBuffer();
1599			break;
1600		}
1601		else return false;
1602	case GL_PIXEL_UNPACK_BUFFER:
1603		if(clientVersion >= 3)
1604		{
1605			*buffer = getPixelUnpackBuffer();
1606			break;
1607		}
1608		else return false;
1609	case GL_TRANSFORM_FEEDBACK_BUFFER:
1610		if(clientVersion >= 3)
1611		{
1612			TransformFeedback* transformFeedback = getTransformFeedback();
1613			*buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1614			break;
1615		}
1616		else return false;
1617	case GL_UNIFORM_BUFFER:
1618		if(clientVersion >= 3)
1619		{
1620			*buffer = getGenericUniformBuffer();
1621			break;
1622		}
1623		else return false;
1624	default:
1625		return false;
1626	}
1627	return true;
1628}
1629
1630TransformFeedback *Context::getTransformFeedback() const
1631{
1632	return getTransformFeedback(mState.transformFeedback);
1633}
1634
1635Program *Context::getCurrentProgram() const
1636{
1637	return mResourceManager->getProgram(mState.currentProgram);
1638}
1639
1640Texture2D *Context::getTexture2D() const
1641{
1642	return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1643}
1644
1645Texture3D *Context::getTexture3D() const
1646{
1647	return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1648}
1649
1650Texture2DArray *Context::getTexture2DArray() const
1651{
1652	return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1653}
1654
1655TextureCubeMap *Context::getTextureCubeMap() const
1656{
1657	return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1658}
1659
1660TextureExternal *Context::getTextureExternal() const
1661{
1662	return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1663}
1664
1665Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1666{
1667	GLuint texid = mState.samplerTexture[type][sampler].name();
1668
1669	if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
1670	{
1671		switch(type)
1672		{
1673		case TEXTURE_2D: return mTexture2DZero;
1674		case TEXTURE_3D: return mTexture3DZero;
1675		case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1676		case TEXTURE_CUBE: return mTextureCubeMapZero;
1677		case TEXTURE_EXTERNAL: return mTextureExternalZero;
1678		default: UNREACHABLE(type);
1679		}
1680	}
1681
1682	return mState.samplerTexture[type][sampler];
1683}
1684
1685void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1686{
1687	mResourceManager->checkSamplerAllocation(sampler);
1688
1689	Sampler *samplerObject = getSampler(sampler);
1690	ASSERT(samplerObject);
1691
1692	switch(pname)
1693	{
1694	case GL_TEXTURE_MIN_FILTER:   samplerObject->setMinFilter(static_cast<GLenum>(param));   break;
1695	case GL_TEXTURE_MAG_FILTER:   samplerObject->setMagFilter(static_cast<GLenum>(param));   break;
1696	case GL_TEXTURE_WRAP_S:       samplerObject->setWrapS(static_cast<GLenum>(param));       break;
1697	case GL_TEXTURE_WRAP_T:       samplerObject->setWrapT(static_cast<GLenum>(param));       break;
1698	case GL_TEXTURE_WRAP_R:       samplerObject->setWrapR(static_cast<GLenum>(param));       break;
1699	case GL_TEXTURE_MIN_LOD:      samplerObject->setMinLod(static_cast<GLfloat>(param));     break;
1700	case GL_TEXTURE_MAX_LOD:      samplerObject->setMaxLod(static_cast<GLfloat>(param));     break;
1701	case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(param)); break;
1702	case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break;
1703	default:                      UNREACHABLE(pname); break;
1704	}
1705}
1706
1707void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1708{
1709	mResourceManager->checkSamplerAllocation(sampler);
1710
1711	Sampler *samplerObject = getSampler(sampler);
1712	ASSERT(samplerObject);
1713
1714	switch(pname)
1715	{
1716	case GL_TEXTURE_MIN_FILTER:   samplerObject->setMinFilter(static_cast<GLenum>(roundf(param)));   break;
1717	case GL_TEXTURE_MAG_FILTER:   samplerObject->setMagFilter(static_cast<GLenum>(roundf(param)));   break;
1718	case GL_TEXTURE_WRAP_S:       samplerObject->setWrapS(static_cast<GLenum>(roundf(param)));       break;
1719	case GL_TEXTURE_WRAP_T:       samplerObject->setWrapT(static_cast<GLenum>(roundf(param)));       break;
1720	case GL_TEXTURE_WRAP_R:       samplerObject->setWrapR(static_cast<GLenum>(roundf(param)));       break;
1721	case GL_TEXTURE_MIN_LOD:      samplerObject->setMinLod(param);                                   break;
1722	case GL_TEXTURE_MAX_LOD:      samplerObject->setMaxLod(param);                                   break;
1723	case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(roundf(param))); break;
1724	case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(roundf(param))); break;
1725	default:                      UNREACHABLE(pname); break;
1726	}
1727}
1728
1729GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1730{
1731	mResourceManager->checkSamplerAllocation(sampler);
1732
1733	Sampler *samplerObject = getSampler(sampler);
1734	ASSERT(samplerObject);
1735
1736	switch(pname)
1737	{
1738	case GL_TEXTURE_MIN_FILTER:   return static_cast<GLint>(samplerObject->getMinFilter());
1739	case GL_TEXTURE_MAG_FILTER:   return static_cast<GLint>(samplerObject->getMagFilter());
1740	case GL_TEXTURE_WRAP_S:       return static_cast<GLint>(samplerObject->getWrapS());
1741	case GL_TEXTURE_WRAP_T:       return static_cast<GLint>(samplerObject->getWrapT());
1742	case GL_TEXTURE_WRAP_R:       return static_cast<GLint>(samplerObject->getWrapR());
1743	case GL_TEXTURE_MIN_LOD:      return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1744	case GL_TEXTURE_MAX_LOD:      return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1745	case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getCompareMode());
1746	case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc());
1747	default:                      UNREACHABLE(pname); return 0;
1748	}
1749}
1750
1751GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1752{
1753	mResourceManager->checkSamplerAllocation(sampler);
1754
1755	Sampler *samplerObject = getSampler(sampler);
1756	ASSERT(samplerObject);
1757
1758	switch(pname)
1759	{
1760	case GL_TEXTURE_MIN_FILTER:   return static_cast<GLfloat>(samplerObject->getMinFilter());
1761	case GL_TEXTURE_MAG_FILTER:   return static_cast<GLfloat>(samplerObject->getMagFilter());
1762	case GL_TEXTURE_WRAP_S:       return static_cast<GLfloat>(samplerObject->getWrapS());
1763	case GL_TEXTURE_WRAP_T:       return static_cast<GLfloat>(samplerObject->getWrapT());
1764	case GL_TEXTURE_WRAP_R:       return static_cast<GLfloat>(samplerObject->getWrapR());
1765	case GL_TEXTURE_MIN_LOD:      return samplerObject->getMinLod();
1766	case GL_TEXTURE_MAX_LOD:      return samplerObject->getMaxLod();
1767	case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getCompareMode());
1768	case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc());
1769	default:                      UNREACHABLE(pname); return 0;
1770	}
1771}
1772
1773bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1774{
1775	switch(pname)
1776	{
1777	case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
1778	case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
1779	case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
1780	case GL_COLOR_WRITEMASK:
1781		params[0] = mState.colorMaskRed;
1782		params[1] = mState.colorMaskGreen;
1783		params[2] = mState.colorMaskBlue;
1784		params[3] = mState.colorMaskAlpha;
1785		break;
1786	case GL_CULL_FACE:                *params = mState.cullFaceEnabled;                  break;
1787	case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;         break;
1788	case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled;     break;
1789	case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;            break;
1790	case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;               break;
1791	case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;               break;
1792	case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;                 break;
1793	case GL_BLEND:                    *params = mState.blendEnabled;                     break;
1794	case GL_DITHER:                   *params = mState.ditherEnabled;                    break;
1795	case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1796	case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscardEnabled;         break;
1797	case GL_TRANSFORM_FEEDBACK_ACTIVE:
1798		{
1799			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1800			if(transformFeedback)
1801			{
1802				*params = transformFeedback->isActive();
1803				break;
1804			}
1805			else return false;
1806		}
1807	 case GL_TRANSFORM_FEEDBACK_PAUSED:
1808		{
1809			TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1810			if(transformFeedback)
1811			{
1812				*params = transformFeedback->isPaused();
1813				break;
1814			}
1815			else return false;
1816		}
1817	default:
1818		return false;
1819	}
1820
1821	return true;
1822}
1823
1824bool Context::getFloatv(GLenum pname, GLfloat *params) const
1825{
1826	// Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1827	// because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1828	// GetIntegerv as its native query function. As it would require conversion in any
1829	// case, this should make no difference to the calling application.
1830	switch(pname)
1831	{
1832	case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
1833	case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
1834	case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
1835	case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
1836	case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
1837	case GL_ALIASED_LINE_WIDTH_RANGE:
1838		params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1839		params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1840		break;
1841	case GL_ALIASED_POINT_SIZE_RANGE:
1842		params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1843		params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1844		break;
1845	case GL_DEPTH_RANGE:
1846		params[0] = mState.zNear;
1847		params[1] = mState.zFar;
1848		break;
1849	case GL_COLOR_CLEAR_VALUE:
1850		params[0] = mState.colorClearValue.red;
1851		params[1] = mState.colorClearValue.green;
1852		params[2] = mState.colorClearValue.blue;
1853		params[3] = mState.colorClearValue.alpha;
1854		break;
1855	case GL_BLEND_COLOR:
1856		params[0] = mState.blendColor.red;
1857		params[1] = mState.blendColor.green;
1858		params[2] = mState.blendColor.blue;
1859		params[3] = mState.blendColor.alpha;
1860		break;
1861	case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1862		*params = MAX_TEXTURE_MAX_ANISOTROPY;
1863		break;
1864	default:
1865		return false;
1866	}
1867
1868	return true;
1869}
1870
1871template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1872template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1873
1874template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1875{
1876	// Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1877	// because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1878	// GetIntegerv as its native query function. As it would require conversion in any
1879	// case, this should make no difference to the calling application. You may find it in
1880	// Context::getFloatv.
1881	switch(pname)
1882	{
1883	case GL_MAX_VERTEX_ATTRIBS:               *params = MAX_VERTEX_ATTRIBS;               return true;
1884	case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = MAX_VERTEX_UNIFORM_VECTORS;       return true;
1885	case GL_MAX_VARYING_VECTORS:              *params = MAX_VARYING_VECTORS;              return true;
1886	case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true;
1887	case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS;   return true;
1888	case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = MAX_TEXTURE_IMAGE_UNITS;          return true;
1889	case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = MAX_FRAGMENT_UNIFORM_VECTORS;     return true;
1890	case GL_MAX_RENDERBUFFER_SIZE:            *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true;
1891	case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    return true;
1892	case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          return true;
1893	case GL_ARRAY_BUFFER_BINDING:             *params = getArrayBufferName();                 return true;
1894	case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = getElementArrayBufferName();          return true;
1895//	case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1896	case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               return true;
1897	case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               return true;
1898	case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.name();           return true;
1899	case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                return true;
1900	case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 return true;
1901	case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackInfo.alignment;          return true;
1902	case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            return true;
1903	case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true;
1904	case GL_TEXTURE_FILTERING_HINT_CHROMIUM:  *params = mState.textureFilteringHint;          return true;
1905	case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); return true;
1906	case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   return true;
1907	case GL_STENCIL_REF:                      *params = mState.stencilRef;                    return true;
1908	case GL_STENCIL_VALUE_MASK:               *params = sw::clampToSignedInt(mState.stencilMask); return true;
1909	case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               return true;
1910	case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                return true;
1911	case GL_STENCIL_BACK_VALUE_MASK:          *params = sw::clampToSignedInt(mState.stencilBackMask); return true;
1912	case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   return true;
1913	case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          return true;
1914	case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          return true;
1915	case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               return true;
1916	case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      return true;
1917	case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      return true;
1918	case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     return true;
1919	case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                return true;
1920	case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              return true;
1921	case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  return true;
1922	case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                return true;
1923	case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              return true;
1924	case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            return true;
1925	case GL_STENCIL_WRITEMASK:                *params = sw::clampToSignedInt(mState.stencilWritemask); return true;
1926	case GL_STENCIL_BACK_WRITEMASK:           *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true;
1927	case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             return true;
1928	case GL_SUBPIXEL_BITS:                    *params = 4;                                    return true;
1929	case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;          return true;
1930	case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true;
1931	case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;           return true;
1932	case GL_MAX_SAMPLES_ANGLE:                *params = IMPLEMENTATION_MAX_SAMPLES;               return true;
1933	case GL_SAMPLE_BUFFERS:
1934	case GL_SAMPLES:
1935		{
1936			Framebuffer *framebuffer = getDrawFramebuffer();
1937			int width, height, samples;
1938
1939			if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1940			{
1941				switch(pname)
1942				{
1943				case GL_SAMPLE_BUFFERS:
1944					if(samples > 1)
1945					{
1946						*params = 1;
1947					}
1948					else
1949					{
1950						*params = 0;
1951					}
1952					break;
1953				case GL_SAMPLES:
1954					*params = samples;
1955					break;
1956				}
1957			}
1958			else
1959			{
1960				*params = 0;
1961			}
1962		}
1963		return true;
1964	case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1965		{
1966			Framebuffer *framebuffer = getReadFramebuffer();
1967			*params = framebuffer->getImplementationColorReadType();
1968		}
1969		return true;
1970	case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1971		{
1972			Framebuffer *framebuffer = getReadFramebuffer();
1973			*params = framebuffer->getImplementationColorReadFormat();
1974		}
1975		return true;
1976	case GL_MAX_VIEWPORT_DIMS:
1977		{
1978			int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1979			params[0] = maxDimension;
1980			params[1] = maxDimension;
1981		}
1982		return true;
1983	case GL_COMPRESSED_TEXTURE_FORMATS:
1984		{
1985			for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1986			{
1987				params[i] = compressedTextureFormats[i];
1988			}
1989		}
1990		return true;
1991	case GL_VIEWPORT:
1992		params[0] = mState.viewportX;
1993		params[1] = mState.viewportY;
1994		params[2] = mState.viewportWidth;
1995		params[3] = mState.viewportHeight;
1996		return true;
1997	case GL_SCISSOR_BOX:
1998		params[0] = mState.scissorX;
1999		params[1] = mState.scissorY;
2000		params[2] = mState.scissorWidth;
2001		params[3] = mState.scissorHeight;
2002		return true;
2003	case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 return true;
2004	case GL_FRONT_FACE:                       *params = mState.frontFace;                return true;
2005	case GL_RED_BITS:
2006	case GL_GREEN_BITS:
2007	case GL_BLUE_BITS:
2008	case GL_ALPHA_BITS:
2009		{
2010			Framebuffer *framebuffer = getDrawFramebuffer();
2011			Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
2012
2013			if(colorbuffer)
2014			{
2015				switch(pname)
2016				{
2017				case GL_RED_BITS:   *params = colorbuffer->getRedSize();   return true;
2018				case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true;
2019				case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  return true;
2020				case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true;
2021				}
2022			}
2023			else
2024			{
2025				*params = 0;
2026			}
2027		}
2028		return true;
2029	case GL_DEPTH_BITS:
2030		{
2031			Framebuffer *framebuffer = getDrawFramebuffer();
2032			Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2033
2034			if(depthbuffer)
2035			{
2036				*params = depthbuffer->getDepthSize();
2037			}
2038			else
2039			{
2040				*params = 0;
2041			}
2042		}
2043		return true;
2044	case GL_STENCIL_BITS:
2045		{
2046			Framebuffer *framebuffer = getDrawFramebuffer();
2047			Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2048
2049			if(stencilbuffer)
2050			{
2051				*params = stencilbuffer->getStencilSize();
2052			}
2053			else
2054			{
2055				*params = 0;
2056			}
2057		}
2058		return true;
2059	case GL_TEXTURE_BINDING_2D:
2060		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2061		{
2062			error(GL_INVALID_OPERATION);
2063			return false;
2064		}
2065
2066		*params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2067		return true;
2068	case GL_TEXTURE_BINDING_CUBE_MAP:
2069		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2070		{
2071			error(GL_INVALID_OPERATION);
2072			return false;
2073		}
2074
2075		*params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2076		return true;
2077	case GL_TEXTURE_BINDING_EXTERNAL_OES:
2078		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2079		{
2080			error(GL_INVALID_OPERATION);
2081			return false;
2082		}
2083
2084		*params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2085		return true;
2086	case GL_TEXTURE_BINDING_3D_OES:
2087		if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2088		{
2089			error(GL_INVALID_OPERATION);
2090			return false;
2091		}
2092
2093		*params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2094		return true;
2095	case GL_DRAW_BUFFER0:
2096	case GL_DRAW_BUFFER1:
2097	case GL_DRAW_BUFFER2:
2098	case GL_DRAW_BUFFER3:
2099	case GL_DRAW_BUFFER4:
2100	case GL_DRAW_BUFFER5:
2101	case GL_DRAW_BUFFER6:
2102	case GL_DRAW_BUFFER7:
2103	case GL_DRAW_BUFFER8:
2104	case GL_DRAW_BUFFER9:
2105	case GL_DRAW_BUFFER10:
2106	case GL_DRAW_BUFFER11:
2107	case GL_DRAW_BUFFER12:
2108	case GL_DRAW_BUFFER13:
2109	case GL_DRAW_BUFFER14:
2110	case GL_DRAW_BUFFER15:
2111		if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS)
2112		{
2113			*params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2114		}
2115		else
2116		{
2117			return false;
2118		}
2119		return true;
2120	case GL_MAX_DRAW_BUFFERS:
2121		*params = MAX_DRAW_BUFFERS;
2122		return true;
2123	case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers
2124		*params = MAX_COLOR_ATTACHMENTS;
2125		return true;
2126	default:
2127		break;
2128	}
2129
2130	if(clientVersion >= 3)
2131	{
2132		switch(pname)
2133		{
2134		case GL_TEXTURE_BINDING_2D_ARRAY:
2135			if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2136			{
2137				error(GL_INVALID_OPERATION);
2138				return false;
2139			}
2140
2141			*params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2142			return true;
2143		case GL_COPY_READ_BUFFER_BINDING:
2144			*params = mState.copyReadBuffer.name();
2145			return true;
2146		case GL_COPY_WRITE_BUFFER_BINDING:
2147			*params = mState.copyWriteBuffer.name();
2148			return true;
2149		case GL_MAJOR_VERSION:
2150			*params = clientVersion;
2151			return true;
2152		case GL_MAX_3D_TEXTURE_SIZE:
2153			*params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2154			return true;
2155		case GL_MAX_ARRAY_TEXTURE_LAYERS:
2156			*params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2157			return true;
2158		case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2159			*params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2160			return true;
2161		case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2162			*params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS;
2163			return true;
2164		case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2165			*params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2166			return true;
2167		case GL_MAX_ELEMENT_INDEX:
2168			*params = MAX_ELEMENT_INDEX;
2169			return true;
2170		case GL_MAX_ELEMENTS_INDICES:
2171			*params = MAX_ELEMENTS_INDICES;
2172			return true;
2173		case GL_MAX_ELEMENTS_VERTICES:
2174			*params = MAX_ELEMENTS_VERTICES;
2175			return true;
2176		case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2177			*params = MAX_FRAGMENT_INPUT_VECTORS * 4;
2178			return true;
2179		case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2180			*params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2181			return true;
2182		case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2183			*params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2184			return true;
2185		case GL_MAX_PROGRAM_TEXEL_OFFSET:
2186			// Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2187			// In any case, any behavior outside the specified range is valid since the spec mentions:
2188			// (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2189			// "If any of the offset values are outside the range of the  implementation-defined values
2190			//  MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2191			//  undefined."
2192			*params = MAX_PROGRAM_TEXEL_OFFSET;
2193			return true;
2194		case GL_MAX_SERVER_WAIT_TIMEOUT:
2195			*params = 0;
2196			return true;
2197		case GL_MAX_TEXTURE_LOD_BIAS:
2198			*params = MAX_TEXTURE_LOD_BIAS;
2199			return true;
2200		case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2201			*params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2202			return true;
2203		case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2204			*params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2205			return true;
2206		case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2207			*params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2208			return true;
2209		case GL_MAX_UNIFORM_BLOCK_SIZE:
2210			*params = MAX_UNIFORM_BLOCK_SIZE;
2211			return true;
2212		case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2213			*params = MAX_UNIFORM_BUFFER_BINDINGS;
2214			return true;
2215		case GL_MAX_VARYING_COMPONENTS:
2216			*params = MAX_VARYING_VECTORS * 4;
2217			return true;
2218		case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2219			*params = MAX_VERTEX_OUTPUT_VECTORS * 4;
2220			return true;
2221		case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2222			*params = MAX_VERTEX_UNIFORM_BLOCKS;
2223			return true;
2224		case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2225			*params = MAX_VERTEX_UNIFORM_COMPONENTS;
2226			return true;
2227		case GL_MIN_PROGRAM_TEXEL_OFFSET:
2228			// Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2229			// In any case, any behavior outside the specified range is valid since the spec mentions:
2230			// (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2231			// "If any of the offset values are outside the range of the  implementation-defined values
2232			//  MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2233			//  undefined."
2234			*params = MIN_PROGRAM_TEXEL_OFFSET;
2235			return true;
2236		case GL_MINOR_VERSION:
2237			*params = 0;
2238			return true;
2239		case GL_NUM_EXTENSIONS:
2240			GLuint numExtensions;
2241			getExtensions(0, &numExtensions);
2242			*params = numExtensions;
2243			return true;
2244		case GL_NUM_PROGRAM_BINARY_FORMATS:
2245			*params = NUM_PROGRAM_BINARY_FORMATS;
2246			return true;
2247		case GL_PACK_ROW_LENGTH:
2248			*params = mState.packRowLength;
2249			return true;
2250		case GL_PACK_SKIP_PIXELS:
2251			*params = mState.packSkipPixels;
2252			return true;
2253		case GL_PACK_SKIP_ROWS:
2254			*params = mState.packSkipRows;
2255			return true;
2256		case GL_PIXEL_PACK_BUFFER_BINDING:
2257			*params = mState.pixelPackBuffer.name();
2258			return true;
2259		case GL_PIXEL_UNPACK_BUFFER_BINDING:
2260			*params = mState.pixelUnpackBuffer.name();
2261			return true;
2262		case GL_PROGRAM_BINARY_FORMATS:
2263			// Since NUM_PROGRAM_BINARY_FORMATS is 0, the input
2264			// should be a 0 sized array, so don't write to params
2265			return true;
2266		case GL_READ_BUFFER:
2267			*params = getReadFramebuffer()->getReadBuffer();
2268			return true;
2269		case GL_SAMPLER_BINDING:
2270			*params = mState.sampler[mState.activeSampler].name();
2271			return true;
2272		case GL_UNIFORM_BUFFER_BINDING:
2273			*params = mState.genericUniformBuffer.name();
2274			return true;
2275		case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2276			*params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2277			return true;
2278		case GL_UNIFORM_BUFFER_SIZE:
2279			*params = static_cast<T>(mState.genericUniformBuffer->size());
2280			return true;
2281		case GL_UNIFORM_BUFFER_START:
2282			*params = static_cast<T>(mState.genericUniformBuffer->offset());
2283			return true;
2284		case GL_UNPACK_IMAGE_HEIGHT:
2285			*params = mState.unpackInfo.imageHeight;
2286			return true;
2287		case GL_UNPACK_ROW_LENGTH:
2288			*params = mState.unpackInfo.rowLength;
2289			return true;
2290		case GL_UNPACK_SKIP_IMAGES:
2291			*params = mState.unpackInfo.skipImages;
2292			return true;
2293		case GL_UNPACK_SKIP_PIXELS:
2294			*params = mState.unpackInfo.skipPixels;
2295			return true;
2296		case GL_UNPACK_SKIP_ROWS:
2297			*params = mState.unpackInfo.skipRows;
2298			return true;
2299		case GL_VERTEX_ARRAY_BINDING:
2300			*params = getCurrentVertexArray()->name;
2301			return true;
2302		case GL_TRANSFORM_FEEDBACK_BINDING:
2303			{
2304				TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2305				if(transformFeedback)
2306				{
2307					*params = transformFeedback->name;
2308				}
2309				else
2310				{
2311					return false;
2312				}
2313			}
2314			return true;
2315		case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2316			{
2317				TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2318				if(transformFeedback)
2319				{
2320					*params = transformFeedback->getGenericBufferName();
2321				}
2322				else
2323				{
2324					return false;
2325				}
2326			}
2327			return true;
2328		default:
2329			break;
2330		}
2331	}
2332
2333	return false;
2334}
2335
2336template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2337template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2338
2339template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2340{
2341	TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2342	if(!transformFeedback)
2343	{
2344		return false;
2345	}
2346
2347	switch(pname)
2348	{
2349	case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2350		*param = transformFeedback->name;
2351		break;
2352	case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2353		*param = transformFeedback->isActive();
2354		break;
2355	case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2356		*param = transformFeedback->getBufferName(index);
2357		break;
2358	case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2359		*param = transformFeedback->isPaused();
2360		break;
2361	case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2362		if(transformFeedback->getBuffer(index))
2363		{
2364			*param = transformFeedback->getSize(index);
2365			break;
2366		}
2367		else return false;
2368	case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2369		if(transformFeedback->getBuffer(index))
2370		{
2371			*param = transformFeedback->getOffset(index);
2372		break;
2373		}
2374		else return false;
2375	default:
2376		return false;
2377	}
2378
2379	return true;
2380}
2381
2382template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2383template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2384
2385template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2386{
2387	const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2388
2389	switch(pname)
2390	{
2391	case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2392		*param = uniformBuffer.get().name();
2393		break;
2394	case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2395		*param = uniformBuffer.getSize();
2396		break;
2397	case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2398		*param = uniformBuffer.getOffset();
2399		break;
2400	default:
2401		return false;
2402	}
2403
2404	return true;
2405}
2406
2407bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2408{
2409	// Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2410	// is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2411	// to the fact that it is stored internally as a float, and so would require conversion
2412	// if returned from Context::getIntegerv. Since this conversion is already implemented
2413	// in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2414	// place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2415	// application.
2416	switch(pname)
2417	{
2418	case GL_COMPRESSED_TEXTURE_FORMATS:
2419		{
2420			*type = GL_INT;
2421			*numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2422		}
2423		break;
2424	case GL_SHADER_BINARY_FORMATS:
2425		{
2426			*type = GL_INT;
2427			*numParams = 0;
2428		}
2429		break;
2430	case GL_MAX_VERTEX_ATTRIBS:
2431	case GL_MAX_VERTEX_UNIFORM_VECTORS:
2432	case GL_MAX_VARYING_VECTORS:
2433	case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2434	case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2435	case GL_MAX_TEXTURE_IMAGE_UNITS:
2436	case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2437	case GL_MAX_RENDERBUFFER_SIZE:
2438	case GL_NUM_SHADER_BINARY_FORMATS:
2439	case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2440	case GL_ARRAY_BUFFER_BINDING:
2441	case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2442	case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2443	case GL_RENDERBUFFER_BINDING:
2444	case GL_CURRENT_PROGRAM:
2445	case GL_PACK_ALIGNMENT:
2446	case GL_UNPACK_ALIGNMENT:
2447	case GL_GENERATE_MIPMAP_HINT:
2448	case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2449	case GL_TEXTURE_FILTERING_HINT_CHROMIUM:
2450	case GL_RED_BITS:
2451	case GL_GREEN_BITS:
2452	case GL_BLUE_BITS:
2453	case GL_ALPHA_BITS:
2454	case GL_DEPTH_BITS:
2455	case GL_STENCIL_BITS:
2456	case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2457	case GL_CULL_FACE_MODE:
2458	case GL_FRONT_FACE:
2459	case GL_ACTIVE_TEXTURE:
2460	case GL_STENCIL_FUNC:
2461	case GL_STENCIL_VALUE_MASK:
2462	case GL_STENCIL_REF:
2463	case GL_STENCIL_FAIL:
2464	case GL_STENCIL_PASS_DEPTH_FAIL:
2465	case GL_STENCIL_PASS_DEPTH_PASS:
2466	case GL_STENCIL_BACK_FUNC:
2467	case GL_STENCIL_BACK_VALUE_MASK:
2468	case GL_STENCIL_BACK_REF:
2469	case GL_STENCIL_BACK_FAIL:
2470	case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2471	case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2472	case GL_DEPTH_FUNC:
2473	case GL_BLEND_SRC_RGB:
2474	case GL_BLEND_SRC_ALPHA:
2475	case GL_BLEND_DST_RGB:
2476	case GL_BLEND_DST_ALPHA:
2477	case GL_BLEND_EQUATION_RGB:
2478	case GL_BLEND_EQUATION_ALPHA:
2479	case GL_STENCIL_WRITEMASK:
2480	case GL_STENCIL_BACK_WRITEMASK:
2481	case GL_STENCIL_CLEAR_VALUE:
2482	case GL_SUBPIXEL_BITS:
2483	case GL_MAX_TEXTURE_SIZE:
2484	case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2485	case GL_SAMPLE_BUFFERS:
2486	case GL_SAMPLES:
2487	case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2488	case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2489	case GL_TEXTURE_BINDING_2D:
2490	case GL_TEXTURE_BINDING_CUBE_MAP:
2491	case GL_TEXTURE_BINDING_EXTERNAL_OES:
2492	case GL_TEXTURE_BINDING_3D_OES:
2493	case GL_COPY_READ_BUFFER_BINDING:
2494	case GL_COPY_WRITE_BUFFER_BINDING:
2495	case GL_DRAW_BUFFER0:
2496	case GL_DRAW_BUFFER1:
2497	case GL_DRAW_BUFFER2:
2498	case GL_DRAW_BUFFER3:
2499	case GL_DRAW_BUFFER4:
2500	case GL_DRAW_BUFFER5:
2501	case GL_DRAW_BUFFER6:
2502	case GL_DRAW_BUFFER7:
2503	case GL_DRAW_BUFFER8:
2504	case GL_DRAW_BUFFER9:
2505	case GL_DRAW_BUFFER10:
2506	case GL_DRAW_BUFFER11:
2507	case GL_DRAW_BUFFER12:
2508	case GL_DRAW_BUFFER13:
2509	case GL_DRAW_BUFFER14:
2510	case GL_DRAW_BUFFER15:
2511	case GL_MAJOR_VERSION:
2512	case GL_MAX_3D_TEXTURE_SIZE:
2513	case GL_MAX_ARRAY_TEXTURE_LAYERS:
2514	case GL_MAX_COLOR_ATTACHMENTS:
2515	case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2516	case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2517	case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2518	case GL_MAX_DRAW_BUFFERS:
2519	case GL_MAX_ELEMENT_INDEX:
2520	case GL_MAX_ELEMENTS_INDICES:
2521	case GL_MAX_ELEMENTS_VERTICES:
2522	case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2523	case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2524	case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2525	case GL_MAX_PROGRAM_TEXEL_OFFSET:
2526	case GL_MAX_SERVER_WAIT_TIMEOUT:
2527	case GL_MAX_TEXTURE_LOD_BIAS:
2528	case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2529	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2530	case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2531	case GL_MAX_UNIFORM_BLOCK_SIZE:
2532	case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2533	case GL_MAX_VARYING_COMPONENTS:
2534	case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2535	case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2536	case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2537	case GL_MIN_PROGRAM_TEXEL_OFFSET:
2538	case GL_MINOR_VERSION:
2539	case GL_NUM_EXTENSIONS:
2540	case GL_NUM_PROGRAM_BINARY_FORMATS:
2541	case GL_PACK_ROW_LENGTH:
2542	case GL_PACK_SKIP_PIXELS:
2543	case GL_PACK_SKIP_ROWS:
2544	case GL_PIXEL_PACK_BUFFER_BINDING:
2545	case GL_PIXEL_UNPACK_BUFFER_BINDING:
2546	case GL_PROGRAM_BINARY_FORMATS:
2547	case GL_READ_BUFFER:
2548	case GL_SAMPLER_BINDING:
2549	case GL_TEXTURE_BINDING_2D_ARRAY:
2550	case GL_UNIFORM_BUFFER_BINDING:
2551	case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2552	case GL_UNIFORM_BUFFER_SIZE:
2553	case GL_UNIFORM_BUFFER_START:
2554	case GL_UNPACK_IMAGE_HEIGHT:
2555	case GL_UNPACK_ROW_LENGTH:
2556	case GL_UNPACK_SKIP_IMAGES:
2557	case GL_UNPACK_SKIP_PIXELS:
2558	case GL_UNPACK_SKIP_ROWS:
2559	case GL_VERTEX_ARRAY_BINDING:
2560	case GL_TRANSFORM_FEEDBACK_BINDING:
2561	case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2562		{
2563			*type = GL_INT;
2564			*numParams = 1;
2565		}
2566		break;
2567	case GL_MAX_SAMPLES_ANGLE:
2568		{
2569			*type = GL_INT;
2570			*numParams = 1;
2571		}
2572		break;
2573	case GL_MAX_VIEWPORT_DIMS:
2574		{
2575			*type = GL_INT;
2576			*numParams = 2;
2577		}
2578		break;
2579	case GL_VIEWPORT:
2580	case GL_SCISSOR_BOX:
2581		{
2582			*type = GL_INT;
2583			*numParams = 4;
2584		}
2585		break;
2586	case GL_SHADER_COMPILER:
2587	case GL_SAMPLE_COVERAGE_INVERT:
2588	case GL_DEPTH_WRITEMASK:
2589	case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
2590	case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
2591	case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2592	case GL_SAMPLE_COVERAGE:
2593	case GL_SCISSOR_TEST:
2594	case GL_STENCIL_TEST:
2595	case GL_DEPTH_TEST:
2596	case GL_BLEND:
2597	case GL_DITHER:
2598	case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2599	case GL_RASTERIZER_DISCARD:
2600	case GL_TRANSFORM_FEEDBACK_ACTIVE:
2601	case GL_TRANSFORM_FEEDBACK_PAUSED:
2602		{
2603			*type = GL_BOOL;
2604			*numParams = 1;
2605		}
2606		break;
2607	case GL_COLOR_WRITEMASK:
2608		{
2609			*type = GL_BOOL;
2610			*numParams = 4;
2611		}
2612		break;
2613	case GL_POLYGON_OFFSET_FACTOR:
2614	case GL_POLYGON_OFFSET_UNITS:
2615	case GL_SAMPLE_COVERAGE_VALUE:
2616	case GL_DEPTH_CLEAR_VALUE:
2617	case GL_LINE_WIDTH:
2618		{
2619			*type = GL_FLOAT;
2620			*numParams = 1;
2621		}
2622		break;
2623	case GL_ALIASED_LINE_WIDTH_RANGE:
2624	case GL_ALIASED_POINT_SIZE_RANGE:
2625	case GL_DEPTH_RANGE:
2626		{
2627			*type = GL_FLOAT;
2628			*numParams = 2;
2629		}
2630		break;
2631	case GL_COLOR_CLEAR_VALUE:
2632	case GL_BLEND_COLOR:
2633		{
2634			*type = GL_FLOAT;
2635			*numParams = 4;
2636		}
2637		break;
2638	case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2639		*type = GL_FLOAT;
2640		*numParams = 1;
2641		break;
2642	default:
2643		return false;
2644	}
2645
2646	return true;
2647}
2648
2649void Context::applyScissor(int width, int height)
2650{
2651	if(mState.scissorTestEnabled)
2652	{
2653		sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2654		scissor.clip(0, 0, width, height);
2655
2656		device->setScissorRect(scissor);
2657		device->setScissorEnable(true);
2658	}
2659	else
2660	{
2661		device->setScissorEnable(false);
2662	}
2663}
2664
2665// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2666bool Context::applyRenderTarget()
2667{
2668	Framebuffer *framebuffer = getDrawFramebuffer();
2669	int width, height, samples;
2670
2671	if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2672	{
2673		return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2674	}
2675
2676	for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2677	{
2678		if(framebuffer->getDrawBuffer(i) != GL_NONE)
2679		{
2680			egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2681			device->setRenderTarget(i, renderTarget);
2682			if(renderTarget) renderTarget->release();
2683		}
2684		else
2685		{
2686			device->setRenderTarget(i, nullptr);
2687		}
2688	}
2689
2690	egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2691	device->setDepthBuffer(depthBuffer);
2692	if(depthBuffer) depthBuffer->release();
2693
2694	egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2695	device->setStencilBuffer(stencilBuffer);
2696	if(stencilBuffer) stencilBuffer->release();
2697
2698	Viewport viewport;
2699	float zNear = clamp01(mState.zNear);
2700	float zFar = clamp01(mState.zFar);
2701
2702	viewport.x0 = mState.viewportX;
2703	viewport.y0 = mState.viewportY;
2704	viewport.width = mState.viewportWidth;
2705	viewport.height = mState.viewportHeight;
2706	viewport.minZ = zNear;
2707	viewport.maxZ = zFar;
2708
2709	device->setViewport(viewport);
2710
2711	applyScissor(width, height);
2712
2713	Program *program = getCurrentProgram();
2714
2715	if(program)
2716	{
2717		GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2718		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2719		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2720		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2721	}
2722
2723	return true;
2724}
2725
2726// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2727void Context::applyState(GLenum drawMode)
2728{
2729	Framebuffer *framebuffer = getDrawFramebuffer();
2730
2731	if(mState.cullFaceEnabled)
2732	{
2733		device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2734	}
2735	else
2736	{
2737		device->setCullMode(sw::CULL_NONE);
2738	}
2739
2740	if(mDepthStateDirty)
2741	{
2742		if(mState.depthTestEnabled)
2743		{
2744			device->setDepthBufferEnable(true);
2745			device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2746		}
2747		else
2748		{
2749			device->setDepthBufferEnable(false);
2750		}
2751
2752		mDepthStateDirty = false;
2753	}
2754
2755	if(mBlendStateDirty)
2756	{
2757		if(mState.blendEnabled)
2758		{
2759			device->setAlphaBlendEnable(true);
2760			device->setSeparateAlphaBlendEnable(true);
2761
2762			device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2763
2764			device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2765			device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2766			device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2767
2768			device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2769			device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2770			device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2771		}
2772		else
2773		{
2774			device->setAlphaBlendEnable(false);
2775		}
2776
2777		mBlendStateDirty = false;
2778	}
2779
2780	if(mStencilStateDirty || mFrontFaceDirty)
2781	{
2782		if(mState.stencilTestEnabled && framebuffer->hasStencil())
2783		{
2784			device->setStencilEnable(true);
2785			device->setTwoSidedStencil(true);
2786
2787			// get the maximum size of the stencil ref
2788			Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2789			GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2790
2791			if(mState.frontFace == GL_CCW)
2792			{
2793				device->setStencilWriteMask(mState.stencilWritemask);
2794				device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2795
2796				device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2797				device->setStencilMask(mState.stencilMask);
2798
2799				device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2800				device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2801				device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2802
2803				device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2804				device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2805
2806				device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2807				device->setStencilMaskCCW(mState.stencilBackMask);
2808
2809				device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2810				device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2811				device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2812			}
2813			else
2814			{
2815				device->setStencilWriteMaskCCW(mState.stencilWritemask);
2816				device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2817
2818				device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2819				device->setStencilMaskCCW(mState.stencilMask);
2820
2821				device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2822				device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2823				device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2824
2825				device->setStencilWriteMask(mState.stencilBackWritemask);
2826				device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2827
2828				device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2829				device->setStencilMask(mState.stencilBackMask);
2830
2831				device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2832				device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2833				device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2834			}
2835		}
2836		else
2837		{
2838			device->setStencilEnable(false);
2839		}
2840
2841		mStencilStateDirty = false;
2842		mFrontFaceDirty = false;
2843	}
2844
2845	if(mMaskStateDirty)
2846	{
2847		for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2848		{
2849			device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2850		}
2851
2852		device->setDepthWriteEnable(mState.depthMask);
2853
2854		mMaskStateDirty = false;
2855	}
2856
2857	if(mPolygonOffsetStateDirty)
2858	{
2859		if(mState.polygonOffsetFillEnabled)
2860		{
2861			Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2862			if(depthbuffer)
2863			{
2864				device->setSlopeDepthBias(mState.polygonOffsetFactor);
2865				float depthBias = ldexp(mState.polygonOffsetUnits, -23);   // We use 32-bit floating-point for all depth formats, with 23 mantissa bits.
2866				device->setDepthBias(depthBias);
2867			}
2868		}
2869		else
2870		{
2871			device->setSlopeDepthBias(0);
2872			device->setDepthBias(0);
2873		}
2874
2875		mPolygonOffsetStateDirty = false;
2876	}
2877
2878	if(mSampleStateDirty)
2879	{
2880		if(mState.sampleAlphaToCoverageEnabled)
2881		{
2882			device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2883		}
2884		else
2885		{
2886			device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2887		}
2888
2889		if(mState.sampleCoverageEnabled)
2890		{
2891			unsigned int mask = 0;
2892			if(mState.sampleCoverageValue != 0)
2893			{
2894				int width, height, samples;
2895				framebuffer->completeness(width, height, samples);
2896
2897				float threshold = 0.5f;
2898
2899				for(int i = 0; i < samples; i++)
2900				{
2901					mask <<= 1;
2902
2903					if((i + 1) * mState.sampleCoverageValue >= threshold)
2904					{
2905						threshold += 1.0f;
2906						mask |= 1;
2907					}
2908				}
2909			}
2910
2911			if(mState.sampleCoverageInvert)
2912			{
2913				mask = ~mask;
2914			}
2915
2916			device->setMultiSampleMask(mask);
2917		}
2918		else
2919		{
2920			device->setMultiSampleMask(0xFFFFFFFF);
2921		}
2922
2923		mSampleStateDirty = false;
2924	}
2925
2926	if(mDitherStateDirty)
2927	{
2928	//	UNIMPLEMENTED();   // FIXME
2929
2930		mDitherStateDirty = false;
2931	}
2932
2933	device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2934}
2935
2936GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2937{
2938	TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2939
2940	GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2941	if(err != GL_NO_ERROR)
2942	{
2943		return err;
2944	}
2945
2946	Program *program = getCurrentProgram();
2947
2948	device->resetInputStreams(false);
2949
2950	for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2951	{
2952		if(program->getAttributeStream(i) == -1)
2953		{
2954			continue;
2955		}
2956
2957		sw::Resource *resource = attributes[i].vertexBuffer;
2958		const void *buffer = (char*)resource->data() + attributes[i].offset;
2959
2960		int stride = attributes[i].stride;
2961
2962		buffer = (char*)buffer + stride * base;
2963
2964		sw::Stream attribute(resource, buffer, stride);
2965
2966		attribute.type = attributes[i].type;
2967		attribute.count = attributes[i].count;
2968		attribute.normalized = attributes[i].normalized;
2969
2970		int stream = program->getAttributeStream(i);
2971		device->setInputStream(stream, attribute);
2972	}
2973
2974	return GL_NO_ERROR;
2975}
2976
2977// Applies the indices and element array bindings
2978GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2979{
2980	GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled());
2981
2982	if(err == GL_NO_ERROR)
2983	{
2984		device->setIndexBuffer(indexInfo->indexBuffer);
2985	}
2986
2987	return err;
2988}
2989
2990// Applies the shaders and shader constants
2991void Context::applyShaders()
2992{
2993	Program *programObject = getCurrentProgram();
2994	sw::VertexShader *vertexShader = programObject->getVertexShader();
2995	sw::PixelShader *pixelShader = programObject->getPixelShader();
2996
2997	device->setVertexShader(vertexShader);
2998	device->setPixelShader(pixelShader);
2999
3000	if(programObject->getSerial() != mAppliedProgramSerial)
3001	{
3002		programObject->dirtyAllUniforms();
3003		mAppliedProgramSerial = programObject->getSerial();
3004	}
3005
3006	programObject->applyTransformFeedback(device, getTransformFeedback());
3007	programObject->applyUniformBuffers(device, mState.uniformBuffers);
3008	programObject->applyUniforms(device);
3009}
3010
3011void Context::applyTextures()
3012{
3013	applyTextures(sw::SAMPLER_PIXEL);
3014	applyTextures(sw::SAMPLER_VERTEX);
3015}
3016
3017void Context::applyTextures(sw::SamplerType samplerType)
3018{
3019	Program *programObject = getCurrentProgram();
3020
3021	int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS;   // Range of samplers of given sampler type
3022
3023	for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3024	{
3025		int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex);   // OpenGL texture image unit index
3026
3027		if(textureUnit != -1)
3028		{
3029			TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3030
3031			Texture *texture = getSamplerTexture(textureUnit, textureType);
3032
3033			if(texture->isSamplerComplete())
3034			{
3035				GLenum wrapS, wrapT, wrapR, minFilter, magFilter, compFunc, compMode;
3036				GLfloat minLOD, maxLOD;
3037
3038				Sampler *samplerObject = mState.sampler[textureUnit];
3039				if(samplerObject)
3040				{
3041					wrapS = samplerObject->getWrapS();
3042					wrapT = samplerObject->getWrapT();
3043					wrapR = samplerObject->getWrapR();
3044					minFilter = samplerObject->getMinFilter();
3045					magFilter = samplerObject->getMagFilter();
3046					minLOD = samplerObject->getMinLod();
3047					maxLOD = samplerObject->getMaxLod();
3048					compFunc = samplerObject->getCompareFunc();
3049					compMode = samplerObject->getCompareMode();
3050				}
3051				else
3052				{
3053					wrapS = texture->getWrapS();
3054					wrapT = texture->getWrapT();
3055					wrapR = texture->getWrapR();
3056					minFilter = texture->getMinFilter();
3057					magFilter = texture->getMagFilter();
3058					minLOD = texture->getMinLOD();
3059					maxLOD = texture->getMaxLOD();
3060					compFunc = texture->getCompareFunc();
3061					compMode = texture->getCompareMode();
3062				}
3063
3064				GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3065				GLint baseLevel = texture->getBaseLevel();
3066				GLint maxLevel = texture->getMaxLevel();
3067				GLenum swizzleR = texture->getSwizzleR();
3068				GLenum swizzleG = texture->getSwizzleG();
3069				GLenum swizzleB = texture->getSwizzleB();
3070				GLenum swizzleA = texture->getSwizzleA();
3071
3072				device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3073				device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3074				device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3075				device->setCompareFunc(samplerType, samplerIndex, es2sw::ConvertCompareFunc(compFunc, compMode));
3076				device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3077				device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3078				device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3079				device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3080				device->setMinLod(samplerType, samplerIndex, minLOD);
3081				device->setMaxLod(samplerType, samplerIndex, maxLOD);
3082				device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3083				device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3084				device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3085				device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3086				device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3087				device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST);
3088
3089				applyTexture(samplerType, samplerIndex, texture);
3090			}
3091			else
3092			{
3093				applyTexture(samplerType, samplerIndex, nullptr);
3094			}
3095		}
3096		else
3097		{
3098			applyTexture(samplerType, samplerIndex, nullptr);
3099		}
3100	}
3101}
3102
3103void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3104{
3105	Program *program = getCurrentProgram();
3106	int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3107	bool textureUsed = false;
3108
3109	if(type == sw::SAMPLER_PIXEL)
3110	{
3111		textureUsed = program->getPixelShader()->usesSampler(index);
3112	}
3113	else if(type == sw::SAMPLER_VERTEX)
3114	{
3115		textureUsed = program->getVertexShader()->usesSampler(index);
3116	}
3117	else UNREACHABLE(type);
3118
3119	sw::Resource *resource = 0;
3120
3121	if(baseTexture && textureUsed)
3122	{
3123		resource = baseTexture->getResource();
3124	}
3125
3126	device->setTextureResource(sampler, resource);
3127
3128	if(baseTexture && textureUsed)
3129	{
3130		int levelCount = baseTexture->getLevelCount();
3131
3132		if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
3133		{
3134			Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3135
3136			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3137			{
3138				int surfaceLevel = mipmapLevel;
3139
3140				if(surfaceLevel < 0)
3141				{
3142					surfaceLevel = 0;
3143				}
3144				else if(surfaceLevel >= levelCount)
3145				{
3146					surfaceLevel = levelCount - 1;
3147				}
3148
3149				egl::Image *surface = texture->getImage(surfaceLevel);
3150				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3151			}
3152		}
3153		else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES)
3154		{
3155			Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3156
3157			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3158			{
3159				int surfaceLevel = mipmapLevel;
3160
3161				if(surfaceLevel < 0)
3162				{
3163					surfaceLevel = 0;
3164				}
3165				else if(surfaceLevel >= levelCount)
3166				{
3167					surfaceLevel = levelCount - 1;
3168				}
3169
3170				egl::Image *surface = texture->getImage(surfaceLevel);
3171				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3172			}
3173		}
3174		else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY)
3175		{
3176			Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3177
3178			for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3179			{
3180				int surfaceLevel = mipmapLevel;
3181
3182				if(surfaceLevel < 0)
3183				{
3184					surfaceLevel = 0;
3185				}
3186				else if(surfaceLevel >= levelCount)
3187				{
3188					surfaceLevel = levelCount - 1;
3189				}
3190
3191				egl::Image *surface = texture->getImage(surfaceLevel);
3192				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3193			}
3194		}
3195		else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP)
3196		{
3197			for(int face = 0; face < 6; face++)
3198			{
3199				TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3200
3201				for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3202				{
3203					int surfaceLevel = mipmapLevel;
3204
3205					if(surfaceLevel < 0)
3206					{
3207						surfaceLevel = 0;
3208					}
3209					else if(surfaceLevel >= levelCount)
3210					{
3211						surfaceLevel = levelCount - 1;
3212					}
3213
3214					egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3215					device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3216				}
3217			}
3218		}
3219		else UNIMPLEMENTED();
3220	}
3221	else
3222	{
3223		device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3224	}
3225}
3226
3227void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3228{
3229	Framebuffer *framebuffer = getReadFramebuffer();
3230	int framebufferWidth, framebufferHeight, framebufferSamples;
3231
3232	if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3233	{
3234		return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3235	}
3236
3237	if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3238	{
3239		return error(GL_INVALID_OPERATION);
3240	}
3241
3242	if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion))
3243	{
3244		return error(GL_INVALID_OPERATION);
3245	}
3246
3247	GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width;
3248	GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment);
3249	GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight;
3250	pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3251	pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels);
3252
3253	// Sized query sanity check
3254	if(bufSize)
3255	{
3256		int requiredSize = outputPitch * height;
3257		if(requiredSize > *bufSize)
3258		{
3259			return error(GL_INVALID_OPERATION);
3260		}
3261	}
3262
3263	egl::Image *renderTarget = nullptr;
3264	switch(format)
3265	{
3266	case GL_DEPTH_COMPONENT:
3267		renderTarget = framebuffer->getDepthBuffer();
3268		break;
3269	default:
3270		renderTarget = framebuffer->getReadRenderTarget();
3271		break;
3272	}
3273
3274	if(!renderTarget)
3275	{
3276		return error(GL_INVALID_OPERATION);
3277	}
3278
3279	sw::Rect rect = {x, y, x + width, y + height};
3280	sw::Rect dstRect = { 0, 0, width, height };
3281	rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
3282
3283	sw::Surface *externalSurface = sw::Surface::create(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3284	sw::SliceRect sliceRect(rect);
3285	sw::SliceRect dstSliceRect(dstRect);
3286	device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false);
3287	delete externalSurface;
3288
3289	renderTarget->release();
3290}
3291
3292void Context::clear(GLbitfield mask)
3293{
3294	if(mState.rasterizerDiscardEnabled)
3295	{
3296		return;
3297	}
3298
3299	Framebuffer *framebuffer = getDrawFramebuffer();
3300
3301	if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3302	{
3303		return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3304	}
3305
3306	if(!applyRenderTarget())
3307	{
3308		return;
3309	}
3310
3311	if(mask & GL_COLOR_BUFFER_BIT)
3312	{
3313		unsigned int rgbaMask = getColorMask();
3314
3315		if(rgbaMask != 0)
3316		{
3317			device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3318		}
3319	}
3320
3321	if(mask & GL_DEPTH_BUFFER_BIT)
3322	{
3323		if(mState.depthMask != 0)
3324		{
3325			float depth = clamp01(mState.depthClearValue);
3326			device->clearDepth(depth);
3327		}
3328	}
3329
3330	if(mask & GL_STENCIL_BUFFER_BIT)
3331	{
3332		if(mState.stencilWritemask != 0)
3333		{
3334			int stencil = mState.stencilClearValue & 0x000000FF;
3335			device->clearStencil(stencil, mState.stencilWritemask);
3336		}
3337	}
3338}
3339
3340void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3341{
3342	unsigned int rgbaMask = getColorMask();
3343	if(rgbaMask && !mState.rasterizerDiscardEnabled)
3344	{
3345		Framebuffer *framebuffer = getDrawFramebuffer();
3346		egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3347
3348		if(colorbuffer)
3349		{
3350			sw::Rect clearRect = colorbuffer->getRect();
3351
3352			if(mState.scissorTestEnabled)
3353			{
3354				clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3355			}
3356
3357			device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3358
3359			colorbuffer->release();
3360		}
3361	}
3362}
3363
3364void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3365{
3366	clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3367}
3368
3369void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3370{
3371	clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3372}
3373
3374void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3375{
3376	clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3377}
3378
3379void Context::clearDepthBuffer(const GLfloat value)
3380{
3381	if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3382	{
3383		Framebuffer *framebuffer = getDrawFramebuffer();
3384		egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3385
3386		if(depthbuffer)
3387		{
3388			float depth = clamp01(value);
3389			sw::Rect clearRect = depthbuffer->getRect();
3390
3391			if(mState.scissorTestEnabled)
3392			{
3393				clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3394			}
3395
3396			depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3397
3398			depthbuffer->release();
3399		}
3400	}
3401}
3402
3403void Context::clearStencilBuffer(const GLint value)
3404{
3405	if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3406	{
3407		Framebuffer *framebuffer = getDrawFramebuffer();
3408		egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3409
3410		if(stencilbuffer)
3411		{
3412			unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3413			sw::Rect clearRect = stencilbuffer->getRect();
3414
3415			if(mState.scissorTestEnabled)
3416			{
3417				clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3418			}
3419
3420			stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3421
3422			stencilbuffer->release();
3423		}
3424	}
3425}
3426
3427void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3428{
3429	if(!mState.currentProgram)
3430	{
3431		return error(GL_INVALID_OPERATION);
3432	}
3433
3434	sw::DrawType primitiveType;
3435	int primitiveCount;
3436	int verticesPerPrimitive;
3437
3438	if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3439		return error(GL_INVALID_ENUM);
3440
3441	if(primitiveCount <= 0)
3442	{
3443		return;
3444	}
3445
3446	if(!applyRenderTarget())
3447	{
3448		return;
3449	}
3450
3451	applyState(mode);
3452
3453	for(int i = 0; i < instanceCount; ++i)
3454	{
3455		device->setInstanceID(i);
3456
3457		GLenum err = applyVertexBuffer(0, first, count, i);
3458		if(err != GL_NO_ERROR)
3459		{
3460			return error(err);
3461		}
3462
3463		applyShaders();
3464		applyTextures();
3465
3466		if(!getCurrentProgram()->validateSamplers(false))
3467		{
3468			return error(GL_INVALID_OPERATION);
3469		}
3470
3471		TransformFeedback* transformFeedback = getTransformFeedback();
3472		if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3473		{
3474			device->drawPrimitive(primitiveType, primitiveCount);
3475		}
3476		if(transformFeedback)
3477		{
3478			transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3479		}
3480	}
3481}
3482
3483void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3484{
3485	if(!mState.currentProgram)
3486	{
3487		return error(GL_INVALID_OPERATION);
3488	}
3489
3490	if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3491	{
3492		return error(GL_INVALID_OPERATION);
3493	}
3494
3495	GLenum internalMode = mode;
3496	if(isPrimitiveRestartFixedIndexEnabled())
3497	{
3498		switch(mode)
3499		{
3500		case GL_TRIANGLE_FAN:
3501		case GL_TRIANGLE_STRIP:
3502			internalMode = GL_TRIANGLES;
3503			break;
3504		case GL_LINE_LOOP:
3505		case GL_LINE_STRIP:
3506			internalMode = GL_LINES;
3507			break;
3508		default:
3509			break;
3510		}
3511	}
3512
3513	sw::DrawType primitiveType;
3514	int primitiveCount;
3515	int verticesPerPrimitive;
3516
3517	if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3518		return error(GL_INVALID_ENUM);
3519
3520	if(primitiveCount <= 0)
3521	{
3522		return;
3523	}
3524
3525	if(!applyRenderTarget())
3526	{
3527		return;
3528	}
3529
3530	TranslatedIndexData indexInfo(primitiveCount);
3531	GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3532	if(err != GL_NO_ERROR)
3533	{
3534		return error(err);
3535	}
3536
3537	applyState(internalMode);
3538
3539	for(int i = 0; i < instanceCount; ++i)
3540	{
3541		device->setInstanceID(i);
3542
3543		GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3544		err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3545		if(err != GL_NO_ERROR)
3546		{
3547			return error(err);
3548		}
3549
3550		applyShaders();
3551		applyTextures();
3552
3553		if(!getCurrentProgram()->validateSamplers(false))
3554		{
3555			return error(GL_INVALID_OPERATION);
3556		}
3557
3558		TransformFeedback* transformFeedback = getTransformFeedback();
3559		if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3560		{
3561			device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount);
3562		}
3563		if(transformFeedback)
3564		{
3565			transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive);
3566		}
3567	}
3568}
3569
3570void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect)
3571{
3572	device->blit(source, sRect, dest, dRect, false);
3573}
3574
3575void Context::finish()
3576{
3577	device->finish();
3578}
3579
3580void Context::flush()
3581{
3582	// We don't queue anything without processing it as fast as possible
3583}
3584
3585void Context::recordInvalidEnum()
3586{
3587	mInvalidEnum = true;
3588}
3589
3590void Context::recordInvalidValue()
3591{
3592	mInvalidValue = true;
3593}
3594
3595void Context::recordInvalidOperation()
3596{
3597	mInvalidOperation = true;
3598}
3599
3600void Context::recordOutOfMemory()
3601{
3602	mOutOfMemory = true;
3603}
3604
3605void Context::recordInvalidFramebufferOperation()
3606{
3607	mInvalidFramebufferOperation = true;
3608}
3609
3610// Get one of the recorded errors and clear its flag, if any.
3611// [OpenGL ES 2.0.24] section 2.5 page 13.
3612GLenum Context::getError()
3613{
3614	if(mInvalidEnum)
3615	{
3616		mInvalidEnum = false;
3617
3618		return GL_INVALID_ENUM;
3619	}
3620
3621	if(mInvalidValue)
3622	{
3623		mInvalidValue = false;
3624
3625		return GL_INVALID_VALUE;
3626	}
3627
3628	if(mInvalidOperation)
3629	{
3630		mInvalidOperation = false;
3631
3632		return GL_INVALID_OPERATION;
3633	}
3634
3635	if(mOutOfMemory)
3636	{
3637		mOutOfMemory = false;
3638
3639		return GL_OUT_OF_MEMORY;
3640	}
3641
3642	if(mInvalidFramebufferOperation)
3643	{
3644		mInvalidFramebufferOperation = false;
3645
3646		return GL_INVALID_FRAMEBUFFER_OPERATION;
3647	}
3648
3649	return GL_NO_ERROR;
3650}
3651
3652int Context::getSupportedMultisampleCount(int requested)
3653{
3654	int supported = 0;
3655
3656	for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3657	{
3658		if(supported >= requested)
3659		{
3660			return supported;
3661		}
3662
3663		supported = multisampleCount[i];
3664	}
3665
3666	return supported;
3667}
3668
3669void Context::detachBuffer(GLuint buffer)
3670{
3671	// [OpenGL ES 2.0.24] section 2.9 page 22:
3672	// If a buffer object is deleted while it is bound, all bindings to that object in the current context
3673	// (i.e. in the thread that called Delete-Buffers) are reset to zero.
3674
3675	if(mState.copyReadBuffer.name() == buffer)
3676	{
3677		mState.copyReadBuffer = nullptr;
3678	}
3679
3680	if(mState.copyWriteBuffer.name() == buffer)
3681	{
3682		mState.copyWriteBuffer = nullptr;
3683	}
3684
3685	if(mState.pixelPackBuffer.name() == buffer)
3686	{
3687		mState.pixelPackBuffer = nullptr;
3688	}
3689
3690	if(mState.pixelUnpackBuffer.name() == buffer)
3691	{
3692		mState.pixelUnpackBuffer = nullptr;
3693	}
3694
3695	if(mState.genericUniformBuffer.name() == buffer)
3696	{
3697		mState.genericUniformBuffer = nullptr;
3698	}
3699
3700	if(getArrayBufferName() == buffer)
3701	{
3702		mState.arrayBuffer = nullptr;
3703	}
3704
3705	// Only detach from the current transform feedback
3706	TransformFeedback* currentTransformFeedback = getTransformFeedback();
3707	if(currentTransformFeedback)
3708	{
3709		currentTransformFeedback->detachBuffer(buffer);
3710	}
3711
3712	// Only detach from the current vertex array
3713	VertexArray* currentVertexArray = getCurrentVertexArray();
3714	if(currentVertexArray)
3715	{
3716		currentVertexArray->detachBuffer(buffer);
3717	}
3718
3719	for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3720	{
3721		if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3722		{
3723			mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3724		}
3725	}
3726}
3727
3728void Context::detachTexture(GLuint texture)
3729{
3730	// [OpenGL ES 2.0.24] section 3.8 page 84:
3731	// If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3732	// rebound to texture object zero
3733
3734	for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3735	{
3736		for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3737		{
3738			if(mState.samplerTexture[type][sampler].name() == texture)
3739			{
3740				mState.samplerTexture[type][sampler] = nullptr;
3741			}
3742		}
3743	}
3744
3745	// [OpenGL ES 2.0.24] section 4.4 page 112:
3746	// If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3747	// as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3748	// image was attached in the currently bound framebuffer.
3749
3750	Framebuffer *readFramebuffer = getReadFramebuffer();
3751	Framebuffer *drawFramebuffer = getDrawFramebuffer();
3752
3753	if(readFramebuffer)
3754	{
3755		readFramebuffer->detachTexture(texture);
3756	}
3757
3758	if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3759	{
3760		drawFramebuffer->detachTexture(texture);
3761	}
3762}
3763
3764void Context::detachFramebuffer(GLuint framebuffer)
3765{
3766	// [OpenGL ES 2.0.24] section 4.4 page 107:
3767	// If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3768	// BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3769
3770	if(mState.readFramebuffer == framebuffer)
3771	{
3772		bindReadFramebuffer(0);
3773	}
3774
3775	if(mState.drawFramebuffer == framebuffer)
3776	{
3777		bindDrawFramebuffer(0);
3778	}
3779}
3780
3781void Context::detachRenderbuffer(GLuint renderbuffer)
3782{
3783	// [OpenGL ES 2.0.24] section 4.4 page 109:
3784	// If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3785	// had been executed with the target RENDERBUFFER and name of zero.
3786
3787	if(mState.renderbuffer.name() == renderbuffer)
3788	{
3789		bindRenderbuffer(0);
3790	}
3791
3792	// [OpenGL ES 2.0.24] section 4.4 page 111:
3793	// If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3794	// then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3795	// point to which this image was attached in the currently bound framebuffer.
3796
3797	Framebuffer *readFramebuffer = getReadFramebuffer();
3798	Framebuffer *drawFramebuffer = getDrawFramebuffer();
3799
3800	if(readFramebuffer)
3801	{
3802		readFramebuffer->detachRenderbuffer(renderbuffer);
3803	}
3804
3805	if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3806	{
3807		drawFramebuffer->detachRenderbuffer(renderbuffer);
3808	}
3809}
3810
3811void Context::detachSampler(GLuint sampler)
3812{
3813	// [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3814	// If a sampler object that is currently bound to one or more texture units is
3815	// deleted, it is as though BindSampler is called once for each texture unit to
3816	// which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3817	for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3818	{
3819		gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3820		if(samplerBinding.name() == sampler)
3821		{
3822			samplerBinding = nullptr;
3823		}
3824	}
3825}
3826
3827bool Context::cullSkipsDraw(GLenum drawMode)
3828{
3829	return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3830}
3831
3832bool Context::isTriangleMode(GLenum drawMode)
3833{
3834	switch(drawMode)
3835	{
3836	case GL_TRIANGLES:
3837	case GL_TRIANGLE_FAN:
3838	case GL_TRIANGLE_STRIP:
3839		return true;
3840	case GL_POINTS:
3841	case GL_LINES:
3842	case GL_LINE_LOOP:
3843	case GL_LINE_STRIP:
3844		return false;
3845	default: UNREACHABLE(drawMode);
3846	}
3847
3848	return false;
3849}
3850
3851void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3852{
3853	ASSERT(index < MAX_VERTEX_ATTRIBS);
3854
3855	mState.vertexAttribute[index].setCurrentValue(values);
3856
3857	mVertexDataManager->dirtyCurrentValue(index);
3858}
3859
3860void Context::setVertexAttrib(GLuint index, const GLint *values)
3861{
3862	ASSERT(index < MAX_VERTEX_ATTRIBS);
3863
3864	mState.vertexAttribute[index].setCurrentValue(values);
3865
3866	mVertexDataManager->dirtyCurrentValue(index);
3867}
3868
3869void Context::setVertexAttrib(GLuint index, const GLuint *values)
3870{
3871	ASSERT(index < MAX_VERTEX_ATTRIBS);
3872
3873	mState.vertexAttribute[index].setCurrentValue(values);
3874
3875	mVertexDataManager->dirtyCurrentValue(index);
3876}
3877
3878void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3879                              GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3880                              GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit)
3881{
3882	Framebuffer *readFramebuffer = getReadFramebuffer();
3883	Framebuffer *drawFramebuffer = getDrawFramebuffer();
3884
3885	int readBufferWidth, readBufferHeight, readBufferSamples;
3886	int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3887
3888	if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3889	   !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3890	{
3891		return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3892	}
3893
3894	if(drawBufferSamples > 1)
3895	{
3896		return error(GL_INVALID_OPERATION);
3897	}
3898
3899	sw::SliceRect sourceRect;
3900	sw::SliceRect destRect;
3901	bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3902	bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3903
3904	if(srcX0 < srcX1)
3905	{
3906		sourceRect.x0 = srcX0;
3907		sourceRect.x1 = srcX1;
3908	}
3909	else
3910	{
3911		sourceRect.x0 = srcX1;
3912		sourceRect.x1 = srcX0;
3913	}
3914
3915	if(dstX0 < dstX1)
3916	{
3917		destRect.x0 = dstX0;
3918		destRect.x1 = dstX1;
3919	}
3920	else
3921	{
3922		destRect.x0 = dstX1;
3923		destRect.x1 = dstX0;
3924	}
3925
3926	if(srcY0 < srcY1)
3927	{
3928		sourceRect.y0 = srcY0;
3929		sourceRect.y1 = srcY1;
3930	}
3931	else
3932	{
3933		sourceRect.y0 = srcY1;
3934		sourceRect.y1 = srcY0;
3935	}
3936
3937	if(dstY0 < dstY1)
3938	{
3939		destRect.y0 = dstY0;
3940		destRect.y1 = dstY1;
3941	}
3942	else
3943	{
3944		destRect.y0 = dstY1;
3945		destRect.y1 = dstY0;
3946	}
3947
3948	sw::Rect sourceScissoredRect = sourceRect;
3949	sw::Rect destScissoredRect = destRect;
3950
3951	if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test
3952	{
3953		if(destRect.x0 < mState.scissorX)
3954		{
3955			int xDiff = mState.scissorX - destRect.x0;
3956			destScissoredRect.x0 = mState.scissorX;
3957			sourceScissoredRect.x0 += xDiff;
3958		}
3959
3960		if(destRect.x1 > mState.scissorX + mState.scissorWidth)
3961		{
3962			int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth);
3963			destScissoredRect.x1 = mState.scissorX + mState.scissorWidth;
3964			sourceScissoredRect.x1 -= xDiff;
3965		}
3966
3967		if(destRect.y0 < mState.scissorY)
3968		{
3969			int yDiff = mState.scissorY - destRect.y0;
3970			destScissoredRect.y0 = mState.scissorY;
3971			sourceScissoredRect.y0 += yDiff;
3972		}
3973
3974		if(destRect.y1 > mState.scissorY + mState.scissorHeight)
3975		{
3976			int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight);
3977			destScissoredRect.y1 = mState.scissorY + mState.scissorHeight;
3978			sourceScissoredRect.y1 -= yDiff;
3979		}
3980	}
3981
3982	sw::Rect sourceTrimmedRect = sourceScissoredRect;
3983	sw::Rect destTrimmedRect = destScissoredRect;
3984
3985	// The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3986	// the actual draw and read surfaces.
3987	if(sourceTrimmedRect.x0 < 0)
3988	{
3989		int xDiff = 0 - sourceTrimmedRect.x0;
3990		sourceTrimmedRect.x0 = 0;
3991		destTrimmedRect.x0 += xDiff;
3992	}
3993
3994	if(sourceTrimmedRect.x1 > readBufferWidth)
3995	{
3996		int xDiff = sourceTrimmedRect.x1 - readBufferWidth;
3997		sourceTrimmedRect.x1 = readBufferWidth;
3998		destTrimmedRect.x1 -= xDiff;
3999	}
4000
4001	if(sourceTrimmedRect.y0 < 0)
4002	{
4003		int yDiff = 0 - sourceTrimmedRect.y0;
4004		sourceTrimmedRect.y0 = 0;
4005		destTrimmedRect.y0 += yDiff;
4006	}
4007
4008	if(sourceTrimmedRect.y1 > readBufferHeight)
4009	{
4010		int yDiff = sourceTrimmedRect.y1 - readBufferHeight;
4011		sourceTrimmedRect.y1 = readBufferHeight;
4012		destTrimmedRect.y1 -= yDiff;
4013	}
4014
4015	if(destTrimmedRect.x0 < 0)
4016	{
4017		int xDiff = 0 - destTrimmedRect.x0;
4018		destTrimmedRect.x0 = 0;
4019		sourceTrimmedRect.x0 += xDiff;
4020	}
4021
4022	if(destTrimmedRect.x1 > drawBufferWidth)
4023	{
4024		int xDiff = destTrimmedRect.x1 - drawBufferWidth;
4025		destTrimmedRect.x1 = drawBufferWidth;
4026		sourceTrimmedRect.x1 -= xDiff;
4027	}
4028
4029	if(destTrimmedRect.y0 < 0)
4030	{
4031		int yDiff = 0 - destTrimmedRect.y0;
4032		destTrimmedRect.y0 = 0;
4033		sourceTrimmedRect.y0 += yDiff;
4034	}
4035
4036	if(destTrimmedRect.y1 > drawBufferHeight)
4037	{
4038		int yDiff = destTrimmedRect.y1 - drawBufferHeight;
4039		destTrimmedRect.y1 = drawBufferHeight;
4040		sourceTrimmedRect.y1 -= yDiff;
4041	}
4042
4043	bool partialBufferCopy = false;
4044
4045	if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4046	   sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4047	   destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4048	   destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4049	   sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4050	{
4051		partialBufferCopy = true;
4052	}
4053
4054	bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1);
4055	bool blitRenderTarget = false;
4056	bool blitDepth = false;
4057	bool blitStencil = false;
4058
4059	if(mask & GL_COLOR_BUFFER_BIT)
4060	{
4061		GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex());
4062		GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4063		const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4064		const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4065		if(!validReadType || !validDrawType)
4066		{
4067			return error(GL_INVALID_OPERATION);
4068		}
4069
4070		if(partialBufferCopy && readBufferSamples > 1 && !sameBounds)
4071		{
4072			return error(GL_INVALID_OPERATION);
4073		}
4074
4075		blitRenderTarget = true;
4076	}
4077
4078	if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4079	{
4080		Renderbuffer *readDSBuffer = nullptr;
4081		Renderbuffer *drawDSBuffer = nullptr;
4082
4083		if(mask & GL_DEPTH_BUFFER_BIT)
4084		{
4085			if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4086			{
4087				GLenum readDepthBufferType = readFramebuffer->getDepthbufferType();
4088				GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType();
4089				if((readDepthBufferType != drawDepthBufferType) &&
4090				   !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType)))
4091				{
4092					return error(GL_INVALID_OPERATION);
4093				}
4094
4095				blitDepth = true;
4096				readDSBuffer = readFramebuffer->getDepthbuffer();
4097				drawDSBuffer = drawFramebuffer->getDepthbuffer();
4098			}
4099		}
4100
4101		if(mask & GL_STENCIL_BUFFER_BIT)
4102		{
4103			if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4104			{
4105				GLenum readStencilBufferType = readFramebuffer->getStencilbufferType();
4106				GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType();
4107				if((readStencilBufferType != drawStencilBufferType) &&
4108				   !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType)))
4109				{
4110					return error(GL_INVALID_OPERATION);
4111				}
4112
4113				blitStencil = true;
4114				readDSBuffer = readFramebuffer->getStencilbuffer();
4115				drawDSBuffer = drawFramebuffer->getStencilbuffer();
4116			}
4117		}
4118
4119		if(partialBufferCopy && !allowPartialDepthStencilBlit)
4120		{
4121			ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit.");
4122			return error(GL_INVALID_OPERATION);   // Only whole-buffer copies are permitted
4123		}
4124
4125		// OpenGL ES 3.0.4 spec, p.199:
4126		// ...an INVALID_OPERATION error is generated if the formats of the read
4127		// and draw framebuffers are not identical or if the source and destination
4128		// rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds.
4129		// If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an
4130		// INVALID_OPERATION error is generated.
4131		if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4132		   ((readDSBuffer && readDSBuffer->getSamples() > 1) &&
4133		    (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat()))))
4134		{
4135			return error(GL_INVALID_OPERATION);
4136		}
4137	}
4138
4139	if(blitRenderTarget || blitDepth || blitStencil)
4140	{
4141		if(blitRenderTarget)
4142		{
4143			egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4144			egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4145
4146			if(flipX)
4147			{
4148				swap(destRect.x0, destRect.x1);
4149			}
4150			if(flipy)
4151			{
4152				swap(destRect.y0, destRect.y1);
4153			}
4154
4155			bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER);
4156
4157			readRenderTarget->release();
4158			drawRenderTarget->release();
4159
4160			if(!success)
4161			{
4162				ERR("BlitFramebuffer failed.");
4163				return;
4164			}
4165		}
4166
4167		if(blitDepth)
4168		{
4169			egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer();
4170			egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer();
4171
4172			bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER);
4173
4174			readRenderTarget->release();
4175			drawRenderTarget->release();
4176
4177			if(!success)
4178			{
4179				ERR("BlitFramebuffer failed.");
4180				return;
4181			}
4182		}
4183
4184		if(blitStencil)
4185		{
4186			egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer();
4187			egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer();
4188
4189			bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER);
4190
4191			readRenderTarget->release();
4192			drawRenderTarget->release();
4193
4194			if(!success)
4195			{
4196				ERR("BlitFramebuffer failed.");
4197				return;
4198			}
4199		}
4200	}
4201}
4202
4203void Context::bindTexImage(gl::Surface *surface)
4204{
4205	es2::Texture2D *textureObject = getTexture2D();
4206
4207	if(textureObject)
4208	{
4209		textureObject->bindTexImage(surface);
4210	}
4211}
4212
4213EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4214{
4215	GLenum textureTarget = GL_NONE;
4216
4217	switch(target)
4218	{
4219	case EGL_GL_TEXTURE_2D_KHR:
4220		textureTarget = GL_TEXTURE_2D;
4221		break;
4222	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4223	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4224	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4225	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4226	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4227	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4228		textureTarget = GL_TEXTURE_CUBE_MAP;
4229		break;
4230	case EGL_GL_RENDERBUFFER_KHR:
4231		break;
4232	default:
4233		return EGL_BAD_PARAMETER;
4234	}
4235
4236	if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4237	{
4238		return EGL_BAD_MATCH;
4239	}
4240
4241	if(textureTarget != GL_NONE)
4242	{
4243		es2::Texture *texture = getTexture(name);
4244
4245		if(!texture || texture->getTarget() != textureTarget)
4246		{
4247			return EGL_BAD_PARAMETER;
4248		}
4249
4250		if(texture->isShared(textureTarget, textureLevel))   // Bound to an EGLSurface or already an EGLImage sibling
4251		{
4252			return EGL_BAD_ACCESS;
4253		}
4254
4255		if(textureLevel != 0 && !texture->isSamplerComplete())
4256		{
4257			return EGL_BAD_PARAMETER;
4258		}
4259
4260		if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1))
4261		{
4262			return EGL_BAD_PARAMETER;
4263		}
4264	}
4265	else if(target == EGL_GL_RENDERBUFFER_KHR)
4266	{
4267		es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4268
4269		if(!renderbuffer)
4270		{
4271			return EGL_BAD_PARAMETER;
4272		}
4273
4274		if(renderbuffer->isShared())   // Already an EGLImage sibling
4275		{
4276			return EGL_BAD_ACCESS;
4277		}
4278	}
4279	else UNREACHABLE(target);
4280
4281	return EGL_SUCCESS;
4282}
4283
4284egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4285{
4286	GLenum textureTarget = GL_NONE;
4287
4288	switch(target)
4289	{
4290	case EGL_GL_TEXTURE_2D_KHR:                  textureTarget = GL_TEXTURE_2D;                  break;
4291	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4292	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4293	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4294	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4295	case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4296	case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4297	}
4298
4299	if(textureTarget != GL_NONE)
4300	{
4301		es2::Texture *texture = getTexture(name);
4302
4303		return texture->createSharedImage(textureTarget, textureLevel);
4304	}
4305	else if(target == EGL_GL_RENDERBUFFER_KHR)
4306	{
4307		es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4308
4309		return renderbuffer->createSharedImage();
4310	}
4311	else UNREACHABLE(target);
4312
4313	return nullptr;
4314}
4315
4316egl::Image *Context::getSharedImage(GLeglImageOES image)
4317{
4318	return display->getSharedImage(image);
4319}
4320
4321Device *Context::getDevice()
4322{
4323	return device;
4324}
4325
4326const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const
4327{
4328	// Keep list sorted in following order:
4329	// OES extensions
4330	// EXT extensions
4331	// Vendor extensions
4332	static const char *es2extensions[] =
4333	{
4334		"GL_OES_compressed_ETC1_RGB8_texture",
4335		"GL_OES_depth24",
4336		"GL_OES_depth32",
4337		"GL_OES_depth_texture",
4338		"GL_OES_depth_texture_cube_map",
4339		"GL_OES_EGL_image",
4340		"GL_OES_EGL_image_external",
4341		"GL_OES_EGL_sync",
4342		"GL_OES_element_index_uint",
4343		"GL_OES_framebuffer_object",
4344		"GL_OES_packed_depth_stencil",
4345		"GL_OES_rgb8_rgba8",
4346		"GL_OES_standard_derivatives",
4347		"GL_OES_texture_float",
4348		"GL_OES_texture_float_linear",
4349		"GL_OES_texture_half_float",
4350		"GL_OES_texture_half_float_linear",
4351		"GL_OES_texture_npot",
4352		"GL_OES_texture_3D",
4353		"GL_OES_vertex_half_float",
4354		"GL_EXT_blend_minmax",
4355		"GL_EXT_color_buffer_half_float",
4356		"GL_EXT_draw_buffers",
4357		"GL_EXT_instanced_arrays",
4358		"GL_EXT_occlusion_query_boolean",
4359		"GL_EXT_read_format_bgra",
4360#if (S3TC_SUPPORT)
4361		"GL_EXT_texture_compression_dxt1",
4362#endif
4363		"GL_EXT_texture_filter_anisotropic",
4364		"GL_EXT_texture_format_BGRA8888",
4365		"GL_EXT_texture_rg",
4366#if (ASTC_SUPPORT)
4367		"GL_KHR_texture_compression_astc_hdr",
4368		"GL_KHR_texture_compression_astc_ldr",
4369#endif
4370		"GL_ANGLE_framebuffer_blit",
4371		"GL_ANGLE_framebuffer_multisample",
4372		"GL_ANGLE_instanced_arrays",
4373#if (S3TC_SUPPORT)
4374		"GL_ANGLE_texture_compression_dxt3",
4375		"GL_ANGLE_texture_compression_dxt5",
4376#endif
4377		"GL_CHROMIUM_texture_filtering_hint",
4378		"GL_NV_fence",
4379		"GL_NV_framebuffer_blit",
4380		"GL_NV_read_depth",
4381	};
4382
4383	// Extensions exclusive to OpenGL ES 3.0 and above.
4384	static const char *es3extensions[] =
4385	{
4386		"GL_EXT_color_buffer_float",
4387	};
4388
4389	GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]);
4390	GLuint numExtensions = numES2extensions;
4391
4392	if(clientVersion >= 3)
4393	{
4394		numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]);
4395	}
4396
4397	if(numExt)
4398	{
4399		*numExt = numExtensions;
4400
4401		return nullptr;
4402	}
4403
4404	if(index == GL_INVALID_INDEX)
4405	{
4406		static std::string extensionsCat;
4407
4408		if(extensionsCat.empty() && (numExtensions > 0))
4409		{
4410			for(const char *extension : es2extensions)
4411			{
4412				extensionsCat += std::string(extension) + " ";
4413			}
4414
4415			if(clientVersion >= 3)
4416			{
4417				for(const char *extension : es3extensions)
4418				{
4419					extensionsCat += std::string(extension) + " ";
4420				}
4421			}
4422		}
4423
4424		return (const GLubyte*)extensionsCat.c_str();
4425	}
4426
4427	if(index >= numExtensions)
4428	{
4429		return nullptr;
4430	}
4431
4432	if(index < numES2extensions)
4433	{
4434		return (const GLubyte*)es2extensions[index];
4435	}
4436	else
4437	{
4438		return (const GLubyte*)es3extensions[index - numES2extensions];
4439	}
4440}
4441
4442}
4443
4444NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config)
4445{
4446	ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion);   // Should be checked by eglCreateContext
4447	return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config);
4448}
4449