Add SwiftShader source to repo

Oct 6 code drop from Transgaming
Review URL: https://chromereviews.googleplex.com/3846015
diff --git a/src/OpenGL ES 2.0/libGLESv2/Context.cpp b/src/OpenGL ES 2.0/libGLESv2/Context.cpp
new file mode 100644
index 0000000..87f2137
--- /dev/null
+++ b/src/OpenGL ES 2.0/libGLESv2/Context.cpp
@@ -0,0 +1,3043 @@
+//
+// Copyright (c) 2002-2011 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Context.cpp: Implements the gl::Context class, managing all GL state and performing
+// rendering operations. It is the GLES2 specific implementation of EGLContext.
+
+#include "Context.h"
+
+#include "main.h"
+#include "mathutil.h"
+#include "utilities.h"
+#include "ResourceManager.h"
+#include "Buffer.h"
+#include "Fence.h"
+#include "FrameBuffer.h"
+#include "Program.h"
+#include "RenderBuffer.h"
+#include "Shader.h"
+#include "Texture.h"
+#include "VertexDataManager.h"
+#include "IndexDataManager.h"
+#include "libEGL/Display.h"
+#include "Common/Half.hpp"
+
+#include <algorithm>
+
+#undef near
+#undef far
+
+namespace gl
+{
+Context::Context(const egl::Config *config, const Context *shareContext) : mConfig(config)
+{
+    mFenceHandleAllocator.setBaseHandle(0);
+
+    setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+
+    mState.depthClearValue = 1.0f;
+    mState.stencilClearValue = 0;
+
+    mState.cullFace = false;
+    mState.cullMode = GL_BACK;
+    mState.frontFace = GL_CCW;
+    mState.depthTest = false;
+    mState.depthFunc = GL_LESS;
+    mState.blend = false;
+    mState.sourceBlendRGB = GL_ONE;
+    mState.sourceBlendAlpha = GL_ONE;
+    mState.destBlendRGB = GL_ZERO;
+    mState.destBlendAlpha = GL_ZERO;
+    mState.blendEquationRGB = GL_FUNC_ADD;
+    mState.blendEquationAlpha = GL_FUNC_ADD;
+    mState.blendColor.red = 0;
+    mState.blendColor.green = 0;
+    mState.blendColor.blue = 0;
+    mState.blendColor.alpha = 0;
+    mState.stencilTest = false;
+    mState.stencilFunc = GL_ALWAYS;
+    mState.stencilRef = 0;
+    mState.stencilMask = -1;
+    mState.stencilWritemask = -1;
+    mState.stencilBackFunc = GL_ALWAYS;
+    mState.stencilBackRef = 0;
+    mState.stencilBackMask = - 1;
+    mState.stencilBackWritemask = -1;
+    mState.stencilFail = GL_KEEP;
+    mState.stencilPassDepthFail = GL_KEEP;
+    mState.stencilPassDepthPass = GL_KEEP;
+    mState.stencilBackFail = GL_KEEP;
+    mState.stencilBackPassDepthFail = GL_KEEP;
+    mState.stencilBackPassDepthPass = GL_KEEP;
+    mState.polygonOffsetFill = false;
+    mState.polygonOffsetFactor = 0.0f;
+    mState.polygonOffsetUnits = 0.0f;
+    mState.sampleAlphaToCoverage = false;
+    mState.sampleCoverage = false;
+    mState.sampleCoverageValue = 1.0f;
+    mState.sampleCoverageInvert = false;
+    mState.scissorTest = false;
+    mState.dither = true;
+    mState.generateMipmapHint = GL_DONT_CARE;
+    mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
+
+    mState.lineWidth = 1.0f;
+
+    mState.viewportX = 0;
+    mState.viewportY = 0;
+    mState.viewportWidth = config->mDisplayMode.width;
+    mState.viewportHeight = config->mDisplayMode.height;
+    mState.zNear = 0.0f;
+    mState.zFar = 1.0f;
+
+    mState.scissorX = 0;
+    mState.scissorY = 0;
+    mState.scissorWidth = config->mDisplayMode.width;
+    mState.scissorHeight = config->mDisplayMode.height;
+
+    mState.colorMaskRed = true;
+    mState.colorMaskGreen = true;
+    mState.colorMaskBlue = true;
+    mState.colorMaskAlpha = true;
+    mState.depthMask = true;
+
+    if(shareContext != NULL)
+    {
+        mResourceManager = shareContext->mResourceManager;
+        mResourceManager->addRef();
+    }
+    else
+    {
+        mResourceManager = new ResourceManager();
+    }
+
+    // [OpenGL ES 2.0.24] section 3.7 page 83:
+    // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
+    // and cube map texture state vectors respectively associated with them.
+    // In order that access to these initial textures not be lost, they are treated as texture
+    // objects all of whose names are 0.
+
+    mTexture2DZero.set(new Texture2D(0));
+    mTextureCubeMapZero.set(new TextureCubeMap(0));
+
+    mState.activeSampler = 0;
+    bindArrayBuffer(0);
+    bindElementArrayBuffer(0);
+    bindTextureCubeMap(0);
+    bindTexture2D(0);
+    bindReadFramebuffer(0);
+    bindDrawFramebuffer(0);
+    bindRenderbuffer(0);
+
+    mState.currentProgram = 0;
+
+    mState.packAlignment = 4;
+    mState.unpackAlignment = 4;
+
+    mVertexDataManager = NULL;
+    mIndexDataManager = NULL;
+
+    mInvalidEnum = false;
+    mInvalidValue = false;
+    mInvalidOperation = false;
+    mOutOfMemory = false;
+    mInvalidFramebufferOperation = false;
+
+    mHasBeenCurrent = false;
+
+    markAllStateDirty();
+}
+
+Context::~Context()
+{
+    if(mState.currentProgram != 0)
+    {
+        Program *programObject = mResourceManager->getProgram(mState.currentProgram);
+        if(programObject)
+        {
+            programObject->release();
+        }
+        mState.currentProgram = 0;
+    }
+
+    while(!mFramebufferMap.empty())
+    {
+        deleteFramebuffer(mFramebufferMap.begin()->first);
+    }
+
+    while(!mFenceMap.empty())
+    {
+        deleteFence(mFenceMap.begin()->first);
+    }
+
+    while(!mMultiSampleSupport.empty())
+    {
+        delete [] mMultiSampleSupport.begin()->second;
+        mMultiSampleSupport.erase(mMultiSampleSupport.begin());
+    }
+
+    for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
+    {
+        for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
+        {
+            mState.samplerTexture[type][sampler].set(NULL);
+        }
+    }
+
+    for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+    {
+        mState.vertexAttribute[i].mBoundBuffer.set(NULL);
+    }
+
+    mState.arrayBuffer.set(NULL);
+    mState.elementArrayBuffer.set(NULL);
+    mState.renderbuffer.set(NULL);
+
+    mTexture2DZero.set(NULL);
+    mTextureCubeMapZero.set(NULL);
+
+    delete mVertexDataManager;
+    delete mIndexDataManager;
+
+    mResourceManager->release();
+}
+
+void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
+{
+    Device *device = display->getDevice();
+
+    if(!mHasBeenCurrent)
+    {
+        mVertexDataManager = new VertexDataManager(this, device);
+        mIndexDataManager = new IndexDataManager(this, device);
+
+        const sw::Format renderBufferFormats[] =
+        {
+            sw::FORMAT_A8R8G8B8,
+            sw::FORMAT_X8R8G8B8,
+            sw::FORMAT_R5G6B5,
+            sw::FORMAT_D24S8
+        };
+
+        initExtensionString();
+
+        mState.viewportX = 0;
+        mState.viewportY = 0;
+        mState.viewportWidth = surface->getWidth();
+        mState.viewportHeight = surface->getHeight();
+
+        mState.scissorX = 0;
+        mState.scissorY = 0;
+        mState.scissorWidth = surface->getWidth();
+        mState.scissorHeight = surface->getHeight();
+
+        mHasBeenCurrent = true;
+    }
+
+    // Wrap the existing resources into GL objects and assign them to the '0' names
+    Image *defaultRenderTarget = surface->getRenderTarget();
+    Image *depthStencil = surface->getDepthStencil();
+
+    Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
+    DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
+    Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
+
+    setFramebufferZero(framebufferZero);
+
+    if(defaultRenderTarget)
+    {
+        defaultRenderTarget->release();
+    }
+
+    if(depthStencil)
+    {
+        depthStencil->release();
+    }
+    
+    markAllStateDirty();
+}
+
+// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
+void Context::markAllStateDirty()
+{
+    mAppliedProgramSerial = 0;
+    mAppliedRenderTargetSerial = 0;
+    mAppliedDepthbufferSerial = 0;
+    mAppliedStencilbufferSerial = 0;
+    mDepthStencilInitialized = false;
+
+    mClearStateDirty = true;
+    mCullStateDirty = true;
+    mDepthStateDirty = true;
+    mMaskStateDirty = true;
+    mBlendStateDirty = true;
+    mStencilStateDirty = true;
+    mPolygonOffsetStateDirty = true;
+    mScissorStateDirty = true;
+    mSampleStateDirty = true;
+    mDitherStateDirty = true;
+    mFrontFaceDirty = true;
+}
+
+void Context::setClearColor(float red, float green, float blue, float alpha)
+{
+    mState.colorClearValue.red = red;
+    mState.colorClearValue.green = green;
+    mState.colorClearValue.blue = blue;
+    mState.colorClearValue.alpha = alpha;
+}
+
+void Context::setClearDepth(float depth)
+{
+    mState.depthClearValue = depth;
+}
+
+void Context::setClearStencil(int stencil)
+{
+    mState.stencilClearValue = stencil;
+}
+
+void Context::setCullFace(bool enabled)
+{
+    if(mState.cullFace != enabled)
+    {
+        mState.cullFace = enabled;
+        mCullStateDirty = true;
+    }
+}
+
+bool Context::isCullFaceEnabled() const
+{
+    return mState.cullFace;
+}
+
+void Context::setCullMode(GLenum mode)
+{
+    if(mState.cullMode != mode)
+    {
+        mState.cullMode = mode;
+        mCullStateDirty = true;
+    }
+}
+
+void Context::setFrontFace(GLenum front)
+{
+    if(mState.frontFace != front)
+    {
+        mState.frontFace = front;
+        mFrontFaceDirty = true;
+    }
+}
+
+void Context::setDepthTest(bool enabled)
+{
+    if(mState.depthTest != enabled)
+    {
+        mState.depthTest = enabled;
+        mDepthStateDirty = true;
+    }
+}
+
+bool Context::isDepthTestEnabled() const
+{
+    return mState.depthTest;
+}
+
+void Context::setDepthFunc(GLenum depthFunc)
+{
+    if(mState.depthFunc != depthFunc)
+    {
+        mState.depthFunc = depthFunc;
+        mDepthStateDirty = true;
+    }
+}
+
+void Context::setDepthRange(float zNear, float zFar)
+{
+    mState.zNear = zNear;
+    mState.zFar = zFar;
+}
+
+void Context::setBlend(bool enabled)
+{
+    if(mState.blend != enabled)
+    {
+        mState.blend = enabled;
+        mBlendStateDirty = true;
+    }
+}
+
+bool Context::isBlendEnabled() const
+{
+    return mState.blend;
+}
+
+void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
+{
+    if(mState.sourceBlendRGB != sourceRGB ||
+       mState.sourceBlendAlpha != sourceAlpha ||
+       mState.destBlendRGB != destRGB ||
+       mState.destBlendAlpha != destAlpha)
+    {
+        mState.sourceBlendRGB = sourceRGB;
+        mState.destBlendRGB = destRGB;
+        mState.sourceBlendAlpha = sourceAlpha;
+        mState.destBlendAlpha = destAlpha;
+        mBlendStateDirty = true;
+    }
+}
+
+void Context::setBlendColor(float red, float green, float blue, float alpha)
+{
+    if(mState.blendColor.red != red ||
+       mState.blendColor.green != green ||
+       mState.blendColor.blue != blue ||
+       mState.blendColor.alpha != alpha)
+    {
+        mState.blendColor.red = red;
+        mState.blendColor.green = green;
+        mState.blendColor.blue = blue;
+        mState.blendColor.alpha = alpha;
+        mBlendStateDirty = true;
+    }
+}
+
+void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
+{
+    if(mState.blendEquationRGB != rgbEquation ||
+       mState.blendEquationAlpha != alphaEquation)
+    {
+        mState.blendEquationRGB = rgbEquation;
+        mState.blendEquationAlpha = alphaEquation;
+        mBlendStateDirty = true;
+    }
+}
+
+void Context::setStencilTest(bool enabled)
+{
+    if(mState.stencilTest != enabled)
+    {
+        mState.stencilTest = enabled;
+        mStencilStateDirty = true;
+    }
+}
+
+bool Context::isStencilTestEnabled() const
+{
+    return mState.stencilTest;
+}
+
+void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
+{
+    if(mState.stencilFunc != stencilFunc ||
+        mState.stencilRef != stencilRef ||
+        mState.stencilMask != stencilMask)
+    {
+        mState.stencilFunc = stencilFunc;
+        mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
+        mState.stencilMask = stencilMask;
+        mStencilStateDirty = true;
+    }
+}
+
+void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
+{
+    if(mState.stencilBackFunc != stencilBackFunc ||
+        mState.stencilBackRef != stencilBackRef ||
+        mState.stencilBackMask != stencilBackMask)
+    {
+        mState.stencilBackFunc = stencilBackFunc;
+        mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
+        mState.stencilBackMask = stencilBackMask;
+        mStencilStateDirty = true;
+    }
+}
+
+void Context::setStencilWritemask(GLuint stencilWritemask)
+{
+    if(mState.stencilWritemask != stencilWritemask)
+    {
+        mState.stencilWritemask = stencilWritemask;
+        mStencilStateDirty = true;
+    }
+}
+
+void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
+{
+    if(mState.stencilBackWritemask != stencilBackWritemask)
+    {
+        mState.stencilBackWritemask = stencilBackWritemask;
+        mStencilStateDirty = true;
+    }
+}
+
+void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
+{
+    if(mState.stencilFail != stencilFail ||
+        mState.stencilPassDepthFail != stencilPassDepthFail ||
+        mState.stencilPassDepthPass != stencilPassDepthPass)
+    {
+        mState.stencilFail = stencilFail;
+        mState.stencilPassDepthFail = stencilPassDepthFail;
+        mState.stencilPassDepthPass = stencilPassDepthPass;
+        mStencilStateDirty = true;
+    }
+}
+
+void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
+{
+    if(mState.stencilBackFail != stencilBackFail ||
+        mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
+        mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
+    {
+        mState.stencilBackFail = stencilBackFail;
+        mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
+        mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
+        mStencilStateDirty = true;
+    }
+}
+
+void Context::setPolygonOffsetFill(bool enabled)
+{
+    if(mState.polygonOffsetFill != enabled)
+    {
+        mState.polygonOffsetFill = enabled;
+        mPolygonOffsetStateDirty = true;
+    }
+}
+
+bool Context::isPolygonOffsetFillEnabled() const
+{
+    return mState.polygonOffsetFill;
+
+}
+
+void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
+{
+    if(mState.polygonOffsetFactor != factor ||
+        mState.polygonOffsetUnits != units)
+    {
+        mState.polygonOffsetFactor = factor;
+        mState.polygonOffsetUnits = units;
+        mPolygonOffsetStateDirty = true;
+    }
+}
+
+void Context::setSampleAlphaToCoverage(bool enabled)
+{
+    if(mState.sampleAlphaToCoverage != enabled)
+    {
+        mState.sampleAlphaToCoverage = enabled;
+        mSampleStateDirty = true;
+    }
+}
+
+bool Context::isSampleAlphaToCoverageEnabled() const
+{
+    return mState.sampleAlphaToCoverage;
+}
+
+void Context::setSampleCoverage(bool enabled)
+{
+    if(mState.sampleCoverage != enabled)
+    {
+        mState.sampleCoverage = enabled;
+        mSampleStateDirty = true;
+    }
+}
+
+bool Context::isSampleCoverageEnabled() const
+{
+    return mState.sampleCoverage;
+}
+
+void Context::setSampleCoverageParams(GLclampf value, bool invert)
+{
+    if(mState.sampleCoverageValue != value ||
+        mState.sampleCoverageInvert != invert)
+    {
+        mState.sampleCoverageValue = value;
+        mState.sampleCoverageInvert = invert;
+        mSampleStateDirty = true;
+    }
+}
+
+void Context::setScissorTest(bool enabled)
+{
+    if(mState.scissorTest != enabled)
+    {
+        mState.scissorTest = enabled;
+        mScissorStateDirty = true;
+    }
+}
+
+bool Context::isScissorTestEnabled() const
+{
+    return mState.scissorTest;
+}
+
+void Context::setDither(bool enabled)
+{
+    if(mState.dither != enabled)
+    {
+        mState.dither = enabled;
+        mDitherStateDirty = true;
+    }
+}
+
+bool Context::isDitherEnabled() const
+{
+    return mState.dither;
+}
+
+void Context::setLineWidth(GLfloat width)
+{
+    mState.lineWidth = width;
+}
+
+void Context::setGenerateMipmapHint(GLenum hint)
+{
+    mState.generateMipmapHint = hint;
+}
+
+void Context::setFragmentShaderDerivativeHint(GLenum hint)
+{
+    mState.fragmentShaderDerivativeHint = hint;
+    // TODO: Propagate the hint to shader translator so we can write
+    // ddx, ddx_coarse, or ddx_fine depending on the hint.
+    // Ignore for now. It is valid for implementations to ignore hint.
+}
+
+void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+    mState.viewportX = x;
+    mState.viewportY = y;
+    mState.viewportWidth = width;
+    mState.viewportHeight = height;
+}
+
+void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+    if(mState.scissorX != x || mState.scissorY != y || 
+        mState.scissorWidth != width || mState.scissorHeight != height)
+    {
+        mState.scissorX = x;
+        mState.scissorY = y;
+        mState.scissorWidth = width;
+        mState.scissorHeight = height;
+        mScissorStateDirty = true;
+    }
+}
+
+void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
+{
+    if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
+        mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
+    {
+        mState.colorMaskRed = red;
+        mState.colorMaskGreen = green;
+        mState.colorMaskBlue = blue;
+        mState.colorMaskAlpha = alpha;
+        mMaskStateDirty = true;
+    }
+}
+
+void Context::setDepthMask(bool mask)
+{
+    if(mState.depthMask != mask)
+    {
+        mState.depthMask = mask;
+        mMaskStateDirty = true;
+    }
+}
+
+void Context::setActiveSampler(unsigned int active)
+{
+    mState.activeSampler = active;
+}
+
+GLuint Context::getReadFramebufferHandle() const
+{
+    return mState.readFramebuffer;
+}
+
+GLuint Context::getDrawFramebufferHandle() const
+{
+    return mState.drawFramebuffer;
+}
+
+GLuint Context::getRenderbufferHandle() const
+{
+    return mState.renderbuffer.id();
+}
+
+GLuint Context::getArrayBufferHandle() const
+{
+    return mState.arrayBuffer.id();
+}
+
+void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
+{
+    mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
+}
+
+const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
+{
+    return mState.vertexAttribute[attribNum];
+}
+
+void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
+                                   GLsizei stride, const void *pointer)
+{
+    mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
+    mState.vertexAttribute[attribNum].mSize = size;
+    mState.vertexAttribute[attribNum].mType = type;
+    mState.vertexAttribute[attribNum].mNormalized = normalized;
+    mState.vertexAttribute[attribNum].mStride = stride;
+    mState.vertexAttribute[attribNum].mPointer = pointer;
+}
+
+const void *Context::getVertexAttribPointer(unsigned int attribNum) const
+{
+    return mState.vertexAttribute[attribNum].mPointer;
+}
+
+const VertexAttributeArray &Context::getVertexAttributes()
+{
+    return mState.vertexAttribute;
+}
+
+void Context::setPackAlignment(GLint alignment)
+{
+    mState.packAlignment = alignment;
+}
+
+GLint Context::getPackAlignment() const
+{
+    return mState.packAlignment;
+}
+
+void Context::setUnpackAlignment(GLint alignment)
+{
+    mState.unpackAlignment = alignment;
+}
+
+GLint Context::getUnpackAlignment() const
+{
+    return mState.unpackAlignment;
+}
+
+GLuint Context::createBuffer()
+{
+    return mResourceManager->createBuffer();
+}
+
+GLuint Context::createProgram()
+{
+    return mResourceManager->createProgram();
+}
+
+GLuint Context::createShader(GLenum type)
+{
+    return mResourceManager->createShader(type);
+}
+
+GLuint Context::createTexture()
+{
+    return mResourceManager->createTexture();
+}
+
+GLuint Context::createRenderbuffer()
+{
+    return mResourceManager->createRenderbuffer();
+}
+
+// Returns an unused framebuffer name
+GLuint Context::createFramebuffer()
+{
+    GLuint handle = mFramebufferHandleAllocator.allocate();
+
+    mFramebufferMap[handle] = NULL;
+
+    return handle;
+}
+
+GLuint Context::createFence()
+{
+    GLuint handle = mFenceHandleAllocator.allocate();
+
+    mFenceMap[handle] = new Fence;
+
+    return handle;
+}
+
+void Context::deleteBuffer(GLuint buffer)
+{
+    if(mResourceManager->getBuffer(buffer))
+    {
+        detachBuffer(buffer);
+    }
+    
+    mResourceManager->deleteBuffer(buffer);
+}
+
+void Context::deleteShader(GLuint shader)
+{
+    mResourceManager->deleteShader(shader);
+}
+
+void Context::deleteProgram(GLuint program)
+{
+    mResourceManager->deleteProgram(program);
+}
+
+void Context::deleteTexture(GLuint texture)
+{
+    if(mResourceManager->getTexture(texture))
+    {
+        detachTexture(texture);
+    }
+
+    mResourceManager->deleteTexture(texture);
+}
+
+void Context::deleteRenderbuffer(GLuint renderbuffer)
+{
+    if(mResourceManager->getRenderbuffer(renderbuffer))
+    {
+        detachRenderbuffer(renderbuffer);
+    }
+    
+    mResourceManager->deleteRenderbuffer(renderbuffer);
+}
+
+void Context::deleteFramebuffer(GLuint framebuffer)
+{
+    FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
+
+    if(framebufferObject != mFramebufferMap.end())
+    {
+        detachFramebuffer(framebuffer);
+
+        mFramebufferHandleAllocator.release(framebufferObject->first);
+        delete framebufferObject->second;
+        mFramebufferMap.erase(framebufferObject);
+    }
+}
+
+void Context::deleteFence(GLuint fence)
+{
+    FenceMap::iterator fenceObject = mFenceMap.find(fence);
+
+    if(fenceObject != mFenceMap.end())
+    {
+        mFenceHandleAllocator.release(fenceObject->first);
+        delete fenceObject->second;
+        mFenceMap.erase(fenceObject);
+    }
+}
+
+Buffer *Context::getBuffer(GLuint handle)
+{
+    return mResourceManager->getBuffer(handle);
+}
+
+Shader *Context::getShader(GLuint handle)
+{
+    return mResourceManager->getShader(handle);
+}
+
+Program *Context::getProgram(GLuint handle)
+{
+    return mResourceManager->getProgram(handle);
+}
+
+Texture *Context::getTexture(GLuint handle)
+{
+    return mResourceManager->getTexture(handle);
+}
+
+Renderbuffer *Context::getRenderbuffer(GLuint handle)
+{
+    return mResourceManager->getRenderbuffer(handle);
+}
+
+Framebuffer *Context::getReadFramebuffer()
+{
+    return getFramebuffer(mState.readFramebuffer);
+}
+
+Framebuffer *Context::getDrawFramebuffer()
+{
+    return getFramebuffer(mState.drawFramebuffer);
+}
+
+void Context::bindArrayBuffer(unsigned int buffer)
+{
+    mResourceManager->checkBufferAllocation(buffer);
+
+    mState.arrayBuffer.set(getBuffer(buffer));
+}
+
+void Context::bindElementArrayBuffer(unsigned int buffer)
+{
+    mResourceManager->checkBufferAllocation(buffer);
+
+    mState.elementArrayBuffer.set(getBuffer(buffer));
+}
+
+void Context::bindTexture2D(GLuint texture)
+{
+    mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
+
+    mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
+}
+
+void Context::bindTextureCubeMap(GLuint texture)
+{
+    mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
+
+    mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
+}
+
+void Context::bindReadFramebuffer(GLuint framebuffer)
+{
+    if(!getFramebuffer(framebuffer))
+    {
+        mFramebufferMap[framebuffer] = new Framebuffer();
+    }
+
+    mState.readFramebuffer = framebuffer;
+}
+
+void Context::bindDrawFramebuffer(GLuint framebuffer)
+{
+    if(!getFramebuffer(framebuffer))
+    {
+        mFramebufferMap[framebuffer] = new Framebuffer();
+    }
+
+    mState.drawFramebuffer = framebuffer;
+}
+
+void Context::bindRenderbuffer(GLuint renderbuffer)
+{
+    mResourceManager->checkRenderbufferAllocation(renderbuffer);
+
+    mState.renderbuffer.set(getRenderbuffer(renderbuffer));
+}
+
+void Context::useProgram(GLuint program)
+{
+    GLuint priorProgram = mState.currentProgram;
+    mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
+
+    if(priorProgram != program)
+    {
+        Program *newProgram = mResourceManager->getProgram(program);
+        Program *oldProgram = mResourceManager->getProgram(priorProgram);
+
+        if(newProgram)
+        {
+            newProgram->addRef();
+        }
+        
+        if(oldProgram)
+        {
+            oldProgram->release();
+        }
+    }
+}
+
+void Context::setFramebufferZero(Framebuffer *buffer)
+{
+    delete mFramebufferMap[0];
+    mFramebufferMap[0] = buffer;
+}
+
+void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
+{
+    Renderbuffer *renderbufferObject = mState.renderbuffer.get();
+    renderbufferObject->setStorage(renderbuffer);
+}
+
+Framebuffer *Context::getFramebuffer(unsigned int handle)
+{
+    FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
+
+    if(framebuffer == mFramebufferMap.end())
+    {
+        return NULL;
+    }
+    else
+    {
+        return framebuffer->second;
+    }
+}
+
+Fence *Context::getFence(unsigned int handle)
+{
+    FenceMap::iterator fence = mFenceMap.find(handle);
+
+    if(fence == mFenceMap.end())
+    {
+        return NULL;
+    }
+    else
+    {
+        return fence->second;
+    }
+}
+
+Buffer *Context::getArrayBuffer()
+{
+    return mState.arrayBuffer.get();
+}
+
+Buffer *Context::getElementArrayBuffer()
+{
+    return mState.elementArrayBuffer.get();
+}
+
+Program *Context::getCurrentProgram()
+{
+    return mResourceManager->getProgram(mState.currentProgram);
+}
+
+Texture2D *Context::getTexture2D()
+{
+    return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
+}
+
+TextureCubeMap *Context::getTextureCubeMap()
+{
+    return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
+}
+
+Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
+{
+    GLuint texid = mState.samplerTexture[type][sampler].id();
+
+    if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
+    {
+        switch (type)
+        {
+          default: UNREACHABLE();
+          case TEXTURE_2D: return mTexture2DZero.get();
+          case TEXTURE_CUBE: return mTextureCubeMapZero.get();
+        }
+    }
+
+    return mState.samplerTexture[type][sampler].get();
+}
+
+bool Context::getBooleanv(GLenum pname, GLboolean *params)
+{
+    switch (pname)
+    {
+      case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
+      case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
+      case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
+      case GL_COLOR_WRITEMASK:
+        params[0] = mState.colorMaskRed;
+        params[1] = mState.colorMaskGreen;
+        params[2] = mState.colorMaskBlue;
+        params[3] = mState.colorMaskAlpha;
+        break;
+      case GL_CULL_FACE:                *params = mState.cullFace;                  break;
+      case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFill;         break;
+      case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage;     break;
+      case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverage;            break;
+      case GL_SCISSOR_TEST:             *params = mState.scissorTest;               break;
+      case GL_STENCIL_TEST:             *params = mState.stencilTest;               break;
+      case GL_DEPTH_TEST:               *params = mState.depthTest;                 break;
+      case GL_BLEND:                    *params = mState.blend;                     break;
+      case GL_DITHER:                   *params = mState.dither;                    break;
+      default:
+        return false;
+    }
+
+    return true;
+}
+
+bool Context::getFloatv(GLenum pname, GLfloat *params)
+{
+    // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
+    // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
+    // GetIntegerv as its native query function. As it would require conversion in any
+    // case, this should make no difference to the calling application.
+    switch (pname)
+    {
+      case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
+      case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
+      case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
+      case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
+      case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
+      case GL_ALIASED_LINE_WIDTH_RANGE:
+        params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
+        params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
+        break;
+      case GL_ALIASED_POINT_SIZE_RANGE:
+        params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
+        params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
+        break;
+      case GL_DEPTH_RANGE:
+        params[0] = mState.zNear;
+        params[1] = mState.zFar;
+        break;
+      case GL_COLOR_CLEAR_VALUE:
+        params[0] = mState.colorClearValue.red;
+        params[1] = mState.colorClearValue.green;
+        params[2] = mState.colorClearValue.blue;
+        params[3] = mState.colorClearValue.alpha;
+        break;
+      case GL_BLEND_COLOR:
+        params[0] = mState.blendColor.red;
+        params[1] = mState.blendColor.green;
+        params[2] = mState.blendColor.blue;
+        params[3] = mState.blendColor.alpha;
+        break;
+      default:
+        return false;
+    }
+
+    return true;
+}
+
+bool Context::getIntegerv(GLenum pname, GLint *params)
+{
+    // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
+    // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
+    // GetIntegerv as its native query function. As it would require conversion in any
+    // case, this should make no difference to the calling application. You may find it in 
+    // Context::getFloatv.
+    switch (pname)
+    {
+    case GL_MAX_VERTEX_ATTRIBS:               *params = MAX_VERTEX_ATTRIBS;               break;
+    case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = MAX_VERTEX_UNIFORM_VECTORS;       break;
+    case GL_MAX_VARYING_VECTORS:              *params = MAX_VARYING_VECTORS;              break;
+    case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
+    case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS;   break;
+    case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = MAX_TEXTURE_IMAGE_UNITS;          break;
+	case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = MAX_FRAGMENT_UNIFORM_VECTORS;     break;
+	case GL_MAX_RENDERBUFFER_SIZE:            *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break;
+    case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    break;
+    case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          break;
+    case GL_ARRAY_BUFFER_BINDING:             *params = mState.arrayBuffer.id();              break;
+    case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = mState.elementArrayBuffer.id();       break;
+//	case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
+    case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               break;
+    case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               break;
+    case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.id();             break;
+    case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                break;
+    case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 break;
+    case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackAlignment;               break;
+    case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            break;
+    case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
+    case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); break;
+    case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   break;
+    case GL_STENCIL_REF:                      *params = mState.stencilRef;                    break;
+    case GL_STENCIL_VALUE_MASK:               *params = mState.stencilMask;                   break;
+    case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               break;
+    case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                break;
+    case GL_STENCIL_BACK_VALUE_MASK:          *params = mState.stencilBackMask;               break;
+    case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   break;
+    case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          break;
+    case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          break;
+    case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               break;
+    case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      break;
+    case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      break;
+    case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     break;
+    case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                break;
+    case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              break;
+    case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  break;
+    case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                break;
+    case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              break;
+    case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            break;
+    case GL_STENCIL_WRITEMASK:                *params = mState.stencilWritemask;              break;
+    case GL_STENCIL_BACK_WRITEMASK:           *params = mState.stencilBackWritemask;          break;
+    case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             break;
+    case GL_SUBPIXEL_BITS:                    *params = 4;                                    break;
+	case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;  break;
+	case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break;
+    case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   
+        {
+            if(S3TC_SUPPORT)
+            {
+                // at current, only GL_COMPRESSED_RGB_S3TC_DXT1_EXT and 
+                // GL_COMPRESSED_RGBA_S3TC_DXT1_EXT are supported
+                *params = 2;
+            }
+            else
+            {
+                *params = 0;
+            }
+        }
+        break;
+	case GL_MAX_SAMPLES_ANGLE:                *params = IMPLEMENTATION_MAX_SAMPLES; break;
+    case GL_SAMPLE_BUFFERS:                   
+    case GL_SAMPLES:
+        {
+            Framebuffer *framebuffer = getDrawFramebuffer();
+            if(framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
+            {
+                switch (pname)
+                {
+                case GL_SAMPLE_BUFFERS:
+                    if(framebuffer->getSamples() != 0)
+                    {
+                        *params = 1;
+                    }
+                    else
+                    {
+                        *params = 0;
+                    }
+                    break;
+                case GL_SAMPLES:
+                    *params = framebuffer->getSamples();
+                    break;
+                }
+            }
+            else 
+            {
+                *params = 0;
+            }
+        }
+        break;
+    case GL_IMPLEMENTATION_COLOR_READ_TYPE:   *params = IMPLEMENTATION_COLOR_READ_TYPE;   break;
+    case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = IMPLEMENTATION_COLOR_READ_FORMAT; break;
+    case GL_MAX_VIEWPORT_DIMS:
+        {
+			int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
+            params[0] = maxDimension;
+            params[1] = maxDimension;
+        }
+        break;
+    case GL_COMPRESSED_TEXTURE_FORMATS:
+        {
+            if(S3TC_SUPPORT)
+            {
+                params[0] = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
+                params[1] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+            }
+        }
+        break;
+    case GL_VIEWPORT:
+        params[0] = mState.viewportX;
+        params[1] = mState.viewportY;
+        params[2] = mState.viewportWidth;
+        params[3] = mState.viewportHeight;
+        break;
+    case GL_SCISSOR_BOX:
+        params[0] = mState.scissorX;
+        params[1] = mState.scissorY;
+        params[2] = mState.scissorWidth;
+        params[3] = mState.scissorHeight;
+        break;
+    case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 break;
+    case GL_FRONT_FACE:                       *params = mState.frontFace;                break;
+    case GL_RED_BITS:
+    case GL_GREEN_BITS:
+    case GL_BLUE_BITS:
+    case GL_ALPHA_BITS:
+        {
+            Framebuffer *framebuffer = getDrawFramebuffer();
+            Colorbuffer *colorbuffer = framebuffer->getColorbuffer();
+
+            if(colorbuffer)
+            {
+                switch (pname)
+                {
+                  case GL_RED_BITS:   *params = colorbuffer->getRedSize();   break;
+                  case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
+                  case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  break;
+                  case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
+                }
+            }
+            else
+            {
+                *params = 0;
+            }
+        }
+        break;
+    case GL_DEPTH_BITS:
+        {
+            Framebuffer *framebuffer = getDrawFramebuffer();
+            DepthStencilbuffer *depthbuffer = framebuffer->getDepthbuffer();
+
+            if(depthbuffer)
+            {
+                *params = depthbuffer->getDepthSize();
+            }
+            else
+            {
+                *params = 0;
+            }
+        }
+        break;
+    case GL_STENCIL_BITS:
+        {
+            Framebuffer *framebuffer = getDrawFramebuffer();
+            DepthStencilbuffer *stencilbuffer = framebuffer->getStencilbuffer();
+
+            if(stencilbuffer)
+            {
+                *params = stencilbuffer->getStencilSize();
+            }
+            else
+            {
+                *params = 0;
+            }
+        }
+        break;
+    case GL_TEXTURE_BINDING_2D:
+        {
+            if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
+            {
+                error(GL_INVALID_OPERATION);
+                return false;
+            }
+
+            *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
+        }
+        break;
+    case GL_TEXTURE_BINDING_CUBE_MAP:
+        {
+            if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
+            {
+                error(GL_INVALID_OPERATION);
+                return false;
+            }
+
+            *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
+        }
+        break;
+    default:
+        return false;
+    }
+
+    return true;
+}
+
+bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
+{
+    // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
+    // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
+    // to the fact that it is stored internally as a float, and so would require conversion
+    // if returned from Context::getIntegerv. Since this conversion is already implemented 
+    // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
+    // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
+    // application.
+    switch (pname)
+    {
+      case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */ 
+      case GL_SHADER_BINARY_FORMATS:
+        {
+            *type = GL_INT;
+            *numParams = 0;
+        }
+        break;
+      case GL_MAX_VERTEX_ATTRIBS:
+      case GL_MAX_VERTEX_UNIFORM_VECTORS:
+      case GL_MAX_VARYING_VECTORS:
+      case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
+      case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
+      case GL_MAX_TEXTURE_IMAGE_UNITS:
+      case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
+      case GL_MAX_RENDERBUFFER_SIZE:
+      case GL_NUM_SHADER_BINARY_FORMATS:
+      case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
+      case GL_ARRAY_BUFFER_BINDING:
+      case GL_FRAMEBUFFER_BINDING:
+      case GL_RENDERBUFFER_BINDING:
+      case GL_CURRENT_PROGRAM:
+      case GL_PACK_ALIGNMENT:
+      case GL_UNPACK_ALIGNMENT:
+      case GL_GENERATE_MIPMAP_HINT:
+      case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
+      case GL_RED_BITS:
+      case GL_GREEN_BITS:
+      case GL_BLUE_BITS:
+      case GL_ALPHA_BITS:
+      case GL_DEPTH_BITS:
+      case GL_STENCIL_BITS:
+      case GL_ELEMENT_ARRAY_BUFFER_BINDING:
+      case GL_CULL_FACE_MODE:
+      case GL_FRONT_FACE:
+      case GL_ACTIVE_TEXTURE:
+      case GL_STENCIL_FUNC:
+      case GL_STENCIL_VALUE_MASK:
+      case GL_STENCIL_REF:
+      case GL_STENCIL_FAIL:
+      case GL_STENCIL_PASS_DEPTH_FAIL:
+      case GL_STENCIL_PASS_DEPTH_PASS:
+      case GL_STENCIL_BACK_FUNC:
+      case GL_STENCIL_BACK_VALUE_MASK:
+      case GL_STENCIL_BACK_REF:
+      case GL_STENCIL_BACK_FAIL:
+      case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
+      case GL_STENCIL_BACK_PASS_DEPTH_PASS:
+      case GL_DEPTH_FUNC:
+      case GL_BLEND_SRC_RGB:
+      case GL_BLEND_SRC_ALPHA:
+      case GL_BLEND_DST_RGB:
+      case GL_BLEND_DST_ALPHA:
+      case GL_BLEND_EQUATION_RGB:
+      case GL_BLEND_EQUATION_ALPHA:
+      case GL_STENCIL_WRITEMASK:
+      case GL_STENCIL_BACK_WRITEMASK:
+      case GL_STENCIL_CLEAR_VALUE:
+      case GL_SUBPIXEL_BITS:
+      case GL_MAX_TEXTURE_SIZE:
+      case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
+      case GL_SAMPLE_BUFFERS:
+      case GL_SAMPLES:
+      case GL_IMPLEMENTATION_COLOR_READ_TYPE:
+      case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
+      case GL_TEXTURE_BINDING_2D:
+      case GL_TEXTURE_BINDING_CUBE_MAP:
+        {
+            *type = GL_INT;
+            *numParams = 1;
+        }
+        break;
+      case GL_MAX_SAMPLES_ANGLE:
+        {
+            *type = GL_INT;
+            *numParams = 1;
+        }
+        break;
+      case GL_MAX_VIEWPORT_DIMS:
+        {
+            *type = GL_INT;
+            *numParams = 2;
+        }
+        break;
+      case GL_VIEWPORT:
+      case GL_SCISSOR_BOX:
+        {
+            *type = GL_INT;
+            *numParams = 4;
+        }
+        break;
+      case GL_SHADER_COMPILER:
+      case GL_SAMPLE_COVERAGE_INVERT:
+      case GL_DEPTH_WRITEMASK:
+      case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
+      case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
+      case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
+      case GL_SAMPLE_COVERAGE:
+      case GL_SCISSOR_TEST:
+      case GL_STENCIL_TEST:
+      case GL_DEPTH_TEST:
+      case GL_BLEND:
+      case GL_DITHER:
+        {
+            *type = GL_BOOL;
+            *numParams = 1;
+        }
+        break;
+      case GL_COLOR_WRITEMASK:
+        {
+            *type = GL_BOOL;
+            *numParams = 4;
+        }
+        break;
+      case GL_POLYGON_OFFSET_FACTOR:
+      case GL_POLYGON_OFFSET_UNITS:
+      case GL_SAMPLE_COVERAGE_VALUE:
+      case GL_DEPTH_CLEAR_VALUE:
+      case GL_LINE_WIDTH:
+        {
+            *type = GL_FLOAT;
+            *numParams = 1;
+        }
+        break;
+      case GL_ALIASED_LINE_WIDTH_RANGE:
+      case GL_ALIASED_POINT_SIZE_RANGE:
+      case GL_DEPTH_RANGE:
+        {
+            *type = GL_FLOAT;
+            *numParams = 2;
+        }
+        break;
+      case GL_COLOR_CLEAR_VALUE:
+      case GL_BLEND_COLOR:
+        {
+            *type = GL_FLOAT;
+            *numParams = 4;
+        }
+        break;
+      default:
+        return false;
+    }
+
+    return true;
+}
+
+// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
+bool Context::applyRenderTarget(bool ignoreViewport)
+{
+    Device *device = getDevice();
+
+    Framebuffer *framebufferObject = getDrawFramebuffer();
+
+    if(!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
+    {
+        return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
+    }
+
+    Image *renderTarget = framebufferObject->getRenderTarget();
+
+    if(!renderTarget)
+    {
+        return false;   // Context must be lost
+    }
+
+    Image *depthStencil = NULL;
+
+    unsigned int renderTargetSerial = framebufferObject->getRenderTargetSerial();
+    if(renderTargetSerial != mAppliedRenderTargetSerial)
+    {
+        device->setRenderTarget(renderTarget);
+        mAppliedRenderTargetSerial = renderTargetSerial;
+        mScissorStateDirty = true;   // Scissor area must be clamped to render target's size - this is different for different render targets.
+    }
+
+    unsigned int depthbufferSerial = 0;
+    unsigned int stencilbufferSerial = 0;
+    if(framebufferObject->getDepthbufferType() != GL_NONE)
+    {
+        depthStencil = framebufferObject->getDepthbuffer()->getDepthStencil();
+        if(!depthStencil)
+        {
+            ERR("Depth stencil pointer unexpectedly null.");
+            return false;
+        }
+        
+        depthbufferSerial = framebufferObject->getDepthbuffer()->getSerial();
+    }
+    else if(framebufferObject->getStencilbufferType() != GL_NONE)
+    {
+        depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
+        if(!depthStencil)
+        {
+            ERR("Depth stencil pointer unexpectedly null.");
+            return false;
+        }
+        
+        stencilbufferSerial = framebufferObject->getStencilbuffer()->getSerial();
+    }
+
+    if(depthbufferSerial != mAppliedDepthbufferSerial ||
+       stencilbufferSerial != mAppliedStencilbufferSerial ||
+       !mDepthStencilInitialized)
+    {
+        device->setDepthStencilSurface(depthStencil);
+        mAppliedDepthbufferSerial = depthbufferSerial;
+        mAppliedStencilbufferSerial = stencilbufferSerial;
+        mDepthStencilInitialized = true;
+    }
+
+    Viewport viewport;
+
+    float zNear = clamp01(mState.zNear);
+    float zFar = clamp01(mState.zFar);
+
+    if(ignoreViewport)
+    {
+        viewport.x = 0;
+        viewport.y = 0;
+        viewport.width = renderTarget->getWidth();
+        viewport.height = renderTarget->getHeight();
+        viewport.minZ = 0.0f;
+        viewport.maxZ = 1.0f;
+    }
+    else
+    {
+        sw::Rect rect = transformPixelRect(mState.viewportX, mState.viewportY, mState.viewportWidth, mState.viewportHeight, renderTarget->getHeight());
+        viewport.x = clamp(rect.left, 0L, static_cast<LONG>(renderTarget->getWidth()));
+        viewport.y = clamp(rect.top, 0L, static_cast<LONG>(renderTarget->getHeight()));
+        viewport.width = clamp(rect.right - rect.left, 0L, static_cast<LONG>(renderTarget->getWidth()) - static_cast<LONG>(viewport.x));
+        viewport.height = clamp(rect.bottom - rect.top, 0L, static_cast<LONG>(renderTarget->getHeight()) - static_cast<LONG>(viewport.y));
+        viewport.minZ = zNear;
+        viewport.maxZ = zFar;
+    }
+
+    if(viewport.width <= 0 || viewport.height <= 0)
+    {
+        return false;   // Nothing to render
+    }
+
+    device->setViewport(viewport);
+
+    if(mScissorStateDirty)
+    {
+        if(mState.scissorTest)
+        {
+            sw::Rect rect = transformPixelRect(mState.scissorX, mState.scissorY, mState.scissorWidth, mState.scissorHeight, renderTarget->getHeight());
+            rect.left = clamp(rect.left, 0L, static_cast<LONG>(renderTarget->getWidth()));
+            rect.top = clamp(rect.top, 0L, static_cast<LONG>(renderTarget->getHeight()));
+            rect.right = clamp(rect.right, 0L, static_cast<LONG>(renderTarget->getWidth()));
+            rect.bottom = clamp(rect.bottom, 0L, static_cast<LONG>(renderTarget->getHeight()));
+            device->setScissorRect(rect);
+            device->setScissorEnable(true);
+        }
+        else
+        {
+            device->setScissorEnable(false);
+        }
+
+        mScissorStateDirty = false;
+    }
+
+    if(mState.currentProgram)
+    {
+        Program *programObject = getCurrentProgram();
+
+        GLint halfPixelSize = programObject->getDxHalfPixelSizeLocation();
+        GLfloat xy[2] = {1.0f / viewport.width, -1.0f / viewport.height};
+        programObject->setUniform2fv(halfPixelSize, 1, xy);
+
+        GLint viewport = programObject->getDxViewportLocation();
+        GLfloat whxy[4] = {mState.viewportWidth / 2.0f, mState.viewportHeight / 2.0f, 
+                           (float)mState.viewportX + mState.viewportWidth / 2.0f, 
+                           (float)mState.viewportY + mState.viewportHeight / 2.0f};
+        programObject->setUniform4fv(viewport, 1, whxy);
+
+        GLint depth = programObject->getDxDepthLocation();
+        GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
+        programObject->setUniform2fv(depth, 1, dz);
+
+        GLint depthRange = programObject->getDxDepthRangeLocation();
+        GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
+        programObject->setUniform3fv(depthRange, 1, nearFarDiff);
+    }
+
+    return true;
+}
+
+// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
+void Context::applyState(GLenum drawMode)
+{
+    Device *device = getDevice();
+    Program *programObject = getCurrentProgram();
+
+    Framebuffer *framebufferObject = getDrawFramebuffer();
+
+    GLenum adjustedFrontFace = adjustWinding(mState.frontFace);
+
+    GLint frontCCW = programObject->getDxFrontCCWLocation();
+    GLint ccw = (adjustedFrontFace == GL_CCW);
+    programObject->setUniform1iv(frontCCW, 1, &ccw);
+
+    GLint pointsOrLines = programObject->getDxPointsOrLinesLocation();
+    GLint alwaysFront = !isTriangleMode(drawMode);
+    programObject->setUniform1iv(pointsOrLines, 1, &alwaysFront);
+
+    if(mCullStateDirty || mFrontFaceDirty)
+    {
+        if(mState.cullFace)
+        {
+            device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, adjustedFrontFace));
+        }
+        else
+        {
+			device->setCullMode(sw::Context::CULL_NONE);
+        }
+
+        mCullStateDirty = false;
+    }
+
+    if(mDepthStateDirty)
+    {
+        if(mState.depthTest)
+        {
+			device->setDepthBufferEnable(true);
+			device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
+        }
+        else
+        {
+            device->setDepthBufferEnable(false);
+        }
+
+        mDepthStateDirty = false;
+    }
+
+    if(mBlendStateDirty)
+    {
+        if(mState.blend)
+        {
+			device->setAlphaBlendEnable(true);
+			device->setSeparateAlphaBlendEnable(true);
+
+            device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
+
+			device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
+			device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
+			device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
+
+            device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
+			device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
+			device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
+        }
+        else
+        {
+			device->setAlphaBlendEnable(false);
+        }
+
+        mBlendStateDirty = false;
+    }
+
+    if(mStencilStateDirty || mFrontFaceDirty)
+    {
+        if(mState.stencilTest && framebufferObject->hasStencil())
+        {
+			device->setStencilEnable(true);
+			device->setTwoSidedStencil(true);
+
+            if(mState.stencilWritemask != mState.stencilBackWritemask || 
+               mState.stencilRef != mState.stencilBackRef || 
+               mState.stencilMask != mState.stencilBackMask)
+            {
+				ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
+                return error(GL_INVALID_OPERATION);
+            }
+
+            // get the maximum size of the stencil ref
+            DepthStencilbuffer *stencilbuffer = framebufferObject->getStencilbuffer();
+            GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
+
+			if(adjustedFrontFace == GL_CCW)
+			{
+				device->setStencilWriteMask(mState.stencilWritemask);
+				device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
+
+				device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
+				device->setStencilMask(mState.stencilMask);
+
+				device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
+				device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
+				device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
+
+				device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
+				device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
+
+				device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
+				device->setStencilMaskCCW(mState.stencilBackMask);
+
+				device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
+				device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
+				device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
+			}
+			else
+			{
+				device->setStencilWriteMaskCCW(mState.stencilWritemask);
+				device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
+
+				device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
+				device->setStencilMaskCCW(mState.stencilMask);
+
+				device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
+				device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
+				device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
+
+				device->setStencilWriteMask(mState.stencilBackWritemask);
+				device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
+
+				device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
+				device->setStencilMask(mState.stencilBackMask);
+
+				device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
+				device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
+				device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
+			}
+        }
+        else
+        {
+			device->setStencilEnable(false);
+        }
+
+        mStencilStateDirty = false;
+        mFrontFaceDirty = false;
+    }
+
+    if(mMaskStateDirty)
+    {
+		device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
+		device->setDepthWriteEnable(mState.depthMask);
+
+        mMaskStateDirty = false;
+    }
+
+    if(mPolygonOffsetStateDirty)
+    {
+        if(mState.polygonOffsetFill)
+        {
+            DepthStencilbuffer *depthbuffer = framebufferObject->getDepthbuffer();
+            if(depthbuffer)
+            {
+				device->setSlopeDepthBias(mState.polygonOffsetFactor);
+                float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
+				device->setDepthBias(depthBias);
+            }
+        }
+        else
+        {
+            device->setSlopeDepthBias(0);
+            device->setDepthBias(0);
+        }
+
+        mPolygonOffsetStateDirty = false;
+    }
+
+    if(mSampleStateDirty)
+    {
+        if(mState.sampleAlphaToCoverage)
+        {
+            FIXME("Sample alpha to coverage is unimplemented.");
+        }
+
+        if(mState.sampleCoverage)
+        {
+            unsigned int mask = 0;
+            if(mState.sampleCoverageValue != 0)
+            {
+                float threshold = 0.5f;
+
+                for(int i = 0; i < framebufferObject->getSamples(); ++i)
+                {
+                    mask <<= 1;
+
+                    if((i + 1) * mState.sampleCoverageValue >= threshold)
+                    {
+                        threshold += 1.0f;
+                        mask |= 1;
+                    }
+                }
+            }
+            
+            if(mState.sampleCoverageInvert)
+            {
+                mask = ~mask;
+            }
+
+			device->setMultiSampleMask(mask);
+        }
+        else
+        {
+			device->setMultiSampleMask(0xFFFFFFFF);
+        }
+
+        mSampleStateDirty = false;
+    }
+
+    if(mDitherStateDirty)
+    {
+    //	UNIMPLEMENTED();   // FIXME
+
+        mDitherStateDirty = false;
+    }
+}
+
+GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count)
+{
+    TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
+
+    GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes);
+    if(err != GL_NO_ERROR)
+    {
+        return err;
+    }
+
+    Device *device = getDevice();
+	Program *program = getCurrentProgram();
+
+	device->resetInputStreams(false);
+
+    for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+	{			
+		if(!attributes[i].active)
+		{
+			continue;
+		}
+
+		sw::Resource *resource = attributes[i].vertexBuffer;
+		const void *buffer = (char*)resource->getBuffer() + attributes[i].offset;
+			
+		int stride = attributes[i].stride;
+
+		buffer = (char*)buffer + stride * base;
+
+		sw::Stream attribute(resource, buffer, stride);
+
+		attribute.type = attributes[i].type;
+		attribute.count = attributes[i].count;
+		attribute.normalized = attributes[i].normalized;
+
+		for(int stream = 0; stream < 16; stream++)
+		{
+			if(program->getVertexShader()->input[stream].usage == sw::ShaderOperation::USAGE_TEXCOORD &&
+			   program->getVertexShader()->input[stream].index == program->getSemanticIndex(i))
+			{
+				device->setInputStream(stream, attribute);
+
+				break;
+			}
+		}
+	}
+
+	return GL_NO_ERROR;
+}
+
+// Applies the indices and element array bindings
+GLenum Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
+{
+    Device *device = getDevice();
+    GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
+
+    if(err == GL_NO_ERROR)
+    {
+        device->setIndexBuffer(indexInfo->indexBuffer);
+    }
+
+    return err;
+}
+
+// Applies the shaders and shader constants
+void Context::applyShaders()
+{
+    Device *device = getDevice();
+    Program *programObject = getCurrentProgram();
+    sw::VertexShader *vertexShader = programObject->getVertexShader();
+    sw::PixelShader *pixelShader = programObject->getPixelShader();
+
+    device->setVertexShader(vertexShader);
+    device->setPixelShader(pixelShader);
+
+    if(programObject->getSerial() != mAppliedProgramSerial)
+    {
+        programObject->dirtyAllUniforms();
+        mAppliedProgramSerial = programObject->getSerial();
+    }
+
+    programObject->applyUniforms();
+}
+
+// Applies the textures and sampler states
+void Context::applyTextures()
+{
+    applyTextures(sw::SAMPLER_PIXEL);
+	applyTextures(sw::SAMPLER_VERTEX);
+}
+
+// For each Direct3D 9 sampler of either the pixel or vertex stage,
+// looks up the corresponding OpenGL texture image unit and texture type,
+// and sets the texture and its addressing/filtering state (or NULL when inactive).
+void Context::applyTextures(sw::SamplerType samplerType)
+{
+    Device *device = getDevice();
+    Program *programObject = getCurrentProgram();
+
+    int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS;   // Range of samplers of given sampler type
+
+    for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
+    {
+        int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex);   // OpenGL texture image unit index
+
+        if(textureUnit != -1)
+        {
+            TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
+
+            Texture *texture = getSamplerTexture(textureUnit, textureType);
+
+			if(texture->isComplete())
+            {
+                GLenum wrapS = texture->getWrapS();
+                GLenum wrapT = texture->getWrapT();
+                GLenum texFilter = texture->getMinFilter();
+                GLenum magFilter = texture->getMagFilter();
+
+				device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
+                device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
+
+				sw::FilterType minFilter;
+				sw::MipmapType mipFilter;
+                es2sw::ConvertMinFilter(texFilter, &minFilter, &mipFilter);
+			//	ASSERT(minFilter == es2sw::ConvertMagFilter(magFilter));
+
+				device->setTextureFilter(samplerType, samplerIndex, minFilter);
+			//	device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertMagFilter(magFilter));
+				device->setMipmapFilter(samplerType, samplerIndex, mipFilter);
+                
+				applyTexture(samplerType, samplerIndex, texture);
+            }
+            else
+            {
+                applyTexture(samplerType, samplerIndex, 0);
+            }
+        }
+        else
+        {
+            applyTexture(samplerType, samplerIndex, NULL);
+        }
+    }
+}
+
+void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
+{
+	Device *device = getDevice();
+	Program *program = getCurrentProgram();
+	int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
+	bool textureUsed = false;
+
+	if(type == sw::SAMPLER_PIXEL)
+	{
+		textureUsed = program->getPixelShader()->usesSampler(index);
+	}
+	else if(type == sw::SAMPLER_VERTEX)
+	{
+		textureUsed = program->getPixelShader()->usesSampler(index);
+	}
+	else
+	{
+		textureUsed = true;   // FIXME: Check fixed-function use?
+	}
+
+	sw::Resource *resource = 0;
+
+	if(baseTexture && textureUsed)
+	{
+		resource = baseTexture->getResource();
+	}
+
+	device->setTextureResource(sampler, resource);
+			
+	if(baseTexture && textureUsed)
+	{
+		int levelCount = baseTexture->getLevelCount();
+
+		if(baseTexture->isTexture2D())
+		{
+			Texture2D *texture = static_cast<Texture2D*>(baseTexture);
+
+			for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++)
+			{
+				int surfaceLevel = mipmapLevel;
+
+				if(surfaceLevel < 0)
+				{
+					surfaceLevel = 0;
+				}
+				else if(surfaceLevel >= levelCount)
+				{
+					surfaceLevel = levelCount - 1;
+				}
+
+				Image *surface = texture->getImage(surfaceLevel);
+				device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
+			}
+		}
+		else if(baseTexture->isTextureCubeMap())
+		{
+			for(int face = 0; face < 6; face++)
+			{
+				TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
+
+				for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++)
+				{
+					int surfaceLevel = mipmapLevel;
+
+					if(surfaceLevel < 0)
+					{
+						surfaceLevel = 0;
+					}
+					else if(surfaceLevel >= levelCount)
+					{
+						surfaceLevel = levelCount - 1;
+					}
+
+					Image *surface = cubeTexture->getImage((CubeFace)face, surfaceLevel);
+					device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
+				}
+			}
+		}
+		else UNIMPLEMENTED();
+	}
+	else
+	{
+		device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
+	}
+}
+
+void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)
+{
+    Framebuffer *framebuffer = getReadFramebuffer();
+
+    if(framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
+    {
+        return error(GL_INVALID_FRAMEBUFFER_OPERATION);
+    }
+
+    if(getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
+    {
+        return error(GL_INVALID_OPERATION);
+    }
+
+    Image *renderTarget = framebuffer->getRenderTarget();
+
+    if(!renderTarget)
+    {
+        return;   // Context must be lost, return silently
+    }
+
+    Device *device = getDevice();
+	
+    Image *systemSurface = device->createOffscreenPlainSurface(renderTarget->getWidth(), renderTarget->getHeight(), renderTarget->getInternalFormat());
+
+    if(!systemSurface)
+    {
+        return error(GL_OUT_OF_MEMORY);
+    }
+
+    if(renderTarget->getMultiSampleDepth() > 1)
+    {
+        UNIMPLEMENTED();   // FIXME: Requires resolve using StretchRect into non-multisampled render target
+    }
+
+    bool success = device->getRenderTargetData(renderTarget, systemSurface);
+
+    if(!success)
+    {
+		UNREACHABLE();
+        systemSurface->release();
+
+        return;   // No sensible error to generate
+    }
+
+    sw::Rect rect = transformPixelRect(x, y, width, height, renderTarget->getHeight());
+    rect.left = clamp(rect.left, 0L, static_cast<LONG>(renderTarget->getWidth()));
+    rect.top = clamp(rect.top, 0L, static_cast<LONG>(renderTarget->getHeight()));
+    rect.right = clamp(rect.right, 0L, static_cast<LONG>(renderTarget->getWidth()));
+    rect.bottom = clamp(rect.bottom, 0L, static_cast<LONG>(renderTarget->getHeight()));
+
+    void *buffer = systemSurface->lock(rect.left, rect.top, sw::LOCK_READONLY);
+
+    if(!buffer)
+    {
+        UNREACHABLE();
+        systemSurface->release();
+
+        return;   // No sensible error to generate
+    }
+
+    unsigned char *source = ((unsigned char*)buffer) + systemSurface->getPitch() * (rect.bottom - rect.top - 1);
+    unsigned char *dest = (unsigned char*)pixels;
+    unsigned short *dest16 = (unsigned short*)pixels;
+    int inputPitch = -(int)systemSurface->getPitch();
+    GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment);
+
+    for(int j = 0; j < rect.bottom - rect.top; j++)
+    {
+        if(renderTarget->getInternalFormat() == sw::FORMAT_A8R8G8B8 &&
+           format == GL_BGRA_EXT &&
+           type == GL_UNSIGNED_BYTE)
+        {
+            // Fast path for EXT_read_format_bgra, given
+            // an RGBA source buffer.  Note that buffers with no
+            // alpha go through the slow path below.
+            memcpy(dest + j * outputPitch,
+                   source + j * inputPitch,
+                   (rect.right - rect.left) * 4);
+        }
+		else
+		{
+			for(int i = 0; i < rect.right - rect.left; i++)
+			{
+				float r;
+				float g;
+				float b;
+				float a;
+
+				switch(renderTarget->getInternalFormat())
+				{
+				case sw::FORMAT_R5G6B5:
+					{
+						unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
+
+						a = 1.0f;
+						b = (rgb & 0x001F) * (1.0f / 0x001F);
+						g = (rgb & 0x07E0) * (1.0f / 0x07E0);
+						r = (rgb & 0xF800) * (1.0f / 0xF800);
+					}
+					break;
+				case sw::FORMAT_A1R5G5B5:
+					{
+						unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
+
+						a = (argb & 0x8000) ? 1.0f : 0.0f;
+						b = (argb & 0x001F) * (1.0f / 0x001F);
+						g = (argb & 0x03E0) * (1.0f / 0x03E0);
+						r = (argb & 0x7C00) * (1.0f / 0x7C00);
+					}
+					break;
+				case sw::FORMAT_A8R8G8B8:
+					{
+						unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
+
+						a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
+						b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
+						g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
+						r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
+					}
+					break;
+				case sw::FORMAT_X8R8G8B8:
+					{
+						unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
+
+						a = 1.0f;
+						b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
+						g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
+						r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
+					}
+					break;
+				case sw::FORMAT_A2R10G10B10:
+					{
+						unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
+
+						a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
+						b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
+						g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
+						r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
+					}
+					break;
+				case sw::FORMAT_A32B32G32R32F:
+					{
+						r = *((float*)(source + 16 * i + j * inputPitch) + 0);
+						g = *((float*)(source + 16 * i + j * inputPitch) + 1);
+						b = *((float*)(source + 16 * i + j * inputPitch) + 2);
+						a = *((float*)(source + 16 * i + j * inputPitch) + 3);
+					}
+					break;
+				case sw::FORMAT_A16B16G16R16F:
+					{
+						r = (float)*((sw::half*)(source + 8 * i + j * inputPitch) + 0);
+						g = (float)*((sw::half*)(source + 8 * i + j * inputPitch) + 1);
+						b = (float)*((sw::half*)(source + 8 * i + j * inputPitch) + 2);
+						a = (float)*((sw::half*)(source + 8 * i + j * inputPitch) + 3);
+					}
+					break;
+				default:
+					UNIMPLEMENTED();   // FIXME
+					UNREACHABLE();
+				}
+
+				switch (format)
+				{
+				case GL_RGBA:
+					switch (type)
+					{
+					case GL_UNSIGNED_BYTE:
+						dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
+						dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
+						dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
+						dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
+						break;
+					default: UNREACHABLE();
+					}
+					break;
+				case GL_BGRA_EXT:
+					switch (type)
+					{
+					case GL_UNSIGNED_BYTE:
+						dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
+						dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
+						dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
+						dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
+						break;
+					case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
+						// According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
+						// this type is packed as follows:
+						//   15   14   13   12   11   10    9    8    7    6    5    4    3    2    1    0
+						//  --------------------------------------------------------------------------------
+						// |       4th         |        3rd         |        2nd        |   1st component   |
+						//  --------------------------------------------------------------------------------
+						// in the case of BGRA_EXT, B is the first component, G the second, and so forth.
+						dest16[i + j * outputPitch / sizeof(unsigned short)] =
+							((unsigned short)(15 * a + 0.5f) << 12)|
+							((unsigned short)(15 * r + 0.5f) << 8) |
+							((unsigned short)(15 * g + 0.5f) << 4) |
+							((unsigned short)(15 * b + 0.5f) << 0);
+						break;
+					case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
+						// According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
+						// this type is packed as follows:
+						//   15   14   13   12   11   10    9    8    7    6    5    4    3    2    1    0
+						//  --------------------------------------------------------------------------------
+						// | 4th |          3rd           |           2nd          |      1st component     |
+						//  --------------------------------------------------------------------------------
+						// in the case of BGRA_EXT, B is the first component, G the second, and so forth.
+						dest16[i + j * outputPitch / sizeof(unsigned short)] =
+							((unsigned short)(     a + 0.5f) << 15) |
+							((unsigned short)(31 * r + 0.5f) << 10) |
+							((unsigned short)(31 * g + 0.5f) << 5) |
+							((unsigned short)(31 * b + 0.5f) << 0);
+						break;
+					default: UNREACHABLE();
+					}
+					break;
+				case GL_RGB:   // IMPLEMENTATION_COLOR_READ_FORMAT
+					switch (type)
+					{
+					case GL_UNSIGNED_SHORT_5_6_5:   // IMPLEMENTATION_COLOR_READ_TYPE
+						dest16[i + j * outputPitch / sizeof(unsigned short)] = 
+							((unsigned short)(31 * b + 0.5f) << 0) |
+							((unsigned short)(63 * g + 0.5f) << 5) |
+							((unsigned short)(31 * r + 0.5f) << 11);
+						break;
+					default: UNREACHABLE();
+					}
+					break;
+				default: UNREACHABLE();
+				}
+			}
+        }
+    }
+
+    systemSurface->unlock();
+
+    systemSurface->release();
+}
+
+void Context::clear(GLbitfield mask)
+{
+    Framebuffer *framebufferObject = getDrawFramebuffer();
+
+    if(!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
+    {
+        return error(GL_INVALID_FRAMEBUFFER_OPERATION);
+    }
+
+    egl::Display *display = getDisplay();
+    Device *device = getDevice();
+
+    if(!applyRenderTarget(true))   // Clips the clear to the scissor rectangle but not the viewport
+    {
+        return;
+    }
+
+	unsigned int color = (unorm<8>(mState.colorClearValue.alpha) << 24) |
+                         (unorm<8>(mState.colorClearValue.red) << 16) |
+                         (unorm<8>(mState.colorClearValue.green) << 8) | 
+                         (unorm<8>(mState.colorClearValue.blue) << 0);
+    float depth = clamp01(mState.depthClearValue);
+    int stencil = mState.stencilClearValue & 0x000000FF;
+
+	if(mask & GL_COLOR_BUFFER_BIT)
+	{
+		unsigned int rgbaMask = (mState.colorMaskRed ? 0x1 : 0) |
+		                        (mState.colorMaskGreen ? 0x2 : 0) | 
+		                        (mState.colorMaskBlue ? 0x4 : 0) |
+		                        (mState.colorMaskAlpha ? 0x8 : 0);
+		device->clearColor(color, rgbaMask);
+	}
+
+	if(mask & GL_DEPTH_BUFFER_BIT)
+	{
+		if(mState.depthMask)
+		{
+			device->clearDepth(depth);
+		}
+	}
+
+	if(mask & GL_STENCIL_BUFFER_BIT)
+	{
+		device->clearStencil(stencil, mState.stencilWritemask);
+	}
+}
+
+void Context::drawArrays(GLenum mode, GLint first, GLsizei count)
+{
+    if(!mState.currentProgram)
+    {
+        return error(GL_INVALID_OPERATION);
+    }
+
+    egl::Display *display = getDisplay();
+    Device *device = getDevice();
+    PrimitiveType primitiveType;
+    int primitiveCount;
+
+    if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount))
+        return error(GL_INVALID_ENUM);
+
+    if(primitiveCount <= 0)
+    {
+        return;
+    }
+
+    if(!applyRenderTarget(false))
+    {
+        return;
+    }
+
+    applyState(mode);
+
+    GLenum err = applyVertexBuffer(0, first, count);
+    if(err != GL_NO_ERROR)
+    {
+        return error(err);
+    }
+
+    applyShaders();
+    applyTextures();
+
+    if(!getCurrentProgram()->validateSamplers(false))
+    {
+        return error(GL_INVALID_OPERATION);
+    }
+
+    if(!cullSkipsDraw(mode))
+    {
+        device->drawPrimitive(primitiveType, primitiveCount);
+    }
+}
+
+void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
+{
+    if(!mState.currentProgram)
+    {
+        return error(GL_INVALID_OPERATION);
+    }
+
+    if(!indices && !mState.elementArrayBuffer)
+    {
+        return error(GL_INVALID_OPERATION);
+    }
+
+    egl::Display *display = getDisplay();
+    Device *device = getDevice();
+    PrimitiveType primitiveType;
+    int primitiveCount;
+
+    if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount))
+        return error(GL_INVALID_ENUM);
+
+    if(primitiveCount <= 0)
+    {
+        return;
+    }
+
+    if(!applyRenderTarget(false))
+    {
+        return;
+    }
+
+    applyState(mode);
+
+    TranslatedIndexData indexInfo;
+    GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
+    if(err != GL_NO_ERROR)
+    {
+        return error(err);
+    }
+
+    GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
+    err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount);
+    if(err != GL_NO_ERROR)
+    {
+        return error(err);
+    }
+
+    applyShaders();
+    applyTextures();
+
+    if(!getCurrentProgram()->validateSamplers(false))
+    {
+        return error(GL_INVALID_OPERATION);
+    }
+
+    if(!cullSkipsDraw(mode))
+    {
+		device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount, IndexDataManager::typeSize(type));
+    }
+}
+
+void Context::finish()
+{
+	Device *device = getDevice();
+
+	device->finish();
+}
+
+void Context::flush()
+{
+    // We don't queue anything without processing it as fast as possible
+}
+
+void Context::recordInvalidEnum()
+{
+    mInvalidEnum = true;
+}
+
+void Context::recordInvalidValue()
+{
+    mInvalidValue = true;
+}
+
+void Context::recordInvalidOperation()
+{
+    mInvalidOperation = true;
+}
+
+void Context::recordOutOfMemory()
+{
+    mOutOfMemory = true;
+}
+
+void Context::recordInvalidFramebufferOperation()
+{
+    mInvalidFramebufferOperation = true;
+}
+
+// Get one of the recorded errors and clear its flag, if any.
+// [OpenGL ES 2.0.24] section 2.5 page 13.
+GLenum Context::getError()
+{
+    if(mInvalidEnum)
+    {
+        mInvalidEnum = false;
+
+        return GL_INVALID_ENUM;
+    }
+
+    if(mInvalidValue)
+    {
+        mInvalidValue = false;
+
+        return GL_INVALID_VALUE;
+    }
+
+    if(mInvalidOperation)
+    {
+        mInvalidOperation = false;
+
+        return GL_INVALID_OPERATION;
+    }
+
+    if(mOutOfMemory)
+    {
+        mOutOfMemory = false;
+
+        return GL_OUT_OF_MEMORY;
+    }
+
+    if(mInvalidFramebufferOperation)
+    {
+        mInvalidFramebufferOperation = false;
+
+        return GL_INVALID_FRAMEBUFFER_OPERATION;
+    }
+
+    return GL_NO_ERROR;
+}
+
+int Context::getNearestSupportedSamples(sw::Format format, int requested) const
+{
+    if(requested <= 1)
+    {
+        return requested;
+    }
+	
+	if(requested <= 2)
+	{
+		return 2;
+	}
+	
+	return 4;
+}
+
+void Context::detachBuffer(GLuint buffer)
+{
+    // [OpenGL ES 2.0.24] section 2.9 page 22:
+    // If a buffer object is deleted while it is bound, all bindings to that object in the current context
+    // (i.e. in the thread that called Delete-Buffers) are reset to zero.
+
+    if(mState.arrayBuffer.id() == buffer)
+    {
+        mState.arrayBuffer.set(NULL);
+    }
+
+    if(mState.elementArrayBuffer.id() == buffer)
+    {
+        mState.elementArrayBuffer.set(NULL);
+    }
+
+    for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
+    {
+        if(mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
+        {
+            mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
+        }
+    }
+}
+
+void Context::detachTexture(GLuint texture)
+{
+    // [OpenGL ES 2.0.24] section 3.8 page 84:
+    // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
+    // rebound to texture object zero
+
+    for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
+    {
+        for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
+        {
+            if(mState.samplerTexture[type][sampler].id() == texture)
+            {
+                mState.samplerTexture[type][sampler].set(NULL);
+            }
+        }
+    }
+
+    // [OpenGL ES 2.0.24] section 4.4 page 112:
+    // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
+    // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
+    // image was attached in the currently bound framebuffer.
+
+    Framebuffer *readFramebuffer = getReadFramebuffer();
+    Framebuffer *drawFramebuffer = getDrawFramebuffer();
+
+    if(readFramebuffer)
+    {
+        readFramebuffer->detachTexture(texture);
+    }
+
+    if(drawFramebuffer && drawFramebuffer != readFramebuffer)
+    {
+        drawFramebuffer->detachTexture(texture);
+    }
+}
+
+void Context::detachFramebuffer(GLuint framebuffer)
+{
+    // [OpenGL ES 2.0.24] section 4.4 page 107:
+    // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
+    // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
+
+    if(mState.readFramebuffer == framebuffer)
+    {
+        bindReadFramebuffer(0);
+    }
+
+    if(mState.drawFramebuffer == framebuffer)
+    {
+        bindDrawFramebuffer(0);
+    }
+}
+
+void Context::detachRenderbuffer(GLuint renderbuffer)
+{
+    // [OpenGL ES 2.0.24] section 4.4 page 109:
+    // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
+    // had been executed with the target RENDERBUFFER and name of zero.
+
+    if(mState.renderbuffer.id() == renderbuffer)
+    {
+        bindRenderbuffer(0);
+    }
+
+    // [OpenGL ES 2.0.24] section 4.4 page 111:
+    // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
+    // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
+    // point to which this image was attached in the currently bound framebuffer.
+
+    Framebuffer *readFramebuffer = getReadFramebuffer();
+    Framebuffer *drawFramebuffer = getDrawFramebuffer();
+
+    if(readFramebuffer)
+    {
+        readFramebuffer->detachRenderbuffer(renderbuffer);
+    }
+
+    if(drawFramebuffer && drawFramebuffer != readFramebuffer)
+    {
+        drawFramebuffer->detachRenderbuffer(renderbuffer);
+    }
+}
+
+bool Context::cullSkipsDraw(GLenum drawMode)
+{
+    return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
+}
+
+bool Context::isTriangleMode(GLenum drawMode)
+{
+    switch (drawMode)
+    {
+      case GL_TRIANGLES:
+      case GL_TRIANGLE_FAN:
+      case GL_TRIANGLE_STRIP:
+        return true;
+      case GL_POINTS:
+      case GL_LINES:
+      case GL_LINE_LOOP:
+      case GL_LINE_STRIP:
+        return false;
+      default: UNREACHABLE();
+    }
+
+    return false;
+}
+
+void Context::setVertexAttrib(GLuint index, const GLfloat *values)
+{
+    ASSERT(index < MAX_VERTEX_ATTRIBS);
+
+    mState.vertexAttribute[index].mCurrentValue[0] = values[0];
+    mState.vertexAttribute[index].mCurrentValue[1] = values[1];
+    mState.vertexAttribute[index].mCurrentValue[2] = values[2];
+    mState.vertexAttribute[index].mCurrentValue[3] = values[3];
+
+    mVertexDataManager->dirtyCurrentValue(index);
+}
+
+void Context::initExtensionString()
+{
+    mExtensionString += "GL_OES_packed_depth_stencil ";
+    mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
+    mExtensionString += "GL_EXT_read_format_bgra ";
+    mExtensionString += "GL_ANGLE_framebuffer_blit ";
+    mExtensionString += "GL_OES_rgb8_rgba8 ";
+    mExtensionString += "GL_OES_standard_derivatives ";
+    mExtensionString += "GL_NV_fence ";
+
+    if(S3TC_SUPPORT)
+    {
+        mExtensionString += "GL_EXT_texture_compression_dxt1 ";
+    }
+
+    mExtensionString += "GL_OES_texture_float ";
+    mExtensionString += "GL_OES_texture_half_float ";
+    mExtensionString += "GL_OES_texture_float_linear ";
+    mExtensionString += "GL_OES_texture_half_float_linear ";
+    mExtensionString += "GL_ANGLE_framebuffer_multisample ";
+    mExtensionString += "GL_OES_element_index_uint ";
+    mExtensionString += "GL_OES_texture_npot ";
+
+    std::string::size_type end = mExtensionString.find_last_not_of(' ');
+    if(end != std::string::npos)
+    {
+        mExtensionString.resize(end+1);
+    }
+}
+
+const char *Context::getExtensionString() const
+{
+    return mExtensionString.c_str();
+}
+
+void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 
+                              GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
+                              GLbitfield mask)
+{
+    Device *device = getDevice();
+
+    Framebuffer *readFramebuffer = getReadFramebuffer();
+    Framebuffer *drawFramebuffer = getDrawFramebuffer();
+
+    if(!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
+        !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
+    {
+        return error(GL_INVALID_FRAMEBUFFER_OPERATION);
+    }
+
+    if(drawFramebuffer->getSamples() != 0)
+    {
+        return error(GL_INVALID_OPERATION);
+    }
+
+    int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
+    int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
+    int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
+    int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
+
+    sw::Rect sourceRect;
+    sw::Rect destRect;
+
+    if(srcX0 < srcX1)
+    {
+        sourceRect.left = srcX0;
+        sourceRect.right = srcX1;
+        destRect.left = dstX0;
+        destRect.right = dstX1;
+    }
+    else
+    {
+        sourceRect.left = srcX1;
+        destRect.left = dstX1;
+        sourceRect.right = srcX0;
+        destRect.right = dstX0;
+    }
+
+    if(srcY0 < srcY1)
+    {
+        sourceRect.top = readBufferHeight - srcY1;
+        destRect.top = drawBufferHeight - dstY1;
+        sourceRect.bottom = readBufferHeight - srcY0;
+        destRect.bottom = drawBufferHeight - dstY0;
+    }
+    else
+    {
+        sourceRect.top = readBufferHeight - srcY0;
+        destRect.top = drawBufferHeight - dstY0;
+        sourceRect.bottom = readBufferHeight - srcY1;
+        destRect.bottom = drawBufferHeight - dstY1;
+    }
+
+    sw::Rect sourceScissoredRect = sourceRect;
+    sw::Rect destScissoredRect = destRect;
+
+    if(mState.scissorTest)
+    {
+        // Only write to parts of the destination framebuffer which pass the scissor test
+        // Please note: the destRect is now in Y-down coordinates, so the *top* of the
+        // rect will be checked against scissorY, rather than the bottom.
+        if(destRect.left < mState.scissorX)
+        {
+            int xDiff = mState.scissorX - destRect.left;
+            destScissoredRect.left = mState.scissorX;
+            sourceScissoredRect.left += xDiff;
+        }
+
+        if(destRect.right > mState.scissorX + mState.scissorWidth)
+        {
+            int xDiff = destRect.right - (mState.scissorX + mState.scissorWidth);
+            destScissoredRect.right = mState.scissorX + mState.scissorWidth;
+            sourceScissoredRect.right -= xDiff;
+        }
+
+        if(destRect.top < mState.scissorY)
+        {
+            int yDiff = mState.scissorY - destRect.top;
+            destScissoredRect.top = mState.scissorY;
+            sourceScissoredRect.top += yDiff;
+        }
+
+        if(destRect.bottom > mState.scissorY + mState.scissorHeight)
+        {
+            int yDiff = destRect.bottom - (mState.scissorY + mState.scissorHeight);
+            destScissoredRect.bottom = mState.scissorY + mState.scissorHeight;
+            sourceScissoredRect.bottom -= yDiff;
+        }
+    }
+
+    bool blitRenderTarget = false;
+    bool blitDepthStencil = false;
+
+    sw::Rect sourceTrimmedRect = sourceScissoredRect;
+    sw::Rect destTrimmedRect = destScissoredRect;
+
+    // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 
+    // the actual draw and read surfaces.
+    if(sourceTrimmedRect.left < 0)
+    {
+        int xDiff = 0 - sourceTrimmedRect.left;
+        sourceTrimmedRect.left = 0;
+        destTrimmedRect.left += xDiff;
+    }
+
+    if(sourceTrimmedRect.right > readBufferWidth)
+    {
+        int xDiff = sourceTrimmedRect.right - readBufferWidth;
+        sourceTrimmedRect.right = readBufferWidth;
+        destTrimmedRect.right -= xDiff;
+    }
+
+    if(sourceTrimmedRect.top < 0)
+    {
+        int yDiff = 0 - sourceTrimmedRect.top;
+        sourceTrimmedRect.top = 0;
+        destTrimmedRect.top += yDiff;
+    }
+
+    if(sourceTrimmedRect.bottom > readBufferHeight)
+    {
+        int yDiff = sourceTrimmedRect.bottom - readBufferHeight;
+        sourceTrimmedRect.bottom = readBufferHeight;
+        destTrimmedRect.bottom -= yDiff;
+    }
+
+    if(destTrimmedRect.left < 0)
+    {
+        int xDiff = 0 - destTrimmedRect.left;
+        destTrimmedRect.left = 0;
+        sourceTrimmedRect.left += xDiff;
+    }
+
+    if(destTrimmedRect.right > drawBufferWidth)
+    {
+        int xDiff = destTrimmedRect.right - drawBufferWidth;
+        destTrimmedRect.right = drawBufferWidth;
+        sourceTrimmedRect.right -= xDiff;
+    }
+
+    if(destTrimmedRect.top < 0)
+    {
+        int yDiff = 0 - destTrimmedRect.top;
+        destTrimmedRect.top = 0;
+        sourceTrimmedRect.top += yDiff;
+    }
+
+    if(destTrimmedRect.bottom > drawBufferHeight)
+    {
+        int yDiff = destTrimmedRect.bottom - drawBufferHeight;
+        destTrimmedRect.bottom = drawBufferHeight;
+        sourceTrimmedRect.bottom -= yDiff;
+    }
+
+    bool partialBufferCopy = false;
+    if(sourceTrimmedRect.bottom - sourceTrimmedRect.top < readBufferHeight ||
+        sourceTrimmedRect.right - sourceTrimmedRect.left < readBufferWidth || 
+        destTrimmedRect.bottom - destTrimmedRect.top < drawBufferHeight ||
+        destTrimmedRect.right - destTrimmedRect.left < drawBufferWidth ||
+        sourceTrimmedRect.top != 0 || destTrimmedRect.top != 0 || sourceTrimmedRect.left != 0 || destTrimmedRect.left != 0)
+    {
+        partialBufferCopy = true;
+    }
+
+    if(mask & GL_COLOR_BUFFER_BIT)
+    {
+        const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
+                                   readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
+        const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
+                                   drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
+        if(!validReadType || !validDrawType ||
+           readFramebuffer->getColorbuffer()->getInternalFormat() != drawFramebuffer->getColorbuffer()->getInternalFormat())
+        {
+            ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
+            return error(GL_INVALID_OPERATION);
+        }
+        
+        if(partialBufferCopy && readFramebuffer->getSamples() != 0)
+        {
+            return error(GL_INVALID_OPERATION);
+        }
+
+        blitRenderTarget = true;
+
+    }
+
+    if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
+    {
+        DepthStencilbuffer *readDSBuffer = NULL;
+        DepthStencilbuffer *drawDSBuffer = NULL;
+
+        // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
+        // both a depth and stencil buffer, it will be the same buffer.
+
+        if(mask & GL_DEPTH_BUFFER_BIT)
+        {
+            if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
+            {
+                if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
+                   readFramebuffer->getDepthbuffer()->getInternalFormat() != drawFramebuffer->getDepthbuffer()->getInternalFormat())
+                {
+                    return error(GL_INVALID_OPERATION);
+                }
+
+                blitDepthStencil = true;
+                readDSBuffer = readFramebuffer->getDepthbuffer();
+                drawDSBuffer = drawFramebuffer->getDepthbuffer();
+            }
+        }
+
+        if(mask & GL_STENCIL_BUFFER_BIT)
+        {
+            if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
+            {
+                if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
+                   readFramebuffer->getStencilbuffer()->getInternalFormat() != drawFramebuffer->getStencilbuffer()->getInternalFormat())
+                {
+                    return error(GL_INVALID_OPERATION);
+                }
+
+                blitDepthStencil = true;
+                readDSBuffer = readFramebuffer->getStencilbuffer();
+                drawDSBuffer = drawFramebuffer->getStencilbuffer();
+            }
+        }
+
+        if(partialBufferCopy)
+        {
+            ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
+            return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
+        }
+
+        if((drawDSBuffer && drawDSBuffer->getSamples() != 0) || 
+           (readDSBuffer && readDSBuffer->getSamples() != 0))
+        {
+            return error(GL_INVALID_OPERATION);
+        }
+    }
+
+    if(blitRenderTarget || blitDepthStencil)
+    {
+        egl::Display *display = getDisplay();
+
+        if(blitRenderTarget)
+        {
+            bool success = device->stretchRect(readFramebuffer->getRenderTarget(), &sourceTrimmedRect, 
+                                               drawFramebuffer->getRenderTarget(), &destTrimmedRect, false);
+
+            if(!success)
+            {
+                ERR("BlitFramebufferANGLE failed.");
+                return;
+            }
+        }
+
+        if(blitDepthStencil)
+        {
+            bool success = device->stretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, false);
+
+            if(!success)
+            {
+                ERR("BlitFramebufferANGLE failed.");
+                return;
+            }
+        }
+    }
+}
+
+}
+
+extern "C"
+{
+	gl::Context *glCreateContext(const egl::Config *config, const gl::Context *shareContext)
+	{
+		return new gl::Context(config, shareContext);
+	}
+
+	void glDestroyContext(gl::Context *context)
+	{
+		delete context;
+
+		if(context == gl::getContext())
+		{
+			gl::makeCurrent(NULL, NULL, NULL);
+		}
+	}
+
+	void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
+	{
+		gl::makeCurrent(context, display, surface);
+	}
+
+	gl::Context *glGetCurrentContext()
+	{
+		return gl::getContext();
+	}
+}