gfx/angle/src/libGLESv2/Context.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/angle/src/libGLESv2/Context.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,2972 @@
     1.4 +#include "precompiled.h"
     1.5 +//
     1.6 +// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
     1.7 +// Use of this source code is governed by a BSD-style license that can be
     1.8 +// found in the LICENSE file.
     1.9 +//
    1.10 +
    1.11 +// Context.cpp: Implements the gl::Context class, managing all GL state and performing
    1.12 +// rendering operations. It is the GLES2 specific implementation of EGLContext.
    1.13 +
    1.14 +#include "libGLESv2/Context.h"
    1.15 +
    1.16 +#include "libGLESv2/main.h"
    1.17 +#include "libGLESv2/utilities.h"
    1.18 +#include "libGLESv2/Buffer.h"
    1.19 +#include "libGLESv2/Fence.h"
    1.20 +#include "libGLESv2/Framebuffer.h"
    1.21 +#include "libGLESv2/Renderbuffer.h"
    1.22 +#include "libGLESv2/Program.h"
    1.23 +#include "libGLESv2/ProgramBinary.h"
    1.24 +#include "libGLESv2/Query.h"
    1.25 +#include "libGLESv2/Texture.h"
    1.26 +#include "libGLESv2/ResourceManager.h"
    1.27 +#include "libGLESv2/renderer/IndexDataManager.h"
    1.28 +#include "libGLESv2/renderer/RenderTarget.h"
    1.29 +#include "libGLESv2/renderer/Renderer.h"
    1.30 +
    1.31 +#include "libEGL/Surface.h"
    1.32 +
    1.33 +#undef near
    1.34 +#undef far
    1.35 +
    1.36 +namespace gl
    1.37 +{
    1.38 +static const char* makeStaticString(const std::string& str)
    1.39 +{
    1.40 +    static std::set<std::string> strings;
    1.41 +    std::set<std::string>::iterator it = strings.find(str);
    1.42 +    if (it != strings.end())
    1.43 +      return it->c_str();
    1.44 +
    1.45 +    return strings.insert(str).first->c_str();
    1.46 +}
    1.47 +
    1.48 +Context::Context(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) : mRenderer(renderer)
    1.49 +{
    1.50 +    ASSERT(robustAccess == false);   // Unimplemented
    1.51 +
    1.52 +    mFenceHandleAllocator.setBaseHandle(0);
    1.53 +
    1.54 +    setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    1.55 +
    1.56 +    mState.depthClearValue = 1.0f;
    1.57 +    mState.stencilClearValue = 0;
    1.58 +
    1.59 +    mState.rasterizer.cullFace = false;
    1.60 +    mState.rasterizer.cullMode = GL_BACK;
    1.61 +    mState.rasterizer.frontFace = GL_CCW;
    1.62 +    mState.rasterizer.polygonOffsetFill = false;
    1.63 +    mState.rasterizer.polygonOffsetFactor = 0.0f;
    1.64 +    mState.rasterizer.polygonOffsetUnits = 0.0f;
    1.65 +    mState.rasterizer.pointDrawMode = false;
    1.66 +    mState.rasterizer.multiSample = false;
    1.67 +    mState.scissorTest = false;
    1.68 +    mState.scissor.x = 0;
    1.69 +    mState.scissor.y = 0;
    1.70 +    mState.scissor.width = 0;
    1.71 +    mState.scissor.height = 0;
    1.72 +
    1.73 +    mState.blend.blend = false;
    1.74 +    mState.blend.sourceBlendRGB = GL_ONE;
    1.75 +    mState.blend.sourceBlendAlpha = GL_ONE;
    1.76 +    mState.blend.destBlendRGB = GL_ZERO;
    1.77 +    mState.blend.destBlendAlpha = GL_ZERO;
    1.78 +    mState.blend.blendEquationRGB = GL_FUNC_ADD;
    1.79 +    mState.blend.blendEquationAlpha = GL_FUNC_ADD;
    1.80 +    mState.blend.sampleAlphaToCoverage = false;
    1.81 +    mState.blend.dither = true;
    1.82 +
    1.83 +    mState.blendColor.red = 0;
    1.84 +    mState.blendColor.green = 0;
    1.85 +    mState.blendColor.blue = 0;
    1.86 +    mState.blendColor.alpha = 0;
    1.87 +
    1.88 +    mState.depthStencil.depthTest = false;
    1.89 +    mState.depthStencil.depthFunc = GL_LESS;
    1.90 +    mState.depthStencil.depthMask = true;
    1.91 +    mState.depthStencil.stencilTest = false;
    1.92 +    mState.depthStencil.stencilFunc = GL_ALWAYS;
    1.93 +    mState.depthStencil.stencilMask = -1;
    1.94 +    mState.depthStencil.stencilWritemask = -1;
    1.95 +    mState.depthStencil.stencilBackFunc = GL_ALWAYS;
    1.96 +    mState.depthStencil.stencilBackMask = - 1;
    1.97 +    mState.depthStencil.stencilBackWritemask = -1;
    1.98 +    mState.depthStencil.stencilFail = GL_KEEP;
    1.99 +    mState.depthStencil.stencilPassDepthFail = GL_KEEP;
   1.100 +    mState.depthStencil.stencilPassDepthPass = GL_KEEP;
   1.101 +    mState.depthStencil.stencilBackFail = GL_KEEP;
   1.102 +    mState.depthStencil.stencilBackPassDepthFail = GL_KEEP;
   1.103 +    mState.depthStencil.stencilBackPassDepthPass = GL_KEEP;
   1.104 +
   1.105 +    mState.stencilRef = 0;
   1.106 +    mState.stencilBackRef = 0;
   1.107 +
   1.108 +    mState.sampleCoverage = false;
   1.109 +    mState.sampleCoverageValue = 1.0f;
   1.110 +    mState.sampleCoverageInvert = false;
   1.111 +    mState.generateMipmapHint = GL_DONT_CARE;
   1.112 +    mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
   1.113 +
   1.114 +    mState.lineWidth = 1.0f;
   1.115 +
   1.116 +    mState.viewport.x = 0;
   1.117 +    mState.viewport.y = 0;
   1.118 +    mState.viewport.width = 0;
   1.119 +    mState.viewport.height = 0;
   1.120 +    mState.zNear = 0.0f;
   1.121 +    mState.zFar = 1.0f;
   1.122 +
   1.123 +    mState.blend.colorMaskRed = true;
   1.124 +    mState.blend.colorMaskGreen = true;
   1.125 +    mState.blend.colorMaskBlue = true;
   1.126 +    mState.blend.colorMaskAlpha = true;
   1.127 +
   1.128 +    if (shareContext != NULL)
   1.129 +    {
   1.130 +        mResourceManager = shareContext->mResourceManager;
   1.131 +        mResourceManager->addRef();
   1.132 +    }
   1.133 +    else
   1.134 +    {
   1.135 +        mResourceManager = new ResourceManager(mRenderer);
   1.136 +    }
   1.137 +
   1.138 +    // [OpenGL ES 2.0.24] section 3.7 page 83:
   1.139 +    // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
   1.140 +    // and cube map texture state vectors respectively associated with them.
   1.141 +    // In order that access to these initial textures not be lost, they are treated as texture
   1.142 +    // objects all of whose names are 0.
   1.143 +
   1.144 +    mTexture2DZero.set(new Texture2D(mRenderer, 0));
   1.145 +    mTextureCubeMapZero.set(new TextureCubeMap(mRenderer, 0));
   1.146 +
   1.147 +    mState.activeSampler = 0;
   1.148 +    bindArrayBuffer(0);
   1.149 +    bindElementArrayBuffer(0);
   1.150 +    bindTextureCubeMap(0);
   1.151 +    bindTexture2D(0);
   1.152 +    bindReadFramebuffer(0);
   1.153 +    bindDrawFramebuffer(0);
   1.154 +    bindRenderbuffer(0);
   1.155 +
   1.156 +    mState.currentProgram = 0;
   1.157 +    mCurrentProgramBinary.set(NULL);
   1.158 +
   1.159 +    mState.packAlignment = 4;
   1.160 +    mState.unpackAlignment = 4;
   1.161 +    mState.packReverseRowOrder = false;
   1.162 +
   1.163 +    mExtensionString = NULL;
   1.164 +    mRendererString = NULL;
   1.165 +
   1.166 +    mInvalidEnum = false;
   1.167 +    mInvalidValue = false;
   1.168 +    mInvalidOperation = false;
   1.169 +    mOutOfMemory = false;
   1.170 +    mInvalidFramebufferOperation = false;
   1.171 +
   1.172 +    mHasBeenCurrent = false;
   1.173 +    mContextLost = false;
   1.174 +    mResetStatus = GL_NO_ERROR;
   1.175 +    mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
   1.176 +    mRobustAccess = robustAccess;
   1.177 +
   1.178 +    mSupportsBGRATextures = false;
   1.179 +    mSupportsDXT1Textures = false;
   1.180 +    mSupportsDXT3Textures = false;
   1.181 +    mSupportsDXT5Textures = false;
   1.182 +    mSupportsEventQueries = false;
   1.183 +    mSupportsOcclusionQueries = false;
   1.184 +    mNumCompressedTextureFormats = 0;
   1.185 +}
   1.186 +
   1.187 +Context::~Context()
   1.188 +{
   1.189 +    if (mState.currentProgram != 0)
   1.190 +    {
   1.191 +        Program *programObject = mResourceManager->getProgram(mState.currentProgram);
   1.192 +        if (programObject)
   1.193 +        {
   1.194 +            programObject->release();
   1.195 +        }
   1.196 +        mState.currentProgram = 0;
   1.197 +    }
   1.198 +    mCurrentProgramBinary.set(NULL);
   1.199 +
   1.200 +    while (!mFramebufferMap.empty())
   1.201 +    {
   1.202 +        deleteFramebuffer(mFramebufferMap.begin()->first);
   1.203 +    }
   1.204 +
   1.205 +    while (!mFenceMap.empty())
   1.206 +    {
   1.207 +        deleteFence(mFenceMap.begin()->first);
   1.208 +    }
   1.209 +
   1.210 +    while (!mQueryMap.empty())
   1.211 +    {
   1.212 +        deleteQuery(mQueryMap.begin()->first);
   1.213 +    }
   1.214 +
   1.215 +    for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
   1.216 +    {
   1.217 +        for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
   1.218 +        {
   1.219 +            mState.samplerTexture[type][sampler].set(NULL);
   1.220 +        }
   1.221 +    }
   1.222 +
   1.223 +    for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
   1.224 +    {
   1.225 +        mIncompleteTextures[type].set(NULL);
   1.226 +    }
   1.227 +
   1.228 +    for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
   1.229 +    {
   1.230 +        mState.vertexAttribute[i].mBoundBuffer.set(NULL);
   1.231 +    }
   1.232 +
   1.233 +    for (int i = 0; i < QUERY_TYPE_COUNT; i++)
   1.234 +    {
   1.235 +        mState.activeQuery[i].set(NULL);
   1.236 +    }
   1.237 +
   1.238 +    mState.arrayBuffer.set(NULL);
   1.239 +    mState.elementArrayBuffer.set(NULL);
   1.240 +    mState.renderbuffer.set(NULL);
   1.241 +
   1.242 +    mTexture2DZero.set(NULL);
   1.243 +    mTextureCubeMapZero.set(NULL);
   1.244 +
   1.245 +    mResourceManager->release();
   1.246 +}
   1.247 +
   1.248 +void Context::makeCurrent(egl::Surface *surface)
   1.249 +{
   1.250 +    if (!mHasBeenCurrent)
   1.251 +    {
   1.252 +        mMajorShaderModel = mRenderer->getMajorShaderModel();
   1.253 +        mMaximumPointSize = mRenderer->getMaxPointSize();
   1.254 +        mSupportsVertexTexture = mRenderer->getVertexTextureSupport();
   1.255 +        mSupportsNonPower2Texture = mRenderer->getNonPower2TextureSupport();
   1.256 +        mSupportsInstancing = mRenderer->getInstancingSupport();
   1.257 +
   1.258 +        mMaxViewportDimension = mRenderer->getMaxViewportDimension();
   1.259 +        mMaxTextureDimension = std::min(std::min(mRenderer->getMaxTextureWidth(), mRenderer->getMaxTextureHeight()),
   1.260 +                                        (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
   1.261 +        mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
   1.262 +        mMaxRenderbufferDimension = mMaxTextureDimension;
   1.263 +        mMaxTextureLevel = log2(mMaxTextureDimension) + 1;
   1.264 +        mMaxTextureAnisotropy = mRenderer->getTextureMaxAnisotropy();
   1.265 +        TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f",
   1.266 +              mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy);
   1.267 +
   1.268 +        mSupportsEventQueries = mRenderer->getEventQuerySupport();
   1.269 +        mSupportsOcclusionQueries = mRenderer->getOcclusionQuerySupport();
   1.270 +        mSupportsBGRATextures = mRenderer->getBGRATextureSupport();
   1.271 +        mSupportsDXT1Textures = mRenderer->getDXT1TextureSupport();
   1.272 +        mSupportsDXT3Textures = mRenderer->getDXT3TextureSupport();
   1.273 +        mSupportsDXT5Textures = mRenderer->getDXT5TextureSupport();
   1.274 +        mSupportsFloat32Textures = mRenderer->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);
   1.275 +        mSupportsFloat16Textures = mRenderer->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);
   1.276 +        mSupportsLuminanceTextures = mRenderer->getLuminanceTextureSupport();
   1.277 +        mSupportsLuminanceAlphaTextures = mRenderer->getLuminanceAlphaTextureSupport();
   1.278 +        mSupportsDepthTextures = mRenderer->getDepthTextureSupport();
   1.279 +        mSupportsTextureFilterAnisotropy = mRenderer->getTextureFilterAnisotropySupport();
   1.280 +        mSupports32bitIndices = mRenderer->get32BitIndexSupport();
   1.281 +
   1.282 +        mNumCompressedTextureFormats = 0;
   1.283 +        if (supportsDXT1Textures())
   1.284 +        {
   1.285 +            mNumCompressedTextureFormats += 2;
   1.286 +        }
   1.287 +        if (supportsDXT3Textures())
   1.288 +        {
   1.289 +            mNumCompressedTextureFormats += 1;
   1.290 +        }
   1.291 +        if (supportsDXT5Textures())
   1.292 +        {
   1.293 +            mNumCompressedTextureFormats += 1;
   1.294 +        }
   1.295 +
   1.296 +        initExtensionString();
   1.297 +        initRendererString();
   1.298 +
   1.299 +        mState.viewport.x = 0;
   1.300 +        mState.viewport.y = 0;
   1.301 +        mState.viewport.width = surface->getWidth();
   1.302 +        mState.viewport.height = surface->getHeight();
   1.303 +
   1.304 +        mState.scissor.x = 0;
   1.305 +        mState.scissor.y = 0;
   1.306 +        mState.scissor.width = surface->getWidth();
   1.307 +        mState.scissor.height = surface->getHeight();
   1.308 +
   1.309 +        mHasBeenCurrent = true;
   1.310 +    }
   1.311 +
   1.312 +    // Wrap the existing swapchain resources into GL objects and assign them to the '0' names
   1.313 +    rx::SwapChain *swapchain = surface->getSwapChain();
   1.314 +
   1.315 +    Colorbuffer *colorbufferZero = new Colorbuffer(mRenderer, swapchain);
   1.316 +    DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(mRenderer, swapchain);
   1.317 +    Framebuffer *framebufferZero = new DefaultFramebuffer(mRenderer, colorbufferZero, depthStencilbufferZero);
   1.318 +
   1.319 +    setFramebufferZero(framebufferZero);
   1.320 +}
   1.321 +
   1.322 +// NOTE: this function should not assume that this context is current!
   1.323 +void Context::markContextLost()
   1.324 +{
   1.325 +    if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
   1.326 +        mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
   1.327 +    mContextLost = true;
   1.328 +}
   1.329 +
   1.330 +bool Context::isContextLost()
   1.331 +{
   1.332 +    return mContextLost;
   1.333 +}
   1.334 +
   1.335 +void Context::setClearColor(float red, float green, float blue, float alpha)
   1.336 +{
   1.337 +    mState.colorClearValue.red = red;
   1.338 +    mState.colorClearValue.green = green;
   1.339 +    mState.colorClearValue.blue = blue;
   1.340 +    mState.colorClearValue.alpha = alpha;
   1.341 +}
   1.342 +
   1.343 +void Context::setClearDepth(float depth)
   1.344 +{
   1.345 +    mState.depthClearValue = depth;
   1.346 +}
   1.347 +
   1.348 +void Context::setClearStencil(int stencil)
   1.349 +{
   1.350 +    mState.stencilClearValue = stencil;
   1.351 +}
   1.352 +
   1.353 +void Context::setCullFace(bool enabled)
   1.354 +{
   1.355 +    mState.rasterizer.cullFace = enabled;
   1.356 +}
   1.357 +
   1.358 +bool Context::isCullFaceEnabled() const
   1.359 +{
   1.360 +    return mState.rasterizer.cullFace;
   1.361 +}
   1.362 +
   1.363 +void Context::setCullMode(GLenum mode)
   1.364 +{
   1.365 +    mState.rasterizer.cullMode = mode;
   1.366 +}
   1.367 +
   1.368 +void Context::setFrontFace(GLenum front)
   1.369 +{
   1.370 +    mState.rasterizer.frontFace = front;
   1.371 +}
   1.372 +
   1.373 +void Context::setDepthTest(bool enabled)
   1.374 +{
   1.375 +    mState.depthStencil.depthTest = enabled;
   1.376 +}
   1.377 +
   1.378 +bool Context::isDepthTestEnabled() const
   1.379 +{
   1.380 +    return mState.depthStencil.depthTest;
   1.381 +}
   1.382 +
   1.383 +void Context::setDepthFunc(GLenum depthFunc)
   1.384 +{
   1.385 +     mState.depthStencil.depthFunc = depthFunc;
   1.386 +}
   1.387 +
   1.388 +void Context::setDepthRange(float zNear, float zFar)
   1.389 +{
   1.390 +    mState.zNear = zNear;
   1.391 +    mState.zFar = zFar;
   1.392 +}
   1.393 +
   1.394 +void Context::setBlend(bool enabled)
   1.395 +{
   1.396 +    mState.blend.blend = enabled;
   1.397 +}
   1.398 +
   1.399 +bool Context::isBlendEnabled() const
   1.400 +{
   1.401 +    return mState.blend.blend;
   1.402 +}
   1.403 +
   1.404 +void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
   1.405 +{
   1.406 +    mState.blend.sourceBlendRGB = sourceRGB;
   1.407 +    mState.blend.destBlendRGB = destRGB;
   1.408 +    mState.blend.sourceBlendAlpha = sourceAlpha;
   1.409 +    mState.blend.destBlendAlpha = destAlpha;
   1.410 +}
   1.411 +
   1.412 +void Context::setBlendColor(float red, float green, float blue, float alpha)
   1.413 +{
   1.414 +    mState.blendColor.red = red;
   1.415 +    mState.blendColor.green = green;
   1.416 +    mState.blendColor.blue = blue;
   1.417 +    mState.blendColor.alpha = alpha;
   1.418 +}
   1.419 +
   1.420 +void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
   1.421 +{
   1.422 +    mState.blend.blendEquationRGB = rgbEquation;
   1.423 +    mState.blend.blendEquationAlpha = alphaEquation;
   1.424 +}
   1.425 +
   1.426 +void Context::setStencilTest(bool enabled)
   1.427 +{
   1.428 +    mState.depthStencil.stencilTest = enabled;
   1.429 +}
   1.430 +
   1.431 +bool Context::isStencilTestEnabled() const
   1.432 +{
   1.433 +    return mState.depthStencil.stencilTest;
   1.434 +}
   1.435 +
   1.436 +void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
   1.437 +{
   1.438 +    mState.depthStencil.stencilFunc = stencilFunc;
   1.439 +    mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
   1.440 +    mState.depthStencil.stencilMask = stencilMask;
   1.441 +}
   1.442 +
   1.443 +void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
   1.444 +{
   1.445 +    mState.depthStencil.stencilBackFunc = stencilBackFunc;
   1.446 +    mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
   1.447 +    mState.depthStencil.stencilBackMask = stencilBackMask;
   1.448 +}
   1.449 +
   1.450 +void Context::setStencilWritemask(GLuint stencilWritemask)
   1.451 +{
   1.452 +    mState.depthStencil.stencilWritemask = stencilWritemask;
   1.453 +}
   1.454 +
   1.455 +void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
   1.456 +{
   1.457 +    mState.depthStencil.stencilBackWritemask = stencilBackWritemask;
   1.458 +}
   1.459 +
   1.460 +void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
   1.461 +{
   1.462 +    mState.depthStencil.stencilFail = stencilFail;
   1.463 +    mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail;
   1.464 +    mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass;
   1.465 +}
   1.466 +
   1.467 +void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
   1.468 +{
   1.469 +    mState.depthStencil.stencilBackFail = stencilBackFail;
   1.470 +    mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
   1.471 +    mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
   1.472 +}
   1.473 +
   1.474 +void Context::setPolygonOffsetFill(bool enabled)
   1.475 +{
   1.476 +     mState.rasterizer.polygonOffsetFill = enabled;
   1.477 +}
   1.478 +
   1.479 +bool Context::isPolygonOffsetFillEnabled() const
   1.480 +{
   1.481 +    return mState.rasterizer.polygonOffsetFill;
   1.482 +}
   1.483 +
   1.484 +void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
   1.485 +{
   1.486 +    // An application can pass NaN values here, so handle this gracefully
   1.487 +    mState.rasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor;
   1.488 +    mState.rasterizer.polygonOffsetUnits = units != units ? 0.0f : units;
   1.489 +}
   1.490 +
   1.491 +void Context::setSampleAlphaToCoverage(bool enabled)
   1.492 +{
   1.493 +    mState.blend.sampleAlphaToCoverage = enabled;
   1.494 +}
   1.495 +
   1.496 +bool Context::isSampleAlphaToCoverageEnabled() const
   1.497 +{
   1.498 +    return mState.blend.sampleAlphaToCoverage;
   1.499 +}
   1.500 +
   1.501 +void Context::setSampleCoverage(bool enabled)
   1.502 +{
   1.503 +    mState.sampleCoverage = enabled;
   1.504 +}
   1.505 +
   1.506 +bool Context::isSampleCoverageEnabled() const
   1.507 +{
   1.508 +    return mState.sampleCoverage;
   1.509 +}
   1.510 +
   1.511 +void Context::setSampleCoverageParams(GLclampf value, bool invert)
   1.512 +{
   1.513 +    mState.sampleCoverageValue = value;
   1.514 +    mState.sampleCoverageInvert = invert;
   1.515 +}
   1.516 +
   1.517 +void Context::setScissorTest(bool enabled)
   1.518 +{
   1.519 +    mState.scissorTest = enabled;
   1.520 +}
   1.521 +
   1.522 +bool Context::isScissorTestEnabled() const
   1.523 +{
   1.524 +    return mState.scissorTest;
   1.525 +}
   1.526 +
   1.527 +void Context::setDither(bool enabled)
   1.528 +{
   1.529 +    mState.blend.dither = enabled;
   1.530 +}
   1.531 +
   1.532 +bool Context::isDitherEnabled() const
   1.533 +{
   1.534 +    return mState.blend.dither;
   1.535 +}
   1.536 +
   1.537 +void Context::setLineWidth(GLfloat width)
   1.538 +{
   1.539 +    mState.lineWidth = width;
   1.540 +}
   1.541 +
   1.542 +void Context::setGenerateMipmapHint(GLenum hint)
   1.543 +{
   1.544 +    mState.generateMipmapHint = hint;
   1.545 +}
   1.546 +
   1.547 +void Context::setFragmentShaderDerivativeHint(GLenum hint)
   1.548 +{
   1.549 +    mState.fragmentShaderDerivativeHint = hint;
   1.550 +    // TODO: Propagate the hint to shader translator so we can write
   1.551 +    // ddx, ddx_coarse, or ddx_fine depending on the hint.
   1.552 +    // Ignore for now. It is valid for implementations to ignore hint.
   1.553 +}
   1.554 +
   1.555 +void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
   1.556 +{
   1.557 +    mState.viewport.x = x;
   1.558 +    mState.viewport.y = y;
   1.559 +    mState.viewport.width = width;
   1.560 +    mState.viewport.height = height;
   1.561 +}
   1.562 +
   1.563 +void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
   1.564 +{
   1.565 +    mState.scissor.x = x;
   1.566 +    mState.scissor.y = y;
   1.567 +    mState.scissor.width = width;
   1.568 +    mState.scissor.height = height;
   1.569 +}
   1.570 +
   1.571 +void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
   1.572 +{
   1.573 +    mState.blend.colorMaskRed = red;
   1.574 +    mState.blend.colorMaskGreen = green;
   1.575 +    mState.blend.colorMaskBlue = blue;
   1.576 +    mState.blend.colorMaskAlpha = alpha;
   1.577 +}
   1.578 +
   1.579 +void Context::setDepthMask(bool mask)
   1.580 +{
   1.581 +    mState.depthStencil.depthMask = mask;
   1.582 +}
   1.583 +
   1.584 +void Context::setActiveSampler(unsigned int active)
   1.585 +{
   1.586 +    mState.activeSampler = active;
   1.587 +}
   1.588 +
   1.589 +GLuint Context::getReadFramebufferHandle() const
   1.590 +{
   1.591 +    return mState.readFramebuffer;
   1.592 +}
   1.593 +
   1.594 +GLuint Context::getDrawFramebufferHandle() const
   1.595 +{
   1.596 +    return mState.drawFramebuffer;
   1.597 +}
   1.598 +
   1.599 +GLuint Context::getRenderbufferHandle() const
   1.600 +{
   1.601 +    return mState.renderbuffer.id();
   1.602 +}
   1.603 +
   1.604 +GLuint Context::getArrayBufferHandle() const
   1.605 +{
   1.606 +    return mState.arrayBuffer.id();
   1.607 +}
   1.608 +
   1.609 +GLuint Context::getActiveQuery(GLenum target) const
   1.610 +{
   1.611 +    Query *queryObject = NULL;
   1.612 +    
   1.613 +    switch (target)
   1.614 +    {
   1.615 +      case GL_ANY_SAMPLES_PASSED_EXT:
   1.616 +        queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
   1.617 +        break;
   1.618 +      case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
   1.619 +        queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
   1.620 +        break;
   1.621 +      default:
   1.622 +        ASSERT(false);
   1.623 +    }
   1.624 +
   1.625 +    if (queryObject)
   1.626 +    {
   1.627 +        return queryObject->id();
   1.628 +    }
   1.629 +    else
   1.630 +    {
   1.631 +        return 0;
   1.632 +    }
   1.633 +}
   1.634 +
   1.635 +void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
   1.636 +{
   1.637 +    mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
   1.638 +}
   1.639 +
   1.640 +const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
   1.641 +{
   1.642 +    return mState.vertexAttribute[attribNum];
   1.643 +}
   1.644 +
   1.645 +void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
   1.646 +                                   GLsizei stride, const void *pointer)
   1.647 +{
   1.648 +    mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
   1.649 +    mState.vertexAttribute[attribNum].mSize = size;
   1.650 +    mState.vertexAttribute[attribNum].mType = type;
   1.651 +    mState.vertexAttribute[attribNum].mNormalized = normalized;
   1.652 +    mState.vertexAttribute[attribNum].mStride = stride;
   1.653 +    mState.vertexAttribute[attribNum].mPointer = pointer;
   1.654 +}
   1.655 +
   1.656 +const void *Context::getVertexAttribPointer(unsigned int attribNum) const
   1.657 +{
   1.658 +    return mState.vertexAttribute[attribNum].mPointer;
   1.659 +}
   1.660 +
   1.661 +void Context::setPackAlignment(GLint alignment)
   1.662 +{
   1.663 +    mState.packAlignment = alignment;
   1.664 +}
   1.665 +
   1.666 +GLint Context::getPackAlignment() const
   1.667 +{
   1.668 +    return mState.packAlignment;
   1.669 +}
   1.670 +
   1.671 +void Context::setUnpackAlignment(GLint alignment)
   1.672 +{
   1.673 +    mState.unpackAlignment = alignment;
   1.674 +}
   1.675 +
   1.676 +GLint Context::getUnpackAlignment() const
   1.677 +{
   1.678 +    return mState.unpackAlignment;
   1.679 +}
   1.680 +
   1.681 +void Context::setPackReverseRowOrder(bool reverseRowOrder)
   1.682 +{
   1.683 +    mState.packReverseRowOrder = reverseRowOrder;
   1.684 +}
   1.685 +
   1.686 +bool Context::getPackReverseRowOrder() const
   1.687 +{
   1.688 +    return mState.packReverseRowOrder;
   1.689 +}
   1.690 +
   1.691 +GLuint Context::createBuffer()
   1.692 +{
   1.693 +    return mResourceManager->createBuffer();
   1.694 +}
   1.695 +
   1.696 +GLuint Context::createProgram()
   1.697 +{
   1.698 +    return mResourceManager->createProgram();
   1.699 +}
   1.700 +
   1.701 +GLuint Context::createShader(GLenum type)
   1.702 +{
   1.703 +    return mResourceManager->createShader(type);
   1.704 +}
   1.705 +
   1.706 +GLuint Context::createTexture()
   1.707 +{
   1.708 +    return mResourceManager->createTexture();
   1.709 +}
   1.710 +
   1.711 +GLuint Context::createRenderbuffer()
   1.712 +{
   1.713 +    return mResourceManager->createRenderbuffer();
   1.714 +}
   1.715 +
   1.716 +// Returns an unused framebuffer name
   1.717 +GLuint Context::createFramebuffer()
   1.718 +{
   1.719 +    GLuint handle = mFramebufferHandleAllocator.allocate();
   1.720 +
   1.721 +    mFramebufferMap[handle] = NULL;
   1.722 +
   1.723 +    return handle;
   1.724 +}
   1.725 +
   1.726 +GLuint Context::createFence()
   1.727 +{
   1.728 +    GLuint handle = mFenceHandleAllocator.allocate();
   1.729 +
   1.730 +    mFenceMap[handle] = new Fence(mRenderer);
   1.731 +
   1.732 +    return handle;
   1.733 +}
   1.734 +
   1.735 +// Returns an unused query name
   1.736 +GLuint Context::createQuery()
   1.737 +{
   1.738 +    GLuint handle = mQueryHandleAllocator.allocate();
   1.739 +
   1.740 +    mQueryMap[handle] = NULL;
   1.741 +
   1.742 +    return handle;
   1.743 +}
   1.744 +
   1.745 +void Context::deleteBuffer(GLuint buffer)
   1.746 +{
   1.747 +    if (mResourceManager->getBuffer(buffer))
   1.748 +    {
   1.749 +        detachBuffer(buffer);
   1.750 +    }
   1.751 +    
   1.752 +    mResourceManager->deleteBuffer(buffer);
   1.753 +}
   1.754 +
   1.755 +void Context::deleteShader(GLuint shader)
   1.756 +{
   1.757 +    mResourceManager->deleteShader(shader);
   1.758 +}
   1.759 +
   1.760 +void Context::deleteProgram(GLuint program)
   1.761 +{
   1.762 +    mResourceManager->deleteProgram(program);
   1.763 +}
   1.764 +
   1.765 +void Context::deleteTexture(GLuint texture)
   1.766 +{
   1.767 +    if (mResourceManager->getTexture(texture))
   1.768 +    {
   1.769 +        detachTexture(texture);
   1.770 +    }
   1.771 +
   1.772 +    mResourceManager->deleteTexture(texture);
   1.773 +}
   1.774 +
   1.775 +void Context::deleteRenderbuffer(GLuint renderbuffer)
   1.776 +{
   1.777 +    if (mResourceManager->getRenderbuffer(renderbuffer))
   1.778 +    {
   1.779 +        detachRenderbuffer(renderbuffer);
   1.780 +    }
   1.781 +    
   1.782 +    mResourceManager->deleteRenderbuffer(renderbuffer);
   1.783 +}
   1.784 +
   1.785 +void Context::deleteFramebuffer(GLuint framebuffer)
   1.786 +{
   1.787 +    FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
   1.788 +
   1.789 +    if (framebufferObject != mFramebufferMap.end())
   1.790 +    {
   1.791 +        detachFramebuffer(framebuffer);
   1.792 +
   1.793 +        mFramebufferHandleAllocator.release(framebufferObject->first);
   1.794 +        delete framebufferObject->second;
   1.795 +        mFramebufferMap.erase(framebufferObject);
   1.796 +    }
   1.797 +}
   1.798 +
   1.799 +void Context::deleteFence(GLuint fence)
   1.800 +{
   1.801 +    FenceMap::iterator fenceObject = mFenceMap.find(fence);
   1.802 +
   1.803 +    if (fenceObject != mFenceMap.end())
   1.804 +    {
   1.805 +        mFenceHandleAllocator.release(fenceObject->first);
   1.806 +        delete fenceObject->second;
   1.807 +        mFenceMap.erase(fenceObject);
   1.808 +    }
   1.809 +}
   1.810 +
   1.811 +void Context::deleteQuery(GLuint query)
   1.812 +{
   1.813 +    QueryMap::iterator queryObject = mQueryMap.find(query);
   1.814 +    if (queryObject != mQueryMap.end())
   1.815 +    {
   1.816 +        mQueryHandleAllocator.release(queryObject->first);
   1.817 +        if (queryObject->second)
   1.818 +        {
   1.819 +            queryObject->second->release();
   1.820 +        }
   1.821 +        mQueryMap.erase(queryObject);
   1.822 +    }
   1.823 +}
   1.824 +
   1.825 +Buffer *Context::getBuffer(GLuint handle)
   1.826 +{
   1.827 +    return mResourceManager->getBuffer(handle);
   1.828 +}
   1.829 +
   1.830 +Shader *Context::getShader(GLuint handle)
   1.831 +{
   1.832 +    return mResourceManager->getShader(handle);
   1.833 +}
   1.834 +
   1.835 +Program *Context::getProgram(GLuint handle)
   1.836 +{
   1.837 +    return mResourceManager->getProgram(handle);
   1.838 +}
   1.839 +
   1.840 +Texture *Context::getTexture(GLuint handle)
   1.841 +{
   1.842 +    return mResourceManager->getTexture(handle);
   1.843 +}
   1.844 +
   1.845 +Renderbuffer *Context::getRenderbuffer(GLuint handle)
   1.846 +{
   1.847 +    return mResourceManager->getRenderbuffer(handle);
   1.848 +}
   1.849 +
   1.850 +Framebuffer *Context::getReadFramebuffer()
   1.851 +{
   1.852 +    return getFramebuffer(mState.readFramebuffer);
   1.853 +}
   1.854 +
   1.855 +Framebuffer *Context::getDrawFramebuffer()
   1.856 +{
   1.857 +    return mBoundDrawFramebuffer;
   1.858 +}
   1.859 +
   1.860 +void Context::bindArrayBuffer(unsigned int buffer)
   1.861 +{
   1.862 +    mResourceManager->checkBufferAllocation(buffer);
   1.863 +
   1.864 +    mState.arrayBuffer.set(getBuffer(buffer));
   1.865 +}
   1.866 +
   1.867 +void Context::bindElementArrayBuffer(unsigned int buffer)
   1.868 +{
   1.869 +    mResourceManager->checkBufferAllocation(buffer);
   1.870 +
   1.871 +    mState.elementArrayBuffer.set(getBuffer(buffer));
   1.872 +}
   1.873 +
   1.874 +void Context::bindTexture2D(GLuint texture)
   1.875 +{
   1.876 +    mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
   1.877 +
   1.878 +    mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
   1.879 +}
   1.880 +
   1.881 +void Context::bindTextureCubeMap(GLuint texture)
   1.882 +{
   1.883 +    mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
   1.884 +
   1.885 +    mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
   1.886 +}
   1.887 +
   1.888 +void Context::bindReadFramebuffer(GLuint framebuffer)
   1.889 +{
   1.890 +    if (!getFramebuffer(framebuffer))
   1.891 +    {
   1.892 +        mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
   1.893 +    }
   1.894 +
   1.895 +    mState.readFramebuffer = framebuffer;
   1.896 +}
   1.897 +
   1.898 +void Context::bindDrawFramebuffer(GLuint framebuffer)
   1.899 +{
   1.900 +    if (!getFramebuffer(framebuffer))
   1.901 +    {
   1.902 +        mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
   1.903 +    }
   1.904 +
   1.905 +    mState.drawFramebuffer = framebuffer;
   1.906 +
   1.907 +    mBoundDrawFramebuffer = getFramebuffer(framebuffer);
   1.908 +}
   1.909 +
   1.910 +void Context::bindRenderbuffer(GLuint renderbuffer)
   1.911 +{
   1.912 +    mResourceManager->checkRenderbufferAllocation(renderbuffer);
   1.913 +
   1.914 +    mState.renderbuffer.set(getRenderbuffer(renderbuffer));
   1.915 +}
   1.916 +
   1.917 +void Context::useProgram(GLuint program)
   1.918 +{
   1.919 +    GLuint priorProgram = mState.currentProgram;
   1.920 +    mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
   1.921 +
   1.922 +    if (priorProgram != program)
   1.923 +    {
   1.924 +        Program *newProgram = mResourceManager->getProgram(program);
   1.925 +        Program *oldProgram = mResourceManager->getProgram(priorProgram);
   1.926 +        mCurrentProgramBinary.set(NULL);
   1.927 +
   1.928 +        if (newProgram)
   1.929 +        {
   1.930 +            newProgram->addRef();
   1.931 +            mCurrentProgramBinary.set(newProgram->getProgramBinary());
   1.932 +        }
   1.933 +        
   1.934 +        if (oldProgram)
   1.935 +        {
   1.936 +            oldProgram->release();
   1.937 +        }
   1.938 +    }
   1.939 +}
   1.940 +
   1.941 +void Context::linkProgram(GLuint program)
   1.942 +{
   1.943 +    Program *programObject = mResourceManager->getProgram(program);
   1.944 +
   1.945 +    bool linked = programObject->link();
   1.946 +
   1.947 +    // if the current program was relinked successfully we
   1.948 +    // need to install the new executables
   1.949 +    if (linked && program == mState.currentProgram)
   1.950 +    {
   1.951 +        mCurrentProgramBinary.set(programObject->getProgramBinary());
   1.952 +    }
   1.953 +}
   1.954 +
   1.955 +void Context::setProgramBinary(GLuint program, const void *binary, GLint length)
   1.956 +{
   1.957 +    Program *programObject = mResourceManager->getProgram(program);
   1.958 +
   1.959 +    bool loaded = programObject->setProgramBinary(binary, length);
   1.960 +
   1.961 +    // if the current program was reloaded successfully we
   1.962 +    // need to install the new executables
   1.963 +    if (loaded && program == mState.currentProgram)
   1.964 +    {
   1.965 +        mCurrentProgramBinary.set(programObject->getProgramBinary());
   1.966 +    }
   1.967 +
   1.968 +}
   1.969 +
   1.970 +void Context::beginQuery(GLenum target, GLuint query)
   1.971 +{
   1.972 +    // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>  
   1.973 +    // of zero, if the active query object name for <target> is non-zero (for the  
   1.974 +    // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if  
   1.975 +    // the active query for either target is non-zero), if <id> is the name of an 
   1.976 +    // existing query object whose type does not match <target>, or if <id> is the
   1.977 +    // active query object name for any query type, the error INVALID_OPERATION is
   1.978 +    // generated.
   1.979 +
   1.980 +    // Ensure no other queries are active
   1.981 +    // NOTE: If other queries than occlusion are supported, we will need to check
   1.982 +    // separately that:
   1.983 +    //    a) The query ID passed is not the current active query for any target/type
   1.984 +    //    b) There are no active queries for the requested target (and in the case
   1.985 +    //       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
   1.986 +    //       no query may be active for either if glBeginQuery targets either.
   1.987 +    for (int i = 0; i < QUERY_TYPE_COUNT; i++)
   1.988 +    {
   1.989 +        if (mState.activeQuery[i].get() != NULL)
   1.990 +        {
   1.991 +            return gl::error(GL_INVALID_OPERATION);
   1.992 +        }
   1.993 +    }
   1.994 +
   1.995 +    QueryType qType;
   1.996 +    switch (target)
   1.997 +    {
   1.998 +      case GL_ANY_SAMPLES_PASSED_EXT: 
   1.999 +        qType = QUERY_ANY_SAMPLES_PASSED; 
  1.1000 +        break;
  1.1001 +      case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 
  1.1002 +        qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 
  1.1003 +        break;
  1.1004 +      default: 
  1.1005 +        ASSERT(false);
  1.1006 +        return;
  1.1007 +    }
  1.1008 +
  1.1009 +    Query *queryObject = getQuery(query, true, target);
  1.1010 +
  1.1011 +    // check that name was obtained with glGenQueries
  1.1012 +    if (!queryObject)
  1.1013 +    {
  1.1014 +        return gl::error(GL_INVALID_OPERATION);
  1.1015 +    }
  1.1016 +
  1.1017 +    // check for type mismatch
  1.1018 +    if (queryObject->getType() != target)
  1.1019 +    {
  1.1020 +        return gl::error(GL_INVALID_OPERATION);
  1.1021 +    }
  1.1022 +
  1.1023 +    // set query as active for specified target
  1.1024 +    mState.activeQuery[qType].set(queryObject);
  1.1025 +
  1.1026 +    // begin query
  1.1027 +    queryObject->begin();
  1.1028 +}
  1.1029 +
  1.1030 +void Context::endQuery(GLenum target)
  1.1031 +{
  1.1032 +    QueryType qType;
  1.1033 +
  1.1034 +    switch (target)
  1.1035 +    {
  1.1036 +      case GL_ANY_SAMPLES_PASSED_EXT: 
  1.1037 +        qType = QUERY_ANY_SAMPLES_PASSED; 
  1.1038 +        break;
  1.1039 +      case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 
  1.1040 +        qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 
  1.1041 +        break;
  1.1042 +      default: 
  1.1043 +        ASSERT(false);
  1.1044 +        return;
  1.1045 +    }
  1.1046 +
  1.1047 +    Query *queryObject = mState.activeQuery[qType].get();
  1.1048 +
  1.1049 +    if (queryObject == NULL)
  1.1050 +    {
  1.1051 +        return gl::error(GL_INVALID_OPERATION);
  1.1052 +    }
  1.1053 +
  1.1054 +    queryObject->end();
  1.1055 +
  1.1056 +    mState.activeQuery[qType].set(NULL);
  1.1057 +}
  1.1058 +
  1.1059 +void Context::setFramebufferZero(Framebuffer *buffer)
  1.1060 +{
  1.1061 +    delete mFramebufferMap[0];
  1.1062 +    mFramebufferMap[0] = buffer;
  1.1063 +    if (mState.drawFramebuffer == 0)
  1.1064 +    {
  1.1065 +        mBoundDrawFramebuffer = buffer;
  1.1066 +    }
  1.1067 +}
  1.1068 +
  1.1069 +void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples)
  1.1070 +{
  1.1071 +    RenderbufferStorage *renderbuffer = NULL;
  1.1072 +    switch (internalformat)
  1.1073 +    {
  1.1074 +      case GL_DEPTH_COMPONENT16:
  1.1075 +        renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples);
  1.1076 +        break;
  1.1077 +      case GL_RGBA4:
  1.1078 +      case GL_RGB5_A1:
  1.1079 +      case GL_RGB565:
  1.1080 +      case GL_RGB8_OES:
  1.1081 +      case GL_RGBA8_OES:
  1.1082 +        renderbuffer = new gl::Colorbuffer(mRenderer,width, height, internalformat, samples);
  1.1083 +        break;
  1.1084 +      case GL_STENCIL_INDEX8:
  1.1085 +        renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples);
  1.1086 +        break;
  1.1087 +      case GL_DEPTH24_STENCIL8_OES:
  1.1088 +        renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples);
  1.1089 +        break;
  1.1090 +      default:
  1.1091 +        UNREACHABLE(); return;
  1.1092 +    }
  1.1093 +
  1.1094 +    Renderbuffer *renderbufferObject = mState.renderbuffer.get();
  1.1095 +    renderbufferObject->setStorage(renderbuffer);
  1.1096 +}
  1.1097 +
  1.1098 +Framebuffer *Context::getFramebuffer(unsigned int handle)
  1.1099 +{
  1.1100 +    FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
  1.1101 +
  1.1102 +    if (framebuffer == mFramebufferMap.end())
  1.1103 +    {
  1.1104 +        return NULL;
  1.1105 +    }
  1.1106 +    else
  1.1107 +    {
  1.1108 +        return framebuffer->second;
  1.1109 +    }
  1.1110 +}
  1.1111 +
  1.1112 +Fence *Context::getFence(unsigned int handle)
  1.1113 +{
  1.1114 +    FenceMap::iterator fence = mFenceMap.find(handle);
  1.1115 +
  1.1116 +    if (fence == mFenceMap.end())
  1.1117 +    {
  1.1118 +        return NULL;
  1.1119 +    }
  1.1120 +    else
  1.1121 +    {
  1.1122 +        return fence->second;
  1.1123 +    }
  1.1124 +}
  1.1125 +
  1.1126 +Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
  1.1127 +{
  1.1128 +    QueryMap::iterator query = mQueryMap.find(handle);
  1.1129 +
  1.1130 +    if (query == mQueryMap.end())
  1.1131 +    {
  1.1132 +        return NULL;
  1.1133 +    }
  1.1134 +    else
  1.1135 +    {
  1.1136 +        if (!query->second && create)
  1.1137 +        {
  1.1138 +            query->second = new Query(mRenderer, type, handle);
  1.1139 +            query->second->addRef();
  1.1140 +        }
  1.1141 +        return query->second;
  1.1142 +    }
  1.1143 +}
  1.1144 +
  1.1145 +Buffer *Context::getArrayBuffer()
  1.1146 +{
  1.1147 +    return mState.arrayBuffer.get();
  1.1148 +}
  1.1149 +
  1.1150 +Buffer *Context::getElementArrayBuffer()
  1.1151 +{
  1.1152 +    return mState.elementArrayBuffer.get();
  1.1153 +}
  1.1154 +
  1.1155 +ProgramBinary *Context::getCurrentProgramBinary()
  1.1156 +{
  1.1157 +    return mCurrentProgramBinary.get();
  1.1158 +}
  1.1159 +
  1.1160 +Texture2D *Context::getTexture2D()
  1.1161 +{
  1.1162 +    return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
  1.1163 +}
  1.1164 +
  1.1165 +TextureCubeMap *Context::getTextureCubeMap()
  1.1166 +{
  1.1167 +    return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
  1.1168 +}
  1.1169 +
  1.1170 +Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
  1.1171 +{
  1.1172 +    GLuint texid = mState.samplerTexture[type][sampler].id();
  1.1173 +
  1.1174 +    if (texid == 0)   // Special case: 0 refers to different initial textures based on the target
  1.1175 +    {
  1.1176 +        switch (type)
  1.1177 +        {
  1.1178 +          default: UNREACHABLE();
  1.1179 +          case TEXTURE_2D: return mTexture2DZero.get();
  1.1180 +          case TEXTURE_CUBE: return mTextureCubeMapZero.get();
  1.1181 +        }
  1.1182 +    }
  1.1183 +
  1.1184 +    return mState.samplerTexture[type][sampler].get();
  1.1185 +}
  1.1186 +
  1.1187 +bool Context::getBooleanv(GLenum pname, GLboolean *params)
  1.1188 +{
  1.1189 +    switch (pname)
  1.1190 +    {
  1.1191 +      case GL_SHADER_COMPILER:           *params = GL_TRUE;                             break;
  1.1192 +      case GL_SAMPLE_COVERAGE_INVERT:    *params = mState.sampleCoverageInvert;         break;
  1.1193 +      case GL_DEPTH_WRITEMASK:           *params = mState.depthStencil.depthMask;       break;
  1.1194 +      case GL_COLOR_WRITEMASK:
  1.1195 +        params[0] = mState.blend.colorMaskRed;
  1.1196 +        params[1] = mState.blend.colorMaskGreen;
  1.1197 +        params[2] = mState.blend.colorMaskBlue;
  1.1198 +        params[3] = mState.blend.colorMaskAlpha;
  1.1199 +        break;
  1.1200 +      case GL_CULL_FACE:                 *params = mState.rasterizer.cullFace;          break;
  1.1201 +      case GL_POLYGON_OFFSET_FILL:       *params = mState.rasterizer.polygonOffsetFill; break;
  1.1202 +      case GL_SAMPLE_ALPHA_TO_COVERAGE:  *params = mState.blend.sampleAlphaToCoverage;  break;
  1.1203 +      case GL_SAMPLE_COVERAGE:           *params = mState.sampleCoverage;               break;
  1.1204 +      case GL_SCISSOR_TEST:              *params = mState.scissorTest;                  break;
  1.1205 +      case GL_STENCIL_TEST:              *params = mState.depthStencil.stencilTest;     break;
  1.1206 +      case GL_DEPTH_TEST:                *params = mState.depthStencil.depthTest;       break;
  1.1207 +      case GL_BLEND:                     *params = mState.blend.blend;                  break;
  1.1208 +      case GL_DITHER:                    *params = mState.blend.dither;                 break;
  1.1209 +      case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE;  break;
  1.1210 +      default:
  1.1211 +        return false;
  1.1212 +    }
  1.1213 +
  1.1214 +    return true;
  1.1215 +}
  1.1216 +
  1.1217 +bool Context::getFloatv(GLenum pname, GLfloat *params)
  1.1218 +{
  1.1219 +    // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
  1.1220 +    // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
  1.1221 +    // GetIntegerv as its native query function. As it would require conversion in any
  1.1222 +    // case, this should make no difference to the calling application.
  1.1223 +    switch (pname)
  1.1224 +    {
  1.1225 +      case GL_LINE_WIDTH:               *params = mState.lineWidth;                         break;
  1.1226 +      case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;               break;
  1.1227 +      case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;                   break;
  1.1228 +      case GL_POLYGON_OFFSET_FACTOR:    *params = mState.rasterizer.polygonOffsetFactor;    break;
  1.1229 +      case GL_POLYGON_OFFSET_UNITS:     *params = mState.rasterizer.polygonOffsetUnits;     break;
  1.1230 +      case GL_ALIASED_LINE_WIDTH_RANGE:
  1.1231 +        params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
  1.1232 +        params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
  1.1233 +        break;
  1.1234 +      case GL_ALIASED_POINT_SIZE_RANGE:
  1.1235 +        params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
  1.1236 +        params[1] = getMaximumPointSize();
  1.1237 +        break;
  1.1238 +      case GL_DEPTH_RANGE:
  1.1239 +        params[0] = mState.zNear;
  1.1240 +        params[1] = mState.zFar;
  1.1241 +        break;
  1.1242 +      case GL_COLOR_CLEAR_VALUE:
  1.1243 +        params[0] = mState.colorClearValue.red;
  1.1244 +        params[1] = mState.colorClearValue.green;
  1.1245 +        params[2] = mState.colorClearValue.blue;
  1.1246 +        params[3] = mState.colorClearValue.alpha;
  1.1247 +        break;
  1.1248 +      case GL_BLEND_COLOR:
  1.1249 +        params[0] = mState.blendColor.red;
  1.1250 +        params[1] = mState.blendColor.green;
  1.1251 +        params[2] = mState.blendColor.blue;
  1.1252 +        params[3] = mState.blendColor.alpha;
  1.1253 +        break;
  1.1254 +      case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
  1.1255 +        if (!supportsTextureFilterAnisotropy())
  1.1256 +        {
  1.1257 +            return false;
  1.1258 +        }
  1.1259 +        *params = mMaxTextureAnisotropy;
  1.1260 +        break;
  1.1261 +      default:
  1.1262 +        return false;
  1.1263 +    }
  1.1264 +
  1.1265 +    return true;
  1.1266 +}
  1.1267 +
  1.1268 +bool Context::getIntegerv(GLenum pname, GLint *params)
  1.1269 +{
  1.1270 +    if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
  1.1271 +    {
  1.1272 +        unsigned int colorAttachment = (pname - GL_DRAW_BUFFER0_EXT);
  1.1273 +
  1.1274 +        if (colorAttachment >= mRenderer->getMaxRenderTargets())
  1.1275 +        {
  1.1276 +            // return true to stop further operation in the parent call
  1.1277 +            return gl::error(GL_INVALID_OPERATION, true);
  1.1278 +        }
  1.1279 +
  1.1280 +        Framebuffer *framebuffer = getDrawFramebuffer();
  1.1281 +
  1.1282 +        *params = framebuffer->getDrawBufferState(colorAttachment);
  1.1283 +        return true;
  1.1284 +    }
  1.1285 +
  1.1286 +    // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
  1.1287 +    // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
  1.1288 +    // GetIntegerv as its native query function. As it would require conversion in any
  1.1289 +    // case, this should make no difference to the calling application. You may find it in 
  1.1290 +    // Context::getFloatv.
  1.1291 +    switch (pname)
  1.1292 +    {
  1.1293 +      case GL_MAX_VERTEX_ATTRIBS:               *params = gl::MAX_VERTEX_ATTRIBS;               break;
  1.1294 +      case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = mRenderer->getMaxVertexUniformVectors(); break;
  1.1295 +      case GL_MAX_VARYING_VECTORS:              *params = mRenderer->getMaxVaryingVectors();    break;
  1.1296 +      case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = mRenderer->getMaxCombinedTextureImageUnits(); break;
  1.1297 +      case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = mRenderer->getMaxVertexTextureImageUnits(); break;
  1.1298 +      case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = gl::MAX_TEXTURE_IMAGE_UNITS;          break;
  1.1299 +      case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = mRenderer->getMaxFragmentUniformVectors(); break;
  1.1300 +      case GL_MAX_RENDERBUFFER_SIZE:            *params = getMaximumRenderbufferDimension();    break;
  1.1301 +      case GL_MAX_COLOR_ATTACHMENTS_EXT:        *params = mRenderer->getMaxRenderTargets();     break;
  1.1302 +      case GL_MAX_DRAW_BUFFERS_EXT:             *params = mRenderer->getMaxRenderTargets();     break;
  1.1303 +      case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    break;
  1.1304 +      case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          break;
  1.1305 +      case GL_ARRAY_BUFFER_BINDING:             *params = mState.arrayBuffer.id();              break;
  1.1306 +      case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = mState.elementArrayBuffer.id();       break;
  1.1307 +      //case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
  1.1308 +      case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               break;
  1.1309 +      case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               break;
  1.1310 +      case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.id();             break;
  1.1311 +      case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                break;
  1.1312 +      case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 break;
  1.1313 +      case GL_PACK_REVERSE_ROW_ORDER_ANGLE:     *params = mState.packReverseRowOrder;           break;
  1.1314 +      case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackAlignment;               break;
  1.1315 +      case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            break;
  1.1316 +      case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
  1.1317 +      case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); break;
  1.1318 +      case GL_STENCIL_FUNC:                     *params = mState.depthStencil.stencilFunc;             break;
  1.1319 +      case GL_STENCIL_REF:                      *params = mState.stencilRef;                           break;
  1.1320 +      case GL_STENCIL_VALUE_MASK:               *params = mState.depthStencil.stencilMask;             break;
  1.1321 +      case GL_STENCIL_BACK_FUNC:                *params = mState.depthStencil.stencilBackFunc;         break;
  1.1322 +      case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                       break;
  1.1323 +      case GL_STENCIL_BACK_VALUE_MASK:          *params = mState.depthStencil.stencilBackMask;         break;
  1.1324 +      case GL_STENCIL_FAIL:                     *params = mState.depthStencil.stencilFail;             break;
  1.1325 +      case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.depthStencil.stencilPassDepthFail;    break;
  1.1326 +      case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.depthStencil.stencilPassDepthPass;    break;
  1.1327 +      case GL_STENCIL_BACK_FAIL:                *params = mState.depthStencil.stencilBackFail;         break;
  1.1328 +      case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.depthStencil.stencilBackPassDepthFail; break;
  1.1329 +      case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.depthStencil.stencilBackPassDepthPass; break;
  1.1330 +      case GL_DEPTH_FUNC:                       *params = mState.depthStencil.depthFunc;               break;
  1.1331 +      case GL_BLEND_SRC_RGB:                    *params = mState.blend.sourceBlendRGB;                 break;
  1.1332 +      case GL_BLEND_SRC_ALPHA:                  *params = mState.blend.sourceBlendAlpha;               break;
  1.1333 +      case GL_BLEND_DST_RGB:                    *params = mState.blend.destBlendRGB;                   break;
  1.1334 +      case GL_BLEND_DST_ALPHA:                  *params = mState.blend.destBlendAlpha;                 break;
  1.1335 +      case GL_BLEND_EQUATION_RGB:               *params = mState.blend.blendEquationRGB;               break;
  1.1336 +      case GL_BLEND_EQUATION_ALPHA:             *params = mState.blend.blendEquationAlpha;             break;
  1.1337 +      case GL_STENCIL_WRITEMASK:                *params = mState.depthStencil.stencilWritemask;        break;
  1.1338 +      case GL_STENCIL_BACK_WRITEMASK:           *params = mState.depthStencil.stencilBackWritemask;    break;
  1.1339 +      case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             break;
  1.1340 +      case GL_SUBPIXEL_BITS:                    *params = 4;                                    break;
  1.1341 +      case GL_MAX_TEXTURE_SIZE:                 *params = getMaximumTextureDimension();         break;
  1.1342 +      case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = getMaximumCubeTextureDimension();     break;
  1.1343 +      case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   
  1.1344 +        params[0] = mNumCompressedTextureFormats;
  1.1345 +        break;
  1.1346 +      case GL_MAX_SAMPLES_ANGLE:
  1.1347 +        {
  1.1348 +            GLsizei maxSamples = getMaxSupportedSamples();
  1.1349 +            if (maxSamples != 0)
  1.1350 +            {
  1.1351 +                *params = maxSamples;
  1.1352 +            }
  1.1353 +            else
  1.1354 +            {
  1.1355 +                return false;
  1.1356 +            }
  1.1357 +
  1.1358 +            break;
  1.1359 +        }
  1.1360 +      case GL_SAMPLE_BUFFERS:                   
  1.1361 +      case GL_SAMPLES:
  1.1362 +        {
  1.1363 +            gl::Framebuffer *framebuffer = getDrawFramebuffer();
  1.1364 +            if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
  1.1365 +            {
  1.1366 +                switch (pname)
  1.1367 +                {
  1.1368 +                  case GL_SAMPLE_BUFFERS:
  1.1369 +                    if (framebuffer->getSamples() != 0)
  1.1370 +                    {
  1.1371 +                        *params = 1;
  1.1372 +                    }
  1.1373 +                    else
  1.1374 +                    {
  1.1375 +                        *params = 0;
  1.1376 +                    }
  1.1377 +                    break;
  1.1378 +                  case GL_SAMPLES:
  1.1379 +                    *params = framebuffer->getSamples();
  1.1380 +                    break;
  1.1381 +                }
  1.1382 +            }
  1.1383 +            else 
  1.1384 +            {
  1.1385 +                *params = 0;
  1.1386 +            }
  1.1387 +        }
  1.1388 +        break;
  1.1389 +      case GL_IMPLEMENTATION_COLOR_READ_TYPE:
  1.1390 +      case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
  1.1391 +        {
  1.1392 +            GLenum format, type;
  1.1393 +            if (getCurrentReadFormatType(&format, &type))
  1.1394 +            {
  1.1395 +                if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT)
  1.1396 +                    *params = format;
  1.1397 +                else
  1.1398 +                    *params = type;
  1.1399 +            }
  1.1400 +        }
  1.1401 +        break;
  1.1402 +      case GL_MAX_VIEWPORT_DIMS:
  1.1403 +        {
  1.1404 +            params[0] = mMaxViewportDimension;
  1.1405 +            params[1] = mMaxViewportDimension;
  1.1406 +        }
  1.1407 +        break;
  1.1408 +      case GL_COMPRESSED_TEXTURE_FORMATS:
  1.1409 +        {
  1.1410 +            if (supportsDXT1Textures())
  1.1411 +            {
  1.1412 +                *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  1.1413 +                *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  1.1414 +            }
  1.1415 +            if (supportsDXT3Textures())
  1.1416 +            {
  1.1417 +                *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
  1.1418 +            }
  1.1419 +            if (supportsDXT5Textures())
  1.1420 +            {
  1.1421 +                *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
  1.1422 +            }
  1.1423 +        }
  1.1424 +        break;
  1.1425 +      case GL_VIEWPORT:
  1.1426 +        params[0] = mState.viewport.x;
  1.1427 +        params[1] = mState.viewport.y;
  1.1428 +        params[2] = mState.viewport.width;
  1.1429 +        params[3] = mState.viewport.height;
  1.1430 +        break;
  1.1431 +      case GL_SCISSOR_BOX:
  1.1432 +        params[0] = mState.scissor.x;
  1.1433 +        params[1] = mState.scissor.y;
  1.1434 +        params[2] = mState.scissor.width;
  1.1435 +        params[3] = mState.scissor.height;
  1.1436 +        break;
  1.1437 +      case GL_CULL_FACE_MODE:                   *params = mState.rasterizer.cullMode;   break;
  1.1438 +      case GL_FRONT_FACE:                       *params = mState.rasterizer.frontFace;  break;
  1.1439 +      case GL_RED_BITS:
  1.1440 +      case GL_GREEN_BITS:
  1.1441 +      case GL_BLUE_BITS:
  1.1442 +      case GL_ALPHA_BITS:
  1.1443 +        {
  1.1444 +            gl::Framebuffer *framebuffer = getDrawFramebuffer();
  1.1445 +            gl::Renderbuffer *colorbuffer = framebuffer->getFirstColorbuffer();
  1.1446 +
  1.1447 +            if (colorbuffer)
  1.1448 +            {
  1.1449 +                switch (pname)
  1.1450 +                {
  1.1451 +                  case GL_RED_BITS:   *params = colorbuffer->getRedSize();      break;
  1.1452 +                  case GL_GREEN_BITS: *params = colorbuffer->getGreenSize();    break;
  1.1453 +                  case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();     break;
  1.1454 +                  case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize();    break;
  1.1455 +                }
  1.1456 +            }
  1.1457 +            else
  1.1458 +            {
  1.1459 +                *params = 0;
  1.1460 +            }
  1.1461 +        }
  1.1462 +        break;
  1.1463 +      case GL_DEPTH_BITS:
  1.1464 +        {
  1.1465 +            gl::Framebuffer *framebuffer = getDrawFramebuffer();
  1.1466 +            gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
  1.1467 +
  1.1468 +            if (depthbuffer)
  1.1469 +            {
  1.1470 +                *params = depthbuffer->getDepthSize();
  1.1471 +            }
  1.1472 +            else
  1.1473 +            {
  1.1474 +                *params = 0;
  1.1475 +            }
  1.1476 +        }
  1.1477 +        break;
  1.1478 +      case GL_STENCIL_BITS:
  1.1479 +        {
  1.1480 +            gl::Framebuffer *framebuffer = getDrawFramebuffer();
  1.1481 +            gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
  1.1482 +
  1.1483 +            if (stencilbuffer)
  1.1484 +            {
  1.1485 +                *params = stencilbuffer->getStencilSize();
  1.1486 +            }
  1.1487 +            else
  1.1488 +            {
  1.1489 +                *params = 0;
  1.1490 +            }
  1.1491 +        }
  1.1492 +        break;
  1.1493 +      case GL_TEXTURE_BINDING_2D:
  1.1494 +        {
  1.1495 +            if (mState.activeSampler > mRenderer->getMaxCombinedTextureImageUnits() - 1)
  1.1496 +            {
  1.1497 +                gl::error(GL_INVALID_OPERATION);
  1.1498 +                return false;
  1.1499 +            }
  1.1500 +
  1.1501 +            *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
  1.1502 +        }
  1.1503 +        break;
  1.1504 +      case GL_TEXTURE_BINDING_CUBE_MAP:
  1.1505 +        {
  1.1506 +            if (mState.activeSampler > mRenderer->getMaxCombinedTextureImageUnits() - 1)
  1.1507 +            {
  1.1508 +                gl::error(GL_INVALID_OPERATION);
  1.1509 +                return false;
  1.1510 +            }
  1.1511 +
  1.1512 +            *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
  1.1513 +        }
  1.1514 +        break;
  1.1515 +      case GL_RESET_NOTIFICATION_STRATEGY_EXT:
  1.1516 +        *params = mResetStrategy;
  1.1517 +        break;
  1.1518 +      case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
  1.1519 +        *params = 1;
  1.1520 +        break;
  1.1521 +      case GL_PROGRAM_BINARY_FORMATS_OES:
  1.1522 +        *params = GL_PROGRAM_BINARY_ANGLE;
  1.1523 +        break;
  1.1524 +      default:
  1.1525 +        return false;
  1.1526 +    }
  1.1527 +
  1.1528 +    return true;
  1.1529 +}
  1.1530 +
  1.1531 +bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
  1.1532 +{
  1.1533 +    if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
  1.1534 +    {
  1.1535 +        *type = GL_INT;
  1.1536 +        *numParams = 1;
  1.1537 +        return true;
  1.1538 +    }
  1.1539 +
  1.1540 +    // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
  1.1541 +    // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
  1.1542 +    // to the fact that it is stored internally as a float, and so would require conversion
  1.1543 +    // if returned from Context::getIntegerv. Since this conversion is already implemented 
  1.1544 +    // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
  1.1545 +    // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
  1.1546 +    // application.
  1.1547 +    switch (pname)
  1.1548 +    {
  1.1549 +      case GL_COMPRESSED_TEXTURE_FORMATS:
  1.1550 +        {
  1.1551 +            *type = GL_INT;
  1.1552 +            *numParams = mNumCompressedTextureFormats;
  1.1553 +        }
  1.1554 +        break;
  1.1555 +      case GL_SHADER_BINARY_FORMATS:
  1.1556 +        {
  1.1557 +            *type = GL_INT;
  1.1558 +            *numParams = 0;
  1.1559 +        }
  1.1560 +        break;
  1.1561 +      case GL_MAX_VERTEX_ATTRIBS:
  1.1562 +      case GL_MAX_VERTEX_UNIFORM_VECTORS:
  1.1563 +      case GL_MAX_VARYING_VECTORS:
  1.1564 +      case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
  1.1565 +      case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
  1.1566 +      case GL_MAX_TEXTURE_IMAGE_UNITS:
  1.1567 +      case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
  1.1568 +      case GL_MAX_RENDERBUFFER_SIZE:
  1.1569 +      case GL_MAX_COLOR_ATTACHMENTS_EXT:
  1.1570 +      case GL_MAX_DRAW_BUFFERS_EXT:
  1.1571 +      case GL_NUM_SHADER_BINARY_FORMATS:
  1.1572 +      case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
  1.1573 +      case GL_ARRAY_BUFFER_BINDING:
  1.1574 +      case GL_FRAMEBUFFER_BINDING:
  1.1575 +      case GL_RENDERBUFFER_BINDING:
  1.1576 +      case GL_CURRENT_PROGRAM:
  1.1577 +      case GL_PACK_ALIGNMENT:
  1.1578 +      case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
  1.1579 +      case GL_UNPACK_ALIGNMENT:
  1.1580 +      case GL_GENERATE_MIPMAP_HINT:
  1.1581 +      case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
  1.1582 +      case GL_RED_BITS:
  1.1583 +      case GL_GREEN_BITS:
  1.1584 +      case GL_BLUE_BITS:
  1.1585 +      case GL_ALPHA_BITS:
  1.1586 +      case GL_DEPTH_BITS:
  1.1587 +      case GL_STENCIL_BITS:
  1.1588 +      case GL_ELEMENT_ARRAY_BUFFER_BINDING:
  1.1589 +      case GL_CULL_FACE_MODE:
  1.1590 +      case GL_FRONT_FACE:
  1.1591 +      case GL_ACTIVE_TEXTURE:
  1.1592 +      case GL_STENCIL_FUNC:
  1.1593 +      case GL_STENCIL_VALUE_MASK:
  1.1594 +      case GL_STENCIL_REF:
  1.1595 +      case GL_STENCIL_FAIL:
  1.1596 +      case GL_STENCIL_PASS_DEPTH_FAIL:
  1.1597 +      case GL_STENCIL_PASS_DEPTH_PASS:
  1.1598 +      case GL_STENCIL_BACK_FUNC:
  1.1599 +      case GL_STENCIL_BACK_VALUE_MASK:
  1.1600 +      case GL_STENCIL_BACK_REF:
  1.1601 +      case GL_STENCIL_BACK_FAIL:
  1.1602 +      case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
  1.1603 +      case GL_STENCIL_BACK_PASS_DEPTH_PASS:
  1.1604 +      case GL_DEPTH_FUNC:
  1.1605 +      case GL_BLEND_SRC_RGB:
  1.1606 +      case GL_BLEND_SRC_ALPHA:
  1.1607 +      case GL_BLEND_DST_RGB:
  1.1608 +      case GL_BLEND_DST_ALPHA:
  1.1609 +      case GL_BLEND_EQUATION_RGB:
  1.1610 +      case GL_BLEND_EQUATION_ALPHA:
  1.1611 +      case GL_STENCIL_WRITEMASK:
  1.1612 +      case GL_STENCIL_BACK_WRITEMASK:
  1.1613 +      case GL_STENCIL_CLEAR_VALUE:
  1.1614 +      case GL_SUBPIXEL_BITS:
  1.1615 +      case GL_MAX_TEXTURE_SIZE:
  1.1616 +      case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
  1.1617 +      case GL_SAMPLE_BUFFERS:
  1.1618 +      case GL_SAMPLES:
  1.1619 +      case GL_IMPLEMENTATION_COLOR_READ_TYPE:
  1.1620 +      case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
  1.1621 +      case GL_TEXTURE_BINDING_2D:
  1.1622 +      case GL_TEXTURE_BINDING_CUBE_MAP:
  1.1623 +      case GL_RESET_NOTIFICATION_STRATEGY_EXT:
  1.1624 +      case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
  1.1625 +      case GL_PROGRAM_BINARY_FORMATS_OES:
  1.1626 +        {
  1.1627 +            *type = GL_INT;
  1.1628 +            *numParams = 1;
  1.1629 +        }
  1.1630 +        break;
  1.1631 +      case GL_MAX_SAMPLES_ANGLE:
  1.1632 +        {
  1.1633 +            if (getMaxSupportedSamples() != 0)
  1.1634 +            {
  1.1635 +                *type = GL_INT;
  1.1636 +                *numParams = 1;
  1.1637 +            }
  1.1638 +            else
  1.1639 +            {
  1.1640 +                return false;
  1.1641 +            }
  1.1642 +        }
  1.1643 +        break;
  1.1644 +      case GL_MAX_VIEWPORT_DIMS:
  1.1645 +        {
  1.1646 +            *type = GL_INT;
  1.1647 +            *numParams = 2;
  1.1648 +        }
  1.1649 +        break;
  1.1650 +      case GL_VIEWPORT:
  1.1651 +      case GL_SCISSOR_BOX:
  1.1652 +        {
  1.1653 +            *type = GL_INT;
  1.1654 +            *numParams = 4;
  1.1655 +        }
  1.1656 +        break;
  1.1657 +      case GL_SHADER_COMPILER:
  1.1658 +      case GL_SAMPLE_COVERAGE_INVERT:
  1.1659 +      case GL_DEPTH_WRITEMASK:
  1.1660 +      case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
  1.1661 +      case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
  1.1662 +      case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
  1.1663 +      case GL_SAMPLE_COVERAGE:
  1.1664 +      case GL_SCISSOR_TEST:
  1.1665 +      case GL_STENCIL_TEST:
  1.1666 +      case GL_DEPTH_TEST:
  1.1667 +      case GL_BLEND:
  1.1668 +      case GL_DITHER:
  1.1669 +      case GL_CONTEXT_ROBUST_ACCESS_EXT:
  1.1670 +        {
  1.1671 +            *type = GL_BOOL;
  1.1672 +            *numParams = 1;
  1.1673 +        }
  1.1674 +        break;
  1.1675 +      case GL_COLOR_WRITEMASK:
  1.1676 +        {
  1.1677 +            *type = GL_BOOL;
  1.1678 +            *numParams = 4;
  1.1679 +        }
  1.1680 +        break;
  1.1681 +      case GL_POLYGON_OFFSET_FACTOR:
  1.1682 +      case GL_POLYGON_OFFSET_UNITS:
  1.1683 +      case GL_SAMPLE_COVERAGE_VALUE:
  1.1684 +      case GL_DEPTH_CLEAR_VALUE:
  1.1685 +      case GL_LINE_WIDTH:
  1.1686 +        {
  1.1687 +            *type = GL_FLOAT;
  1.1688 +            *numParams = 1;
  1.1689 +        }
  1.1690 +        break;
  1.1691 +      case GL_ALIASED_LINE_WIDTH_RANGE:
  1.1692 +      case GL_ALIASED_POINT_SIZE_RANGE:
  1.1693 +      case GL_DEPTH_RANGE:
  1.1694 +        {
  1.1695 +            *type = GL_FLOAT;
  1.1696 +            *numParams = 2;
  1.1697 +        }
  1.1698 +        break;
  1.1699 +      case GL_COLOR_CLEAR_VALUE:
  1.1700 +      case GL_BLEND_COLOR:
  1.1701 +        {
  1.1702 +            *type = GL_FLOAT;
  1.1703 +            *numParams = 4;
  1.1704 +        }
  1.1705 +        break;
  1.1706 +      case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
  1.1707 +        if (!supportsTextureFilterAnisotropy())
  1.1708 +        {
  1.1709 +            return false;
  1.1710 +        }
  1.1711 +        *type = GL_FLOAT;
  1.1712 +        *numParams = 1;
  1.1713 +        break;
  1.1714 +      default:
  1.1715 +        return false;
  1.1716 +    }
  1.1717 +
  1.1718 +    return true;
  1.1719 +}
  1.1720 +
  1.1721 +// Applies the render target surface, depth stencil surface, viewport rectangle and
  1.1722 +// scissor rectangle to the renderer
  1.1723 +bool Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport)
  1.1724 +{
  1.1725 +    Framebuffer *framebufferObject = getDrawFramebuffer();
  1.1726 +
  1.1727 +    if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
  1.1728 +    {
  1.1729 +        return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
  1.1730 +    }
  1.1731 +
  1.1732 +    mRenderer->applyRenderTarget(framebufferObject);
  1.1733 +
  1.1734 +    if (!mRenderer->setViewport(mState.viewport, mState.zNear, mState.zFar, drawMode, mState.rasterizer.frontFace,
  1.1735 +                                ignoreViewport))
  1.1736 +    {
  1.1737 +        return false;
  1.1738 +    }
  1.1739 +
  1.1740 +    mRenderer->setScissorRectangle(mState.scissor, mState.scissorTest);
  1.1741 +
  1.1742 +    return true;
  1.1743 +}
  1.1744 +
  1.1745 +// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
  1.1746 +void Context::applyState(GLenum drawMode)
  1.1747 +{
  1.1748 +    Framebuffer *framebufferObject = getDrawFramebuffer();
  1.1749 +    int samples = framebufferObject->getSamples();
  1.1750 +
  1.1751 +    mState.rasterizer.pointDrawMode = (drawMode == GL_POINTS);
  1.1752 +    mState.rasterizer.multiSample = (samples != 0);
  1.1753 +    mRenderer->setRasterizerState(mState.rasterizer);
  1.1754 +
  1.1755 +    unsigned int mask = 0;
  1.1756 +    if (mState.sampleCoverage)
  1.1757 +    {
  1.1758 +        if (mState.sampleCoverageValue != 0)
  1.1759 +        {
  1.1760 +            
  1.1761 +            float threshold = 0.5f;
  1.1762 +
  1.1763 +            for (int i = 0; i < samples; ++i)
  1.1764 +            {
  1.1765 +                mask <<= 1;
  1.1766 +
  1.1767 +                if ((i + 1) * mState.sampleCoverageValue >= threshold)
  1.1768 +                {
  1.1769 +                    threshold += 1.0f;
  1.1770 +                    mask |= 1;
  1.1771 +                }
  1.1772 +            }
  1.1773 +        }
  1.1774 +
  1.1775 +        if (mState.sampleCoverageInvert)
  1.1776 +        {
  1.1777 +            mask = ~mask;
  1.1778 +        }
  1.1779 +    }
  1.1780 +    else
  1.1781 +    {
  1.1782 +        mask = 0xFFFFFFFF;
  1.1783 +    }
  1.1784 +    mRenderer->setBlendState(mState.blend, mState.blendColor, mask);
  1.1785 +
  1.1786 +    mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
  1.1787 +                                    mState.rasterizer.frontFace == GL_CCW);
  1.1788 +}
  1.1789 +
  1.1790 +// Applies the shaders and shader constants to the Direct3D 9 device
  1.1791 +void Context::applyShaders()
  1.1792 +{
  1.1793 +    ProgramBinary *programBinary = getCurrentProgramBinary();
  1.1794 +
  1.1795 +    mRenderer->applyShaders(programBinary);
  1.1796 +    
  1.1797 +    programBinary->applyUniforms();
  1.1798 +}
  1.1799 +
  1.1800 +// Applies the textures and sampler states to the Direct3D 9 device
  1.1801 +void Context::applyTextures()
  1.1802 +{
  1.1803 +    applyTextures(SAMPLER_PIXEL);
  1.1804 +
  1.1805 +    if (mSupportsVertexTexture)
  1.1806 +    {
  1.1807 +        applyTextures(SAMPLER_VERTEX);
  1.1808 +    }
  1.1809 +}
  1.1810 +
  1.1811 +// For each Direct3D 9 sampler of either the pixel or vertex stage,
  1.1812 +// looks up the corresponding OpenGL texture image unit and texture type,
  1.1813 +// and sets the texture and its addressing/filtering state (or NULL when inactive).
  1.1814 +void Context::applyTextures(SamplerType type)
  1.1815 +{
  1.1816 +    ProgramBinary *programBinary = getCurrentProgramBinary();
  1.1817 +
  1.1818 +    // Range of Direct3D samplers of given sampler type
  1.1819 +    int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : mRenderer->getMaxVertexTextureImageUnits();
  1.1820 +    int samplerRange = programBinary->getUsedSamplerRange(type);
  1.1821 +
  1.1822 +    for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
  1.1823 +    {
  1.1824 +        int textureUnit = programBinary->getSamplerMapping(type, samplerIndex);   // OpenGL texture image unit index
  1.1825 +
  1.1826 +        if (textureUnit != -1)
  1.1827 +        {
  1.1828 +            TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex);
  1.1829 +            Texture *texture = getSamplerTexture(textureUnit, textureType);
  1.1830 +
  1.1831 +            if (texture->isSamplerComplete())
  1.1832 +            {
  1.1833 +                SamplerState samplerState;
  1.1834 +                texture->getSamplerState(&samplerState);
  1.1835 +                mRenderer->setSamplerState(type, samplerIndex, samplerState);
  1.1836 +
  1.1837 +                mRenderer->setTexture(type, samplerIndex, texture);
  1.1838 +
  1.1839 +                texture->resetDirty();
  1.1840 +            }
  1.1841 +            else
  1.1842 +            {
  1.1843 +                mRenderer->setTexture(type, samplerIndex, getIncompleteTexture(textureType));
  1.1844 +            }
  1.1845 +        }
  1.1846 +        else
  1.1847 +        {
  1.1848 +            mRenderer->setTexture(type, samplerIndex, NULL);
  1.1849 +        }
  1.1850 +    }
  1.1851 +
  1.1852 +    for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
  1.1853 +    {
  1.1854 +        mRenderer->setTexture(type, samplerIndex, NULL);
  1.1855 +    }
  1.1856 +}
  1.1857 +
  1.1858 +void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
  1.1859 +                         GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
  1.1860 +{
  1.1861 +    Framebuffer *framebuffer = getReadFramebuffer();
  1.1862 +
  1.1863 +    if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
  1.1864 +    {
  1.1865 +        return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION);
  1.1866 +    }
  1.1867 +
  1.1868 +    if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
  1.1869 +    {
  1.1870 +        return gl::error(GL_INVALID_OPERATION);
  1.1871 +    }
  1.1872 +
  1.1873 +    GLsizei outputPitch = ComputePitch(width, ConvertSizedInternalFormat(format, type), getPackAlignment());
  1.1874 +    // sized query sanity check
  1.1875 +    if (bufSize)
  1.1876 +    {
  1.1877 +        int requiredSize = outputPitch * height;
  1.1878 +        if (requiredSize > *bufSize)
  1.1879 +        {
  1.1880 +            return gl::error(GL_INVALID_OPERATION);
  1.1881 +        }
  1.1882 +    }
  1.1883 +
  1.1884 +    mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, getPackReverseRowOrder(), getPackAlignment(), pixels);
  1.1885 +}
  1.1886 +
  1.1887 +void Context::clear(GLbitfield mask)
  1.1888 +{
  1.1889 +    Framebuffer *framebufferObject = getDrawFramebuffer();
  1.1890 +
  1.1891 +    if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
  1.1892 +    {
  1.1893 +        return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION);
  1.1894 +    }
  1.1895 +
  1.1896 +    DWORD flags = 0;
  1.1897 +    GLbitfield finalMask = 0;
  1.1898 +
  1.1899 +    if (mask & GL_COLOR_BUFFER_BIT)
  1.1900 +    {
  1.1901 +        mask &= ~GL_COLOR_BUFFER_BIT;
  1.1902 +
  1.1903 +        if (framebufferObject->hasEnabledColorAttachment())
  1.1904 +        {
  1.1905 +            finalMask |= GL_COLOR_BUFFER_BIT;
  1.1906 +        }
  1.1907 +    }
  1.1908 +
  1.1909 +    if (mask & GL_DEPTH_BUFFER_BIT)
  1.1910 +    {
  1.1911 +        mask &= ~GL_DEPTH_BUFFER_BIT;
  1.1912 +        if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
  1.1913 +        {
  1.1914 +            finalMask |= GL_DEPTH_BUFFER_BIT;
  1.1915 +        }
  1.1916 +    }
  1.1917 +
  1.1918 +    if (mask & GL_STENCIL_BUFFER_BIT)
  1.1919 +    {
  1.1920 +        mask &= ~GL_STENCIL_BUFFER_BIT;
  1.1921 +        if (framebufferObject->getStencilbufferType() != GL_NONE)
  1.1922 +        {
  1.1923 +            rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
  1.1924 +            if (!depthStencil)
  1.1925 +            {
  1.1926 +                ERR("Depth stencil pointer unexpectedly null.");
  1.1927 +                return;
  1.1928 +            }
  1.1929 +
  1.1930 +            if (GetStencilSize(depthStencil->getActualFormat()) > 0)
  1.1931 +            {
  1.1932 +                finalMask |= GL_STENCIL_BUFFER_BIT;
  1.1933 +            }
  1.1934 +        }
  1.1935 +    }
  1.1936 +
  1.1937 +    if (mask != 0)
  1.1938 +    {
  1.1939 +        return gl::error(GL_INVALID_VALUE);
  1.1940 +    }
  1.1941 +
  1.1942 +    if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
  1.1943 +    {
  1.1944 +        return;
  1.1945 +    }
  1.1946 +
  1.1947 +    ClearParameters clearParams;
  1.1948 +    clearParams.mask = finalMask;
  1.1949 +    clearParams.colorClearValue = mState.colorClearValue;
  1.1950 +    clearParams.colorMaskRed = mState.blend.colorMaskRed;
  1.1951 +    clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
  1.1952 +    clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
  1.1953 +    clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
  1.1954 +    clearParams.depthClearValue = mState.depthClearValue;
  1.1955 +    clearParams.stencilClearValue = mState.stencilClearValue;
  1.1956 +    clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
  1.1957 +
  1.1958 +    mRenderer->clear(clearParams, framebufferObject);
  1.1959 +}
  1.1960 +
  1.1961 +void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
  1.1962 +{
  1.1963 +    if (!mState.currentProgram)
  1.1964 +    {
  1.1965 +        return gl::error(GL_INVALID_OPERATION);
  1.1966 +    }
  1.1967 +
  1.1968 +    if (!mRenderer->applyPrimitiveType(mode, count))
  1.1969 +    {
  1.1970 +        return;
  1.1971 +    }
  1.1972 +
  1.1973 +    if (!applyRenderTarget(mode, false))
  1.1974 +    {
  1.1975 +        return;
  1.1976 +    }
  1.1977 +
  1.1978 +    applyState(mode);
  1.1979 +
  1.1980 +    ProgramBinary *programBinary = getCurrentProgramBinary();
  1.1981 +
  1.1982 +    GLenum err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, first, count, instances);
  1.1983 +    if (err != GL_NO_ERROR)
  1.1984 +    {
  1.1985 +        return gl::error(err);
  1.1986 +    }
  1.1987 +
  1.1988 +    applyShaders();
  1.1989 +    applyTextures();
  1.1990 +
  1.1991 +    if (!programBinary->validateSamplers(NULL))
  1.1992 +    {
  1.1993 +        return gl::error(GL_INVALID_OPERATION);
  1.1994 +    }
  1.1995 +
  1.1996 +    if (!skipDraw(mode))
  1.1997 +    {
  1.1998 +        mRenderer->drawArrays(mode, count, instances);
  1.1999 +    }
  1.2000 +}
  1.2001 +
  1.2002 +void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
  1.2003 +{
  1.2004 +    if (!mState.currentProgram)
  1.2005 +    {
  1.2006 +        return gl::error(GL_INVALID_OPERATION);
  1.2007 +    }
  1.2008 +
  1.2009 +    if (!indices && !mState.elementArrayBuffer)
  1.2010 +    {
  1.2011 +        return gl::error(GL_INVALID_OPERATION);
  1.2012 +    }
  1.2013 +    
  1.2014 +    if (!mRenderer->applyPrimitiveType(mode, count))
  1.2015 +    {
  1.2016 +        return;
  1.2017 +    }
  1.2018 +
  1.2019 +    if (!applyRenderTarget(mode, false))
  1.2020 +    {
  1.2021 +        return;
  1.2022 +    }
  1.2023 +
  1.2024 +    applyState(mode);
  1.2025 +
  1.2026 +    rx::TranslatedIndexData indexInfo;
  1.2027 +    GLenum err = mRenderer->applyIndexBuffer(indices, mState.elementArrayBuffer.get(), count, mode, type, &indexInfo);
  1.2028 +    if (err != GL_NO_ERROR)
  1.2029 +    {
  1.2030 +        return gl::error(err);
  1.2031 +    }
  1.2032 +
  1.2033 +    ProgramBinary *programBinary = getCurrentProgramBinary();
  1.2034 +
  1.2035 +    GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
  1.2036 +    err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, indexInfo.minIndex, vertexCount, instances);
  1.2037 +    if (err != GL_NO_ERROR)
  1.2038 +    {
  1.2039 +        return gl::error(err);
  1.2040 +    }
  1.2041 +
  1.2042 +    applyShaders();
  1.2043 +    applyTextures();
  1.2044 +
  1.2045 +    if (!programBinary->validateSamplers(NULL))
  1.2046 +    {
  1.2047 +        return gl::error(GL_INVALID_OPERATION);
  1.2048 +    }
  1.2049 +
  1.2050 +    if (!skipDraw(mode))
  1.2051 +    {
  1.2052 +        mRenderer->drawElements(mode, count, type, indices, mState.elementArrayBuffer.get(), indexInfo, instances);
  1.2053 +    }
  1.2054 +}
  1.2055 +
  1.2056 +// Implements glFlush when block is false, glFinish when block is true
  1.2057 +void Context::sync(bool block)
  1.2058 +{
  1.2059 +    mRenderer->sync(block);
  1.2060 +}
  1.2061 +
  1.2062 +void Context::recordInvalidEnum()
  1.2063 +{
  1.2064 +    mInvalidEnum = true;
  1.2065 +}
  1.2066 +
  1.2067 +void Context::recordInvalidValue()
  1.2068 +{
  1.2069 +    mInvalidValue = true;
  1.2070 +}
  1.2071 +
  1.2072 +void Context::recordInvalidOperation()
  1.2073 +{
  1.2074 +    mInvalidOperation = true;
  1.2075 +}
  1.2076 +
  1.2077 +void Context::recordOutOfMemory()
  1.2078 +{
  1.2079 +    mOutOfMemory = true;
  1.2080 +}
  1.2081 +
  1.2082 +void Context::recordInvalidFramebufferOperation()
  1.2083 +{
  1.2084 +    mInvalidFramebufferOperation = true;
  1.2085 +}
  1.2086 +
  1.2087 +// Get one of the recorded errors and clear its flag, if any.
  1.2088 +// [OpenGL ES 2.0.24] section 2.5 page 13.
  1.2089 +GLenum Context::getError()
  1.2090 +{
  1.2091 +    if (mInvalidEnum)
  1.2092 +    {
  1.2093 +        mInvalidEnum = false;
  1.2094 +
  1.2095 +        return GL_INVALID_ENUM;
  1.2096 +    }
  1.2097 +
  1.2098 +    if (mInvalidValue)
  1.2099 +    {
  1.2100 +        mInvalidValue = false;
  1.2101 +
  1.2102 +        return GL_INVALID_VALUE;
  1.2103 +    }
  1.2104 +
  1.2105 +    if (mInvalidOperation)
  1.2106 +    {
  1.2107 +        mInvalidOperation = false;
  1.2108 +
  1.2109 +        return GL_INVALID_OPERATION;
  1.2110 +    }
  1.2111 +
  1.2112 +    if (mOutOfMemory)
  1.2113 +    {
  1.2114 +        mOutOfMemory = false;
  1.2115 +
  1.2116 +        return GL_OUT_OF_MEMORY;
  1.2117 +    }
  1.2118 +
  1.2119 +    if (mInvalidFramebufferOperation)
  1.2120 +    {
  1.2121 +        mInvalidFramebufferOperation = false;
  1.2122 +
  1.2123 +        return GL_INVALID_FRAMEBUFFER_OPERATION;
  1.2124 +    }
  1.2125 +
  1.2126 +    return GL_NO_ERROR;
  1.2127 +}
  1.2128 +
  1.2129 +GLenum Context::getResetStatus()
  1.2130 +{
  1.2131 +    if (mResetStatus == GL_NO_ERROR && !mContextLost)
  1.2132 +    {
  1.2133 +        // mResetStatus will be set by the markContextLost callback
  1.2134 +        // in the case a notification is sent
  1.2135 +        mRenderer->testDeviceLost(true);
  1.2136 +    }
  1.2137 +
  1.2138 +    GLenum status = mResetStatus;
  1.2139 +
  1.2140 +    if (mResetStatus != GL_NO_ERROR)
  1.2141 +    {
  1.2142 +        ASSERT(mContextLost);
  1.2143 +
  1.2144 +        if (mRenderer->testDeviceResettable())
  1.2145 +        {
  1.2146 +            mResetStatus = GL_NO_ERROR;
  1.2147 +        }
  1.2148 +    }
  1.2149 +    
  1.2150 +    return status;
  1.2151 +}
  1.2152 +
  1.2153 +bool Context::isResetNotificationEnabled()
  1.2154 +{
  1.2155 +    return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
  1.2156 +}
  1.2157 +
  1.2158 +int Context::getMajorShaderModel() const
  1.2159 +{
  1.2160 +    return mMajorShaderModel;
  1.2161 +}
  1.2162 +
  1.2163 +float Context::getMaximumPointSize() const
  1.2164 +{
  1.2165 +    return mMaximumPointSize;
  1.2166 +}
  1.2167 +
  1.2168 +unsigned int Context::getMaximumCombinedTextureImageUnits() const
  1.2169 +{
  1.2170 +    return mRenderer->getMaxCombinedTextureImageUnits();
  1.2171 +}
  1.2172 +
  1.2173 +int Context::getMaxSupportedSamples() const
  1.2174 +{
  1.2175 +    return mRenderer->getMaxSupportedSamples();
  1.2176 +}
  1.2177 +
  1.2178 +unsigned int Context::getMaximumRenderTargets() const
  1.2179 +{
  1.2180 +    return mRenderer->getMaxRenderTargets();
  1.2181 +}
  1.2182 +
  1.2183 +bool Context::supportsEventQueries() const
  1.2184 +{
  1.2185 +    return mSupportsEventQueries;
  1.2186 +}
  1.2187 +
  1.2188 +bool Context::supportsOcclusionQueries() const
  1.2189 +{
  1.2190 +    return mSupportsOcclusionQueries;
  1.2191 +}
  1.2192 +
  1.2193 +bool Context::supportsBGRATextures() const
  1.2194 +{
  1.2195 +    return mSupportsBGRATextures;
  1.2196 +}
  1.2197 +
  1.2198 +bool Context::supportsDXT1Textures() const
  1.2199 +{
  1.2200 +    return mSupportsDXT1Textures;
  1.2201 +}
  1.2202 +
  1.2203 +bool Context::supportsDXT3Textures() const
  1.2204 +{
  1.2205 +    return mSupportsDXT3Textures;
  1.2206 +}
  1.2207 +
  1.2208 +bool Context::supportsDXT5Textures() const
  1.2209 +{
  1.2210 +    return mSupportsDXT5Textures;
  1.2211 +}
  1.2212 +
  1.2213 +bool Context::supportsFloat32Textures() const
  1.2214 +{
  1.2215 +    return mSupportsFloat32Textures;
  1.2216 +}
  1.2217 +
  1.2218 +bool Context::supportsFloat32LinearFilter() const
  1.2219 +{
  1.2220 +    return mSupportsFloat32LinearFilter;
  1.2221 +}
  1.2222 +
  1.2223 +bool Context::supportsFloat32RenderableTextures() const
  1.2224 +{
  1.2225 +    return mSupportsFloat32RenderableTextures;
  1.2226 +}
  1.2227 +
  1.2228 +bool Context::supportsFloat16Textures() const
  1.2229 +{
  1.2230 +    return mSupportsFloat16Textures;
  1.2231 +}
  1.2232 +
  1.2233 +bool Context::supportsFloat16LinearFilter() const
  1.2234 +{
  1.2235 +    return mSupportsFloat16LinearFilter;
  1.2236 +}
  1.2237 +
  1.2238 +bool Context::supportsFloat16RenderableTextures() const
  1.2239 +{
  1.2240 +    return mSupportsFloat16RenderableTextures;
  1.2241 +}
  1.2242 +
  1.2243 +int Context::getMaximumRenderbufferDimension() const
  1.2244 +{
  1.2245 +    return mMaxRenderbufferDimension;
  1.2246 +}
  1.2247 +
  1.2248 +int Context::getMaximumTextureDimension() const
  1.2249 +{
  1.2250 +    return mMaxTextureDimension;
  1.2251 +}
  1.2252 +
  1.2253 +int Context::getMaximumCubeTextureDimension() const
  1.2254 +{
  1.2255 +    return mMaxCubeTextureDimension;
  1.2256 +}
  1.2257 +
  1.2258 +int Context::getMaximumTextureLevel() const
  1.2259 +{
  1.2260 +    return mMaxTextureLevel;
  1.2261 +}
  1.2262 +
  1.2263 +bool Context::supportsLuminanceTextures() const
  1.2264 +{
  1.2265 +    return mSupportsLuminanceTextures;
  1.2266 +}
  1.2267 +
  1.2268 +bool Context::supportsLuminanceAlphaTextures() const
  1.2269 +{
  1.2270 +    return mSupportsLuminanceAlphaTextures;
  1.2271 +}
  1.2272 +
  1.2273 +bool Context::supportsDepthTextures() const
  1.2274 +{
  1.2275 +    return mSupportsDepthTextures;
  1.2276 +}
  1.2277 +
  1.2278 +bool Context::supports32bitIndices() const
  1.2279 +{
  1.2280 +    return mSupports32bitIndices;
  1.2281 +}
  1.2282 +
  1.2283 +bool Context::supportsNonPower2Texture() const
  1.2284 +{
  1.2285 +    return mSupportsNonPower2Texture;
  1.2286 +}
  1.2287 +
  1.2288 +bool Context::supportsInstancing() const
  1.2289 +{
  1.2290 +    return mSupportsInstancing;
  1.2291 +}
  1.2292 +
  1.2293 +bool Context::supportsTextureFilterAnisotropy() const
  1.2294 +{
  1.2295 +    return mSupportsTextureFilterAnisotropy;
  1.2296 +}
  1.2297 +
  1.2298 +float Context::getTextureMaxAnisotropy() const
  1.2299 +{
  1.2300 +    return mMaxTextureAnisotropy;
  1.2301 +}
  1.2302 +
  1.2303 +bool Context::getCurrentReadFormatType(GLenum *format, GLenum *type)
  1.2304 +{
  1.2305 +    Framebuffer *framebuffer = getReadFramebuffer();
  1.2306 +    if (!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
  1.2307 +    {
  1.2308 +        return gl::error(GL_INVALID_OPERATION, false);
  1.2309 +    }
  1.2310 +
  1.2311 +    Renderbuffer *renderbuffer = framebuffer->getReadColorbuffer();
  1.2312 +    if (!renderbuffer)
  1.2313 +    {
  1.2314 +        return gl::error(GL_INVALID_OPERATION, false);
  1.2315 +    }
  1.2316 +
  1.2317 +    *format = gl::ExtractFormat(renderbuffer->getActualFormat()); 
  1.2318 +    *type = gl::ExtractType(renderbuffer->getActualFormat());
  1.2319 +
  1.2320 +    return true;
  1.2321 +}
  1.2322 +
  1.2323 +void Context::detachBuffer(GLuint buffer)
  1.2324 +{
  1.2325 +    // [OpenGL ES 2.0.24] section 2.9 page 22:
  1.2326 +    // If a buffer object is deleted while it is bound, all bindings to that object in the current context
  1.2327 +    // (i.e. in the thread that called Delete-Buffers) are reset to zero.
  1.2328 +
  1.2329 +    if (mState.arrayBuffer.id() == buffer)
  1.2330 +    {
  1.2331 +        mState.arrayBuffer.set(NULL);
  1.2332 +    }
  1.2333 +
  1.2334 +    if (mState.elementArrayBuffer.id() == buffer)
  1.2335 +    {
  1.2336 +        mState.elementArrayBuffer.set(NULL);
  1.2337 +    }
  1.2338 +
  1.2339 +    for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
  1.2340 +    {
  1.2341 +        if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
  1.2342 +        {
  1.2343 +            mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
  1.2344 +        }
  1.2345 +    }
  1.2346 +}
  1.2347 +
  1.2348 +void Context::detachTexture(GLuint texture)
  1.2349 +{
  1.2350 +    // [OpenGL ES 2.0.24] section 3.8 page 84:
  1.2351 +    // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
  1.2352 +    // rebound to texture object zero
  1.2353 +
  1.2354 +    for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
  1.2355 +    {
  1.2356 +        for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
  1.2357 +        {
  1.2358 +            if (mState.samplerTexture[type][sampler].id() == texture)
  1.2359 +            {
  1.2360 +                mState.samplerTexture[type][sampler].set(NULL);
  1.2361 +            }
  1.2362 +        }
  1.2363 +    }
  1.2364 +
  1.2365 +    // [OpenGL ES 2.0.24] section 4.4 page 112:
  1.2366 +    // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
  1.2367 +    // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
  1.2368 +    // image was attached in the currently bound framebuffer.
  1.2369 +
  1.2370 +    Framebuffer *readFramebuffer = getReadFramebuffer();
  1.2371 +    Framebuffer *drawFramebuffer = getDrawFramebuffer();
  1.2372 +
  1.2373 +    if (readFramebuffer)
  1.2374 +    {
  1.2375 +        readFramebuffer->detachTexture(texture);
  1.2376 +    }
  1.2377 +
  1.2378 +    if (drawFramebuffer && drawFramebuffer != readFramebuffer)
  1.2379 +    {
  1.2380 +        drawFramebuffer->detachTexture(texture);
  1.2381 +    }
  1.2382 +}
  1.2383 +
  1.2384 +void Context::detachFramebuffer(GLuint framebuffer)
  1.2385 +{
  1.2386 +    // [OpenGL ES 2.0.24] section 4.4 page 107:
  1.2387 +    // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
  1.2388 +    // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
  1.2389 +
  1.2390 +    if (mState.readFramebuffer == framebuffer)
  1.2391 +    {
  1.2392 +        bindReadFramebuffer(0);
  1.2393 +    }
  1.2394 +
  1.2395 +    if (mState.drawFramebuffer == framebuffer)
  1.2396 +    {
  1.2397 +        bindDrawFramebuffer(0);
  1.2398 +    }
  1.2399 +}
  1.2400 +
  1.2401 +void Context::detachRenderbuffer(GLuint renderbuffer)
  1.2402 +{
  1.2403 +    // [OpenGL ES 2.0.24] section 4.4 page 109:
  1.2404 +    // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
  1.2405 +    // had been executed with the target RENDERBUFFER and name of zero.
  1.2406 +
  1.2407 +    if (mState.renderbuffer.id() == renderbuffer)
  1.2408 +    {
  1.2409 +        bindRenderbuffer(0);
  1.2410 +    }
  1.2411 +
  1.2412 +    // [OpenGL ES 2.0.24] section 4.4 page 111:
  1.2413 +    // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
  1.2414 +    // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
  1.2415 +    // point to which this image was attached in the currently bound framebuffer.
  1.2416 +
  1.2417 +    Framebuffer *readFramebuffer = getReadFramebuffer();
  1.2418 +    Framebuffer *drawFramebuffer = getDrawFramebuffer();
  1.2419 +
  1.2420 +    if (readFramebuffer)
  1.2421 +    {
  1.2422 +        readFramebuffer->detachRenderbuffer(renderbuffer);
  1.2423 +    }
  1.2424 +
  1.2425 +    if (drawFramebuffer && drawFramebuffer != readFramebuffer)
  1.2426 +    {
  1.2427 +        drawFramebuffer->detachRenderbuffer(renderbuffer);
  1.2428 +    }
  1.2429 +}
  1.2430 +
  1.2431 +Texture *Context::getIncompleteTexture(TextureType type)
  1.2432 +{
  1.2433 +    Texture *t = mIncompleteTextures[type].get();
  1.2434 +
  1.2435 +    if (t == NULL)
  1.2436 +    {
  1.2437 +        static const GLubyte color[] = { 0, 0, 0, 255 };
  1.2438 +
  1.2439 +        switch (type)
  1.2440 +        {
  1.2441 +          default:
  1.2442 +            UNREACHABLE();
  1.2443 +            // default falls through to TEXTURE_2D
  1.2444 +
  1.2445 +          case TEXTURE_2D:
  1.2446 +            {
  1.2447 +                Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
  1.2448 +                incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
  1.2449 +                t = incomplete2d;
  1.2450 +            }
  1.2451 +            break;
  1.2452 +
  1.2453 +          case TEXTURE_CUBE:
  1.2454 +            {
  1.2455 +              TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
  1.2456 +
  1.2457 +              incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
  1.2458 +              incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
  1.2459 +              incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
  1.2460 +              incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
  1.2461 +              incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
  1.2462 +              incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
  1.2463 +
  1.2464 +              t = incompleteCube;
  1.2465 +            }
  1.2466 +            break;
  1.2467 +        }
  1.2468 +
  1.2469 +        mIncompleteTextures[type].set(t);
  1.2470 +    }
  1.2471 +
  1.2472 +    return t;
  1.2473 +}
  1.2474 +
  1.2475 +bool Context::skipDraw(GLenum drawMode)
  1.2476 +{
  1.2477 +    if (drawMode == GL_POINTS)
  1.2478 +    {
  1.2479 +        // ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
  1.2480 +        // which affects varying interpolation. Since the value of gl_PointSize is
  1.2481 +        // undefined when not written, just skip drawing to avoid unexpected results.
  1.2482 +        if (!getCurrentProgramBinary()->usesPointSize())
  1.2483 +        {
  1.2484 +            // This is stictly speaking not an error, but developers should be 
  1.2485 +            // notified of risking undefined behavior.
  1.2486 +            ERR("Point rendering without writing to gl_PointSize.");
  1.2487 +
  1.2488 +            return true;
  1.2489 +        }
  1.2490 +    }
  1.2491 +    else if (IsTriangleMode(drawMode))
  1.2492 +    {
  1.2493 +        if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK)
  1.2494 +        {
  1.2495 +            return true;
  1.2496 +        }
  1.2497 +    }
  1.2498 +
  1.2499 +    return false;
  1.2500 +}
  1.2501 +
  1.2502 +void Context::setVertexAttrib(GLuint index, const GLfloat *values)
  1.2503 +{
  1.2504 +    ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
  1.2505 +
  1.2506 +    mState.vertexAttribute[index].mCurrentValue[0] = values[0];
  1.2507 +    mState.vertexAttribute[index].mCurrentValue[1] = values[1];
  1.2508 +    mState.vertexAttribute[index].mCurrentValue[2] = values[2];
  1.2509 +    mState.vertexAttribute[index].mCurrentValue[3] = values[3];
  1.2510 +}
  1.2511 +
  1.2512 +void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
  1.2513 +{
  1.2514 +    ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
  1.2515 +
  1.2516 +    mState.vertexAttribute[index].mDivisor = divisor;
  1.2517 +}
  1.2518 +
  1.2519 +// keep list sorted in following order
  1.2520 +// OES extensions
  1.2521 +// EXT extensions
  1.2522 +// Vendor extensions
  1.2523 +void Context::initExtensionString()
  1.2524 +{
  1.2525 +    std::string extensionString = "";
  1.2526 +
  1.2527 +    // OES extensions
  1.2528 +    if (supports32bitIndices())
  1.2529 +    {
  1.2530 +        extensionString += "GL_OES_element_index_uint ";
  1.2531 +    }
  1.2532 +
  1.2533 +    extensionString += "GL_OES_packed_depth_stencil ";
  1.2534 +    extensionString += "GL_OES_get_program_binary ";
  1.2535 +    extensionString += "GL_OES_rgb8_rgba8 ";
  1.2536 +    if (mRenderer->getDerivativeInstructionSupport())
  1.2537 +    {
  1.2538 +        extensionString += "GL_OES_standard_derivatives ";
  1.2539 +    }
  1.2540 +
  1.2541 +    if (supportsFloat16Textures())
  1.2542 +    {
  1.2543 +        extensionString += "GL_OES_texture_half_float ";
  1.2544 +    }
  1.2545 +    if (supportsFloat16LinearFilter())
  1.2546 +    {
  1.2547 +        extensionString += "GL_OES_texture_half_float_linear ";
  1.2548 +    }
  1.2549 +    if (supportsFloat32Textures())
  1.2550 +    {
  1.2551 +        extensionString += "GL_OES_texture_float ";
  1.2552 +    }
  1.2553 +    if (supportsFloat32LinearFilter())
  1.2554 +    {
  1.2555 +        extensionString += "GL_OES_texture_float_linear ";
  1.2556 +    }
  1.2557 +
  1.2558 +    if (supportsNonPower2Texture())
  1.2559 +    {
  1.2560 +        extensionString += "GL_OES_texture_npot ";
  1.2561 +    }
  1.2562 +
  1.2563 +    // Multi-vendor (EXT) extensions
  1.2564 +    if (supportsOcclusionQueries())
  1.2565 +    {
  1.2566 +        extensionString += "GL_EXT_occlusion_query_boolean ";
  1.2567 +    }
  1.2568 +
  1.2569 +    extensionString += "GL_EXT_read_format_bgra ";
  1.2570 +    extensionString += "GL_EXT_robustness ";
  1.2571 +
  1.2572 +    if (supportsDXT1Textures())
  1.2573 +    {
  1.2574 +        extensionString += "GL_EXT_texture_compression_dxt1 ";
  1.2575 +    }
  1.2576 +
  1.2577 +    if (supportsTextureFilterAnisotropy())
  1.2578 +    {
  1.2579 +        extensionString += "GL_EXT_texture_filter_anisotropic ";
  1.2580 +    }
  1.2581 +
  1.2582 +    if (supportsBGRATextures())
  1.2583 +    {
  1.2584 +        extensionString += "GL_EXT_texture_format_BGRA8888 ";
  1.2585 +    }
  1.2586 +
  1.2587 +    if (mRenderer->getMaxRenderTargets() > 1)
  1.2588 +    {
  1.2589 +        extensionString += "GL_EXT_draw_buffers ";
  1.2590 +    }
  1.2591 +
  1.2592 +    extensionString += "GL_EXT_texture_storage ";
  1.2593 +    extensionString += "GL_EXT_frag_depth ";
  1.2594 +
  1.2595 +    // ANGLE-specific extensions
  1.2596 +    if (supportsDepthTextures())
  1.2597 +    {
  1.2598 +        extensionString += "GL_ANGLE_depth_texture ";
  1.2599 +    }
  1.2600 +
  1.2601 +    extensionString += "GL_ANGLE_framebuffer_blit ";
  1.2602 +    if (getMaxSupportedSamples() != 0)
  1.2603 +    {
  1.2604 +        extensionString += "GL_ANGLE_framebuffer_multisample ";
  1.2605 +    }
  1.2606 +
  1.2607 +    if (supportsInstancing())
  1.2608 +    {
  1.2609 +        extensionString += "GL_ANGLE_instanced_arrays ";
  1.2610 +    }
  1.2611 +
  1.2612 +    extensionString += "GL_ANGLE_pack_reverse_row_order ";
  1.2613 +
  1.2614 +    if (supportsDXT3Textures())
  1.2615 +    {
  1.2616 +        extensionString += "GL_ANGLE_texture_compression_dxt3 ";
  1.2617 +    }
  1.2618 +    if (supportsDXT5Textures())
  1.2619 +    {
  1.2620 +        extensionString += "GL_ANGLE_texture_compression_dxt5 ";
  1.2621 +    }
  1.2622 +
  1.2623 +    extensionString += "GL_ANGLE_texture_usage ";
  1.2624 +    extensionString += "GL_ANGLE_translated_shader_source ";
  1.2625 +
  1.2626 +    // Other vendor-specific extensions
  1.2627 +    if (supportsEventQueries())
  1.2628 +    {
  1.2629 +        extensionString += "GL_NV_fence ";
  1.2630 +    }
  1.2631 +
  1.2632 +    std::string::size_type end = extensionString.find_last_not_of(' ');
  1.2633 +    if (end != std::string::npos)
  1.2634 +    {
  1.2635 +        extensionString.resize(end+1);
  1.2636 +    }
  1.2637 +
  1.2638 +    mExtensionString = makeStaticString(extensionString);
  1.2639 +}
  1.2640 +
  1.2641 +const char *Context::getExtensionString() const
  1.2642 +{
  1.2643 +    return mExtensionString;
  1.2644 +}
  1.2645 +
  1.2646 +void Context::initRendererString()
  1.2647 +{
  1.2648 +    std::ostringstream rendererString;
  1.2649 +    rendererString << "ANGLE (";
  1.2650 +    rendererString << mRenderer->getRendererDescription();
  1.2651 +    rendererString << ")";
  1.2652 +
  1.2653 +    mRendererString = makeStaticString(rendererString.str());
  1.2654 +}
  1.2655 +
  1.2656 +const char *Context::getRendererString() const
  1.2657 +{
  1.2658 +    return mRendererString;
  1.2659 +}
  1.2660 +
  1.2661 +void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 
  1.2662 +                              GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
  1.2663 +                              GLbitfield mask)
  1.2664 +{
  1.2665 +    Framebuffer *readFramebuffer = getReadFramebuffer();
  1.2666 +    Framebuffer *drawFramebuffer = getDrawFramebuffer();
  1.2667 +
  1.2668 +    if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
  1.2669 +        !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
  1.2670 +    {
  1.2671 +        return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION);
  1.2672 +    }
  1.2673 +
  1.2674 +    if (drawFramebuffer->getSamples() != 0)
  1.2675 +    {
  1.2676 +        return gl::error(GL_INVALID_OPERATION);
  1.2677 +    }
  1.2678 +
  1.2679 +    Renderbuffer *readColorBuffer = readFramebuffer->getReadColorbuffer();
  1.2680 +    Renderbuffer *drawColorBuffer = drawFramebuffer->getFirstColorbuffer();
  1.2681 +
  1.2682 +    if (drawColorBuffer == NULL)
  1.2683 +    {
  1.2684 +        ERR("Draw buffers formats don't match, which is not supported in this implementation of BlitFramebufferANGLE");
  1.2685 +        return gl::error(GL_INVALID_OPERATION);
  1.2686 +    }
  1.2687 +
  1.2688 +    int readBufferWidth = readColorBuffer->getWidth();
  1.2689 +    int readBufferHeight = readColorBuffer->getHeight();
  1.2690 +    int drawBufferWidth = drawColorBuffer->getWidth();
  1.2691 +    int drawBufferHeight = drawColorBuffer->getHeight();
  1.2692 +
  1.2693 +    Rectangle sourceRect;
  1.2694 +    Rectangle destRect;
  1.2695 +
  1.2696 +    if (srcX0 < srcX1)
  1.2697 +    {
  1.2698 +        sourceRect.x = srcX0;
  1.2699 +        destRect.x = dstX0;
  1.2700 +        sourceRect.width = srcX1 - srcX0;
  1.2701 +        destRect.width = dstX1 - dstX0;
  1.2702 +    }
  1.2703 +    else
  1.2704 +    {
  1.2705 +        sourceRect.x = srcX1;
  1.2706 +        destRect.x = dstX1;
  1.2707 +        sourceRect.width = srcX0 - srcX1;
  1.2708 +        destRect.width = dstX0 - dstX1;
  1.2709 +    }
  1.2710 +
  1.2711 +    if (srcY0 < srcY1)
  1.2712 +    {
  1.2713 +        sourceRect.height = srcY1 - srcY0;
  1.2714 +        destRect.height = dstY1 - dstY0;
  1.2715 +        sourceRect.y = srcY0;
  1.2716 +        destRect.y = dstY0;
  1.2717 +    }
  1.2718 +    else
  1.2719 +    {
  1.2720 +        sourceRect.height = srcY0 - srcY1;
  1.2721 +        destRect.height = dstY0 - srcY1;
  1.2722 +        sourceRect.y = srcY1;
  1.2723 +        destRect.y = dstY1;
  1.2724 +    }
  1.2725 +
  1.2726 +    Rectangle sourceScissoredRect = sourceRect;
  1.2727 +    Rectangle destScissoredRect = destRect;
  1.2728 +
  1.2729 +    if (mState.scissorTest)
  1.2730 +    {
  1.2731 +        // Only write to parts of the destination framebuffer which pass the scissor test.
  1.2732 +        if (destRect.x < mState.scissor.x)
  1.2733 +        {
  1.2734 +            int xDiff = mState.scissor.x - destRect.x;
  1.2735 +            destScissoredRect.x = mState.scissor.x;
  1.2736 +            destScissoredRect.width -= xDiff;
  1.2737 +            sourceScissoredRect.x += xDiff;
  1.2738 +            sourceScissoredRect.width -= xDiff;
  1.2739 +
  1.2740 +        }
  1.2741 +
  1.2742 +        if (destRect.x + destRect.width > mState.scissor.x + mState.scissor.width)
  1.2743 +        {
  1.2744 +            int xDiff = (destRect.x + destRect.width) - (mState.scissor.x + mState.scissor.width);
  1.2745 +            destScissoredRect.width -= xDiff;
  1.2746 +            sourceScissoredRect.width -= xDiff;
  1.2747 +        }
  1.2748 +
  1.2749 +        if (destRect.y < mState.scissor.y)
  1.2750 +        {
  1.2751 +            int yDiff = mState.scissor.y - destRect.y;
  1.2752 +            destScissoredRect.y = mState.scissor.y;
  1.2753 +            destScissoredRect.height -= yDiff;
  1.2754 +            sourceScissoredRect.y += yDiff;
  1.2755 +            sourceScissoredRect.height -= yDiff;
  1.2756 +        }
  1.2757 +
  1.2758 +        if (destRect.y + destRect.height > mState.scissor.y + mState.scissor.height)
  1.2759 +        {
  1.2760 +            int yDiff = (destRect.y + destRect.height) - (mState.scissor.y + mState.scissor.height);
  1.2761 +            destScissoredRect.height  -= yDiff;
  1.2762 +            sourceScissoredRect.height -= yDiff;
  1.2763 +        }
  1.2764 +    }
  1.2765 +
  1.2766 +    bool blitRenderTarget = false;
  1.2767 +    bool blitDepthStencil = false;
  1.2768 +
  1.2769 +    Rectangle sourceTrimmedRect = sourceScissoredRect;
  1.2770 +    Rectangle destTrimmedRect = destScissoredRect;
  1.2771 +
  1.2772 +    // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 
  1.2773 +    // the actual draw and read surfaces.
  1.2774 +    if (sourceTrimmedRect.x < 0)
  1.2775 +    {
  1.2776 +        int xDiff = 0 - sourceTrimmedRect.x;
  1.2777 +        sourceTrimmedRect.x = 0;
  1.2778 +        sourceTrimmedRect.width -= xDiff;
  1.2779 +        destTrimmedRect.x += xDiff;
  1.2780 +        destTrimmedRect.width -= xDiff;
  1.2781 +    }
  1.2782 +
  1.2783 +    if (sourceTrimmedRect.x + sourceTrimmedRect.width > readBufferWidth)
  1.2784 +    {
  1.2785 +        int xDiff = (sourceTrimmedRect.x + sourceTrimmedRect.width) - readBufferWidth;
  1.2786 +        sourceTrimmedRect.width -= xDiff;
  1.2787 +        destTrimmedRect.width -= xDiff;
  1.2788 +    }
  1.2789 +
  1.2790 +    if (sourceTrimmedRect.y < 0)
  1.2791 +    {
  1.2792 +        int yDiff = 0 - sourceTrimmedRect.y;
  1.2793 +        sourceTrimmedRect.y = 0;
  1.2794 +        sourceTrimmedRect.height -= yDiff;
  1.2795 +        destTrimmedRect.y += yDiff;
  1.2796 +        destTrimmedRect.height -= yDiff;
  1.2797 +    }
  1.2798 +
  1.2799 +    if (sourceTrimmedRect.y + sourceTrimmedRect.height > readBufferHeight)
  1.2800 +    {
  1.2801 +        int yDiff = (sourceTrimmedRect.y + sourceTrimmedRect.height) - readBufferHeight;
  1.2802 +        sourceTrimmedRect.height -= yDiff;
  1.2803 +        destTrimmedRect.height -= yDiff;
  1.2804 +    }
  1.2805 +
  1.2806 +    if (destTrimmedRect.x < 0)
  1.2807 +    {
  1.2808 +        int xDiff = 0 - destTrimmedRect.x;
  1.2809 +        destTrimmedRect.x = 0;
  1.2810 +        destTrimmedRect.width -= xDiff;
  1.2811 +        sourceTrimmedRect.x += xDiff;
  1.2812 +        sourceTrimmedRect.width -= xDiff;
  1.2813 +    }
  1.2814 +
  1.2815 +    if (destTrimmedRect.x + destTrimmedRect.width > drawBufferWidth)
  1.2816 +    {
  1.2817 +        int xDiff = (destTrimmedRect.x + destTrimmedRect.width) - drawBufferWidth;
  1.2818 +        destTrimmedRect.width -= xDiff;
  1.2819 +        sourceTrimmedRect.width -= xDiff;
  1.2820 +    }
  1.2821 +
  1.2822 +    if (destTrimmedRect.y < 0)
  1.2823 +    {
  1.2824 +        int yDiff = 0 - destTrimmedRect.y;
  1.2825 +        destTrimmedRect.y = 0;
  1.2826 +        destTrimmedRect.height -= yDiff;
  1.2827 +        sourceTrimmedRect.y += yDiff;
  1.2828 +        sourceTrimmedRect.height -= yDiff;
  1.2829 +    }
  1.2830 +
  1.2831 +    if (destTrimmedRect.y + destTrimmedRect.height > drawBufferHeight)
  1.2832 +    {
  1.2833 +        int yDiff = (destTrimmedRect.y + destTrimmedRect.height) - drawBufferHeight;
  1.2834 +        destTrimmedRect.height -= yDiff;
  1.2835 +        sourceTrimmedRect.height -= yDiff;
  1.2836 +    }
  1.2837 +
  1.2838 +    bool partialBufferCopy = false;
  1.2839 +    if (sourceTrimmedRect.height < readBufferHeight ||
  1.2840 +        sourceTrimmedRect.width < readBufferWidth || 
  1.2841 +        destTrimmedRect.height < drawBufferHeight ||
  1.2842 +        destTrimmedRect.width < drawBufferWidth ||
  1.2843 +        sourceTrimmedRect.y != 0 || destTrimmedRect.y != 0 || sourceTrimmedRect.x != 0 || destTrimmedRect.x != 0)
  1.2844 +    {
  1.2845 +        partialBufferCopy = true;
  1.2846 +    }
  1.2847 +
  1.2848 +    if (mask & GL_COLOR_BUFFER_BIT)
  1.2849 +    {
  1.2850 +        const GLenum readColorbufferType = readFramebuffer->getReadColorbufferType();
  1.2851 +        const bool validReadType = (readColorbufferType == GL_TEXTURE_2D) || (readColorbufferType == GL_RENDERBUFFER);
  1.2852 +        bool validDrawType = true;
  1.2853 +        bool validDrawFormat = true;
  1.2854 +
  1.2855 +        for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
  1.2856 +        {
  1.2857 +            if (drawFramebuffer->isEnabledColorAttachment(colorAttachment))
  1.2858 +            {
  1.2859 +                if (drawFramebuffer->getColorbufferType(colorAttachment) != GL_TEXTURE_2D &&
  1.2860 +                    drawFramebuffer->getColorbufferType(colorAttachment) != GL_RENDERBUFFER)
  1.2861 +                {
  1.2862 +                    validDrawType = false;
  1.2863 +                }
  1.2864 +
  1.2865 +                if (drawFramebuffer->getColorbuffer(colorAttachment)->getActualFormat() != readColorBuffer->getActualFormat())
  1.2866 +                {
  1.2867 +                    validDrawFormat = false;
  1.2868 +                }
  1.2869 +            }
  1.2870 +        }
  1.2871 +
  1.2872 +        if (!validReadType || !validDrawType || !validDrawFormat)
  1.2873 +        {
  1.2874 +            ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
  1.2875 +            return gl::error(GL_INVALID_OPERATION);
  1.2876 +        }
  1.2877 +        
  1.2878 +        if (partialBufferCopy && readFramebuffer->getSamples() != 0)
  1.2879 +        {
  1.2880 +            return gl::error(GL_INVALID_OPERATION);
  1.2881 +        }
  1.2882 +
  1.2883 +        blitRenderTarget = true;
  1.2884 +
  1.2885 +    }
  1.2886 +
  1.2887 +    if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
  1.2888 +    {
  1.2889 +        Renderbuffer *readDSBuffer = NULL;
  1.2890 +        Renderbuffer *drawDSBuffer = NULL;
  1.2891 +
  1.2892 +        // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
  1.2893 +        // both a depth and stencil buffer, it will be the same buffer.
  1.2894 +
  1.2895 +        if (mask & GL_DEPTH_BUFFER_BIT)
  1.2896 +        {
  1.2897 +            if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
  1.2898 +            {
  1.2899 +                if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
  1.2900 +                    readFramebuffer->getDepthbuffer()->getActualFormat() != drawFramebuffer->getDepthbuffer()->getActualFormat())
  1.2901 +                {
  1.2902 +                    return gl::error(GL_INVALID_OPERATION);
  1.2903 +                }
  1.2904 +
  1.2905 +                blitDepthStencil = true;
  1.2906 +                readDSBuffer = readFramebuffer->getDepthbuffer();
  1.2907 +                drawDSBuffer = drawFramebuffer->getDepthbuffer();
  1.2908 +            }
  1.2909 +        }
  1.2910 +
  1.2911 +        if (mask & GL_STENCIL_BUFFER_BIT)
  1.2912 +        {
  1.2913 +            if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
  1.2914 +            {
  1.2915 +                if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
  1.2916 +                    readFramebuffer->getStencilbuffer()->getActualFormat() != drawFramebuffer->getStencilbuffer()->getActualFormat())
  1.2917 +                {
  1.2918 +                    return gl::error(GL_INVALID_OPERATION);
  1.2919 +                }
  1.2920 +
  1.2921 +                blitDepthStencil = true;
  1.2922 +                readDSBuffer = readFramebuffer->getStencilbuffer();
  1.2923 +                drawDSBuffer = drawFramebuffer->getStencilbuffer();
  1.2924 +            }
  1.2925 +        }
  1.2926 +
  1.2927 +        if (partialBufferCopy)
  1.2928 +        {
  1.2929 +            ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
  1.2930 +            return gl::error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
  1.2931 +        }
  1.2932 +
  1.2933 +        if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) || 
  1.2934 +            (readDSBuffer && readDSBuffer->getSamples() != 0))
  1.2935 +        {
  1.2936 +            return gl::error(GL_INVALID_OPERATION);
  1.2937 +        }
  1.2938 +    }
  1.2939 +
  1.2940 +    if (blitRenderTarget || blitDepthStencil)
  1.2941 +    {
  1.2942 +        mRenderer->blitRect(readFramebuffer, sourceTrimmedRect, drawFramebuffer, destTrimmedRect, blitRenderTarget, blitDepthStencil);
  1.2943 +    }
  1.2944 +}
  1.2945 +
  1.2946 +}
  1.2947 +
  1.2948 +extern "C"
  1.2949 +{
  1.2950 +gl::Context *glCreateContext(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
  1.2951 +{
  1.2952 +    return new gl::Context(shareContext, renderer, notifyResets, robustAccess);
  1.2953 +}
  1.2954 +
  1.2955 +void glDestroyContext(gl::Context *context)
  1.2956 +{
  1.2957 +    delete context;
  1.2958 +
  1.2959 +    if (context == gl::getContext())
  1.2960 +    {
  1.2961 +        gl::makeCurrent(NULL, NULL, NULL);
  1.2962 +    }
  1.2963 +}
  1.2964 +
  1.2965 +void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
  1.2966 +{
  1.2967 +    gl::makeCurrent(context, display, surface);
  1.2968 +}
  1.2969 +
  1.2970 +gl::Context *glGetCurrentContext()
  1.2971 +{
  1.2972 +    return gl::getContext();
  1.2973 +}
  1.2974 +
  1.2975 +}

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