| // Copyright 2016 The SwiftShader Authors. All Rights Reserved. | 
 | // | 
 | // Licensed under the Apache License, Version 2.0 (the "License"); | 
 | // you may not use this file except in compliance with the License. | 
 | // You may obtain a copy of the License at | 
 | // | 
 | //    http://www.apache.org/licenses/LICENSE-2.0 | 
 | // | 
 | // Unless required by applicable law or agreed to in writing, software | 
 | // distributed under the License is distributed on an "AS IS" BASIS, | 
 | // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
 | // See the License for the specific language governing permissions and | 
 | // limitations under the License. | 
 |  | 
 | // Context.cpp: Implements the gl::Context class, managing all GL state and performing | 
 | // rendering operations. | 
 |  | 
 | #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 "Query.h" | 
 | #include "Renderbuffer.h" | 
 | #include "Shader.h" | 
 | #include "Texture.h" | 
 | #include "VertexDataManager.h" | 
 | #include "IndexDataManager.h" | 
 | #include "Display.h" | 
 | #include "Surface.h" | 
 | #include "Common/Half.hpp" | 
 |  | 
 | #define _GDI32_ | 
 | #include <windows.h> | 
 | #include <GL/GL.h> | 
 | #include <GL/glext.h> | 
 |  | 
 | namespace gl | 
 | { | 
 | Context::Context(const Context *shareContext) | 
 | 	: modelView(32), | 
 | 	  projection(2) | 
 | { | 
 | 	sw::Context *context = new sw::Context(); | 
 | 	device = new gl::Device(context); | 
 |  | 
 | 	setClearColor(0.0f, 0.0f, 0.0f, 0.0f); | 
 |  | 
 | 	mState.depthClearValue = 1.0f; | 
 | 	mState.stencilClearValue = 0; | 
 |  | 
 | 	mState.cullFaceEnabled = false; | 
 | 	mState.cullMode = GL_BACK; | 
 | 	mState.frontFace = GL_CCW; | 
 | 	mState.depthTestEnabled = false; | 
 | 	mState.depthFunc = GL_LESS; | 
 | 	mState.blendEnabled = 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.stencilTestEnabled = 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.polygonOffsetFillEnabled = false; | 
 | 	mState.polygonOffsetFactor = 0.0f; | 
 | 	mState.polygonOffsetUnits = 0.0f; | 
 | 	mState.sampleAlphaToCoverageEnabled = false; | 
 | 	mState.sampleCoverageEnabled = false; | 
 | 	mState.sampleCoverageValue = 1.0f; | 
 | 	mState.sampleCoverageInvert = false; | 
 | 	mState.scissorTestEnabled = false; | 
 | 	mState.ditherEnabled = true; | 
 | 	mState.generateMipmapHint = GL_DONT_CARE; | 
 | 	mState.fragmentShaderDerivativeHint = GL_DONT_CARE; | 
 | 	mState.colorLogicOpEnabled = false; | 
 | 	mState.logicalOperation = GL_COPY; | 
 |  | 
 | 	mState.lineWidth = 1.0f; | 
 |  | 
 | 	mState.viewportX = 0; | 
 | 	mState.viewportY = 0; | 
 | 	mState.viewportWidth = 0; | 
 | 	mState.viewportHeight = 0; | 
 | 	mState.zNear = 0.0f; | 
 | 	mState.zFar = 1.0f; | 
 |  | 
 | 	mState.scissorX = 0; | 
 | 	mState.scissorY = 0; | 
 | 	mState.scissorWidth = 0; | 
 | 	mState.scissorHeight = 0; | 
 |  | 
 | 	mState.colorMaskRed = true; | 
 | 	mState.colorMaskGreen = true; | 
 | 	mState.colorMaskBlue = true; | 
 | 	mState.colorMaskAlpha = true; | 
 | 	mState.depthMask = true; | 
 |  | 
 | 	if(shareContext) | 
 | 	{ | 
 | 		mResourceManager = shareContext->mResourceManager; | 
 | 		mResourceManager->addRef(); | 
 | 	} | 
 | 	else | 
 | 	{ | 
 | 		mResourceManager = new ResourceManager(); | 
 | 	} | 
 |  | 
 | 	// 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 = new Texture2D(0); | 
 | 	mProxyTexture2DZero = new Texture2D(0); | 
 | 	mTextureCubeMapZero = 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 = nullptr; | 
 | 	mIndexDataManager = nullptr; | 
 |  | 
 | 	mInvalidEnum = false; | 
 | 	mInvalidValue = false; | 
 | 	mInvalidOperation = false; | 
 | 	mOutOfMemory = false; | 
 | 	mInvalidFramebufferOperation = false; | 
 |  | 
 | 	mHasBeenCurrent = false; | 
 |  | 
 | 	markAllStateDirty(); | 
 |  | 
 | 	matrixMode = GL_MODELVIEW; | 
 |  | 
 | 	listMode = 0; | 
 | 	//memset(displayList, 0, sizeof(displayList)); | 
 | 	listIndex = 0; | 
 | 	list = 0; | 
 | 	firstFreeIndex = 1; | 
 |  | 
 | 	clientTexture = GL_TEXTURE0; | 
 |  | 
 | 	drawing = false; | 
 | 	drawMode = 0;   // FIXME | 
 |  | 
 | 	mState.vertexAttribute[sw::Color0].mCurrentValue[0] = 1.0f; | 
 | 	mState.vertexAttribute[sw::Color0].mCurrentValue[1] = 1.0f; | 
 | 	mState.vertexAttribute[sw::Color0].mCurrentValue[2] = 1.0f; | 
 | 	mState.vertexAttribute[sw::Color0].mCurrentValue[3] = 1.0f; | 
 | 	mState.vertexAttribute[sw::Normal].mCurrentValue[0] = 0.0f; | 
 | 	mState.vertexAttribute[sw::Normal].mCurrentValue[1] = 0.0f; | 
 | 	mState.vertexAttribute[sw::Normal].mCurrentValue[2] = 1.0f; | 
 | 	mState.vertexAttribute[sw::Normal].mCurrentValue[3] = 0.0f; | 
 | 	mState.vertexAttribute[sw::TexCoord0].mCurrentValue[0] = 0.0f; | 
 | 	mState.vertexAttribute[sw::TexCoord0].mCurrentValue[1] = 0.0f; | 
 | 	mState.vertexAttribute[sw::TexCoord0].mCurrentValue[2] = 0.0f; | 
 | 	mState.vertexAttribute[sw::TexCoord0].mCurrentValue[3] = 1.0f; | 
 | 	mState.vertexAttribute[sw::TexCoord1].mCurrentValue[0] = 0.0f; | 
 | 	mState.vertexAttribute[sw::TexCoord1].mCurrentValue[1] = 0.0f; | 
 | 	mState.vertexAttribute[sw::TexCoord1].mCurrentValue[2] = 0.0f; | 
 | 	mState.vertexAttribute[sw::TexCoord1].mCurrentValue[3] = 1.0f; | 
 |  | 
 | 	for(int i = 0; i < 8; i++) | 
 | 	{ | 
 | 		envEnable[i] = true; | 
 | 	} | 
 | } | 
 |  | 
 | Context::~Context() | 
 | { | 
 | 	if(mState.currentProgram != 0) | 
 | 	{ | 
 | 		Program *programObject = mResourceManager->getProgram(mState.currentProgram); | 
 | 		if(programObject) | 
 | 		{ | 
 | 			programObject->release(); | 
 | 		} | 
 | 		mState.currentProgram = 0; | 
 | 	} | 
 |  | 
 | 	while(!mFramebufferNameSpace.empty()) | 
 | 	{ | 
 | 		deleteFramebuffer(mFramebufferNameSpace.firstName()); | 
 | 	} | 
 |  | 
 | 	while(!mFenceNameSpace.empty()) | 
 | 	{ | 
 | 		deleteFence(mFenceNameSpace.firstName()); | 
 | 	} | 
 |  | 
 | 	while(!mQueryNameSpace.empty()) | 
 | 	{ | 
 | 		deleteQuery(mQueryNameSpace.firstName()); | 
 | 	} | 
 |  | 
 | 	for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) | 
 | 	{ | 
 | 		for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) | 
 | 		{ | 
 | 			mState.samplerTexture[type][sampler] = nullptr; | 
 | 		} | 
 | 	} | 
 |  | 
 | 	for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) | 
 | 	{ | 
 | 		mState.vertexAttribute[i].mBoundBuffer = nullptr; | 
 | 	} | 
 |  | 
 | 	for(int i = 0; i < QUERY_TYPE_COUNT; i++) | 
 | 	{ | 
 | 		mState.activeQuery[i] = nullptr; | 
 | 	} | 
 |  | 
 | 	mState.arrayBuffer = nullptr; | 
 | 	mState.elementArrayBuffer = nullptr; | 
 | 	mState.renderbuffer = nullptr; | 
 |  | 
 | 	mTexture2DZero = nullptr; | 
 | 	mProxyTexture2DZero = nullptr; | 
 | 	mTextureCubeMapZero = nullptr; | 
 |  | 
 | 	delete mVertexDataManager; | 
 | 	delete mIndexDataManager; | 
 |  | 
 | 	mResourceManager->release(); | 
 | 	delete device; | 
 | } | 
 |  | 
 | void Context::makeCurrent(Surface *surface) | 
 | { | 
 | 	if(!mHasBeenCurrent) | 
 | 	{ | 
 | 		mVertexDataManager = new VertexDataManager(this); | 
 | 		mIndexDataManager = new IndexDataManager(); | 
 |  | 
 | 		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; | 
 |  | 
 | 	mDepthStateDirty = true; | 
 | 	mMaskStateDirty = true; | 
 | 	mBlendStateDirty = true; | 
 | 	mStencilStateDirty = true; | 
 | 	mPolygonOffsetStateDirty = true; | 
 | 	mSampleStateDirty = true; | 
 | 	mDitherStateDirty = true; | 
 | 	mFrontFaceDirty = true; | 
 | 	mColorLogicOperatorDirty = 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::setCullFaceEnabled(bool enabled) | 
 | { | 
 | 	mState.cullFaceEnabled = enabled; | 
 | } | 
 |  | 
 | bool Context::isCullFaceEnabled() const | 
 | { | 
 | 	return mState.cullFaceEnabled; | 
 | } | 
 |  | 
 | void Context::setCullMode(GLenum mode) | 
 | { | 
 |    mState.cullMode = mode; | 
 | } | 
 |  | 
 | void Context::setFrontFace(GLenum front) | 
 | { | 
 | 	if(mState.frontFace != front) | 
 | 	{ | 
 | 		mState.frontFace = front; | 
 | 		mFrontFaceDirty = true; | 
 | 	} | 
 | } | 
 |  | 
 | void Context::setDepthTestEnabled(bool enabled) | 
 | { | 
 | 	if(mState.depthTestEnabled != enabled) | 
 | 	{ | 
 | 		mState.depthTestEnabled = enabled; | 
 | 		mDepthStateDirty = true; | 
 | 	} | 
 | } | 
 |  | 
 | bool Context::isDepthTestEnabled() const | 
 | { | 
 | 	return mState.depthTestEnabled; | 
 | } | 
 |  | 
 | 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::setBlendEnabled(bool enabled) | 
 | { | 
 | 	if(mState.blendEnabled != enabled) | 
 | 	{ | 
 | 		mState.blendEnabled = enabled; | 
 | 		mBlendStateDirty = true; | 
 | 	} | 
 | } | 
 |  | 
 | bool Context::isBlendEnabled() const | 
 | { | 
 | 	return mState.blendEnabled; | 
 | } | 
 |  | 
 | 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::setStencilTestEnabled(bool enabled) | 
 | { | 
 | 	if(mState.stencilTestEnabled != enabled) | 
 | 	{ | 
 | 		mState.stencilTestEnabled = enabled; | 
 | 		mStencilStateDirty = true; | 
 | 	} | 
 | } | 
 |  | 
 | bool Context::isStencilTestEnabled() const | 
 | { | 
 | 	return mState.stencilTestEnabled; | 
 | } | 
 |  | 
 | 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::setPolygonOffsetFillEnabled(bool enabled) | 
 | { | 
 | 	if(mState.polygonOffsetFillEnabled != enabled) | 
 | 	{ | 
 | 		mState.polygonOffsetFillEnabled = enabled; | 
 | 		mPolygonOffsetStateDirty = true; | 
 | 	} | 
 | } | 
 |  | 
 | bool Context::isPolygonOffsetFillEnabled() const | 
 | { | 
 | 	return mState.polygonOffsetFillEnabled; | 
 | } | 
 |  | 
 | void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) | 
 | { | 
 | 	if(mState.polygonOffsetFactor != factor || | 
 | 	   mState.polygonOffsetUnits != units) | 
 | 	{ | 
 | 		mState.polygonOffsetFactor = factor; | 
 | 		mState.polygonOffsetUnits = units; | 
 | 		mPolygonOffsetStateDirty = true; | 
 | 	} | 
 | } | 
 |  | 
 | void Context::setSampleAlphaToCoverageEnabled(bool enabled) | 
 | { | 
 | 	if(mState.sampleAlphaToCoverageEnabled != enabled) | 
 | 	{ | 
 | 		mState.sampleAlphaToCoverageEnabled = enabled; | 
 | 		mSampleStateDirty = true; | 
 | 	} | 
 | } | 
 |  | 
 | bool Context::isSampleAlphaToCoverageEnabled() const | 
 | { | 
 | 	return mState.sampleAlphaToCoverageEnabled; | 
 | } | 
 |  | 
 | void Context::setSampleCoverageEnabled(bool enabled) | 
 | { | 
 | 	if(mState.sampleCoverageEnabled != enabled) | 
 | 	{ | 
 | 		mState.sampleCoverageEnabled = enabled; | 
 | 		mSampleStateDirty = true; | 
 | 	} | 
 | } | 
 |  | 
 | bool Context::isSampleCoverageEnabled() const | 
 | { | 
 | 	return mState.sampleCoverageEnabled; | 
 | } | 
 |  | 
 | void Context::setSampleCoverageParams(GLclampf value, bool invert) | 
 | { | 
 | 	if(mState.sampleCoverageValue != value || | 
 | 		mState.sampleCoverageInvert != invert) | 
 | 	{ | 
 | 		mState.sampleCoverageValue = value; | 
 | 		mState.sampleCoverageInvert = invert; | 
 | 		mSampleStateDirty = true; | 
 | 	} | 
 | } | 
 |  | 
 | void Context::setScissorTestEnabled(bool enabled) | 
 | { | 
 | 	mState.scissorTestEnabled = enabled; | 
 | } | 
 |  | 
 | bool Context::isScissorTestEnabled() const | 
 | { | 
 | 	return mState.scissorTestEnabled; | 
 | } | 
 |  | 
 | void Context::setDitherEnabled(bool enabled) | 
 | { | 
 | 	if(mState.ditherEnabled != enabled) | 
 | 	{ | 
 | 		mState.ditherEnabled = enabled; | 
 | 		mDitherStateDirty = true; | 
 | 	} | 
 | } | 
 |  | 
 | bool Context::isDitherEnabled() const | 
 | { | 
 | 	return mState.ditherEnabled; | 
 | } | 
 |  | 
 | void Context::setLineWidth(GLfloat width) | 
 | { | 
 | 	mState.lineWidth = width; | 
 | 	device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); | 
 | } | 
 |  | 
 | 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) | 
 | { | 
 | 	mState.scissorX = x; | 
 | 	mState.scissorY = y; | 
 | 	mState.scissorWidth = width; | 
 | 	mState.scissorHeight = height; | 
 | } | 
 |  | 
 | 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::getReadFramebufferName() const | 
 | { | 
 | 	return mState.readFramebuffer; | 
 | } | 
 |  | 
 | GLuint Context::getDrawFramebufferName() const | 
 | { | 
 | 	return mState.drawFramebuffer; | 
 | } | 
 |  | 
 | GLuint Context::getRenderbufferName() const | 
 | { | 
 | 	return mState.renderbuffer.name(); | 
 | } | 
 |  | 
 | GLuint Context::getArrayBufferName() const | 
 | { | 
 | 	return mState.arrayBuffer.name(); | 
 | } | 
 |  | 
 | GLuint Context::getActiveQuery(GLenum target) const | 
 | { | 
 | 	Query *queryObject = nullptr; | 
 |  | 
 | 	switch(target) | 
 | 	{ | 
 | 	case GL_ANY_SAMPLES_PASSED: | 
 | 		queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; | 
 | 		break; | 
 | 	case GL_ANY_SAMPLES_PASSED_CONSERVATIVE: | 
 | 		queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; | 
 | 		break; | 
 | 	default: | 
 | 		ASSERT(false); | 
 | 	} | 
 |  | 
 | 	if(queryObject) | 
 | 	{ | 
 | 		return queryObject->name; | 
 | 	} | 
 |  | 
 | 	return 0; | 
 | } | 
 |  | 
 | void Context::setVertexAttribArrayEnabled(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 = 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() | 
 | { | 
 | 	return mFramebufferNameSpace.allocate(); | 
 | } | 
 |  | 
 | GLuint Context::createFence() | 
 | { | 
 | 	return mFenceNameSpace.allocate(new Fence()); | 
 | } | 
 |  | 
 | // Returns an unused query name | 
 | GLuint Context::createQuery() | 
 | { | 
 | 	return mQueryNameSpace.allocate(); | 
 | } | 
 |  | 
 | 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) | 
 | { | 
 | 	Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); | 
 |  | 
 | 	if(framebufferObject) | 
 | 	{ | 
 | 		detachFramebuffer(framebuffer); | 
 |  | 
 | 		delete framebufferObject; | 
 | 	} | 
 | } | 
 |  | 
 | void Context::deleteFence(GLuint fence) | 
 | { | 
 | 	Fence *fenceObject = mFenceNameSpace.remove(fence); | 
 |  | 
 | 	if(fenceObject) | 
 | 	{ | 
 | 		delete fenceObject; | 
 | 	} | 
 | } | 
 |  | 
 | void Context::deleteQuery(GLuint query) | 
 | { | 
 | 	Query *queryObject = mQueryNameSpace.remove(query); | 
 |  | 
 | 	if(queryObject) | 
 | 	{ | 
 | 		queryObject->release(); | 
 | 	} | 
 | } | 
 |  | 
 | 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 = getBuffer(buffer); | 
 | } | 
 |  | 
 | void Context::bindElementArrayBuffer(unsigned int buffer) | 
 | { | 
 | 	mResourceManager->checkBufferAllocation(buffer); | 
 |  | 
 | 	mState.elementArrayBuffer = getBuffer(buffer); | 
 | } | 
 |  | 
 | void Context::bindTexture2D(GLuint texture) | 
 | { | 
 | 	mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); | 
 |  | 
 | 	mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); | 
 | } | 
 |  | 
 | void Context::bindTextureCubeMap(GLuint texture) | 
 | { | 
 | 	mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); | 
 |  | 
 | 	mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); | 
 | } | 
 |  | 
 | void Context::bindReadFramebuffer(GLuint framebuffer) | 
 | { | 
 | 	if(!getFramebuffer(framebuffer)) | 
 | 	{ | 
 | 		mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); | 
 | 	} | 
 |  | 
 | 	mState.readFramebuffer = framebuffer; | 
 | } | 
 |  | 
 | void Context::bindDrawFramebuffer(GLuint framebuffer) | 
 | { | 
 | 	if(!getFramebuffer(framebuffer)) | 
 | 	{ | 
 | 		mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); | 
 | 	} | 
 |  | 
 | 	mState.drawFramebuffer = framebuffer; | 
 | } | 
 |  | 
 | void Context::bindRenderbuffer(GLuint renderbuffer) | 
 | { | 
 | 	mResourceManager->checkRenderbufferAllocation(renderbuffer); | 
 |  | 
 | 	mState.renderbuffer = 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::beginQuery(GLenum target, GLuint query) | 
 | { | 
 | 	// From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> | 
 | 	// of zero, if the active query object name for <target> is non-zero (for the | 
 | 	// targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if | 
 | 	// the active query for either target is non-zero), if <id> is the name of an | 
 | 	// existing query object whose type does not match <target>, or if <id> is the | 
 | 	// active query object name for any query type, the error INVALID_OPERATION is | 
 | 	// generated. | 
 |  | 
 | 	// Ensure no other queries are active | 
 | 	// NOTE: If other queries than occlusion are supported, we will need to check | 
 | 	// separately that: | 
 | 	//    a) The query ID passed is not the current active query for any target/type | 
 | 	//    b) There are no active queries for the requested target (and in the case | 
 | 	//       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, | 
 | 	//       no query may be active for either if glBeginQuery targets either. | 
 | 	for(int i = 0; i < QUERY_TYPE_COUNT; i++) | 
 | 	{ | 
 | 		if(mState.activeQuery[i]) | 
 | 		{ | 
 | 			return error(GL_INVALID_OPERATION); | 
 | 		} | 
 | 	} | 
 |  | 
 | 	QueryType qType; | 
 | 	switch(target) | 
 | 	{ | 
 | 	case GL_ANY_SAMPLES_PASSED: | 
 | 		qType = QUERY_ANY_SAMPLES_PASSED; | 
 | 		break; | 
 | 	case GL_ANY_SAMPLES_PASSED_CONSERVATIVE: | 
 | 		qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; | 
 | 		break; | 
 | 	default: | 
 | 		ASSERT(false); | 
 | 	} | 
 |  | 
 | 	Query *queryObject = getQuery(query, true, target); | 
 |  | 
 | 	// Check that name was obtained with glGenQueries | 
 | 	if(!queryObject) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	// Check for type mismatch | 
 | 	if(queryObject->getType() != target) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	// Set query as active for specified target | 
 | 	mState.activeQuery[qType] = queryObject; | 
 |  | 
 | 	// Begin query | 
 | 	queryObject->begin(); | 
 | } | 
 |  | 
 | void Context::endQuery(GLenum target) | 
 | { | 
 | 	QueryType qType; | 
 |  | 
 | 	switch(target) | 
 | 	{ | 
 | 	case GL_ANY_SAMPLES_PASSED: | 
 | 		qType = QUERY_ANY_SAMPLES_PASSED; | 
 | 		break; | 
 | 	case GL_ANY_SAMPLES_PASSED_CONSERVATIVE: | 
 | 		qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; | 
 | 		break; | 
 | 	default: | 
 | 		ASSERT(false); | 
 | 	} | 
 |  | 
 | 	Query *queryObject = mState.activeQuery[qType]; | 
 |  | 
 | 	if(!queryObject) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	queryObject->end(); | 
 |  | 
 | 	mState.activeQuery[qType] = nullptr; | 
 | } | 
 |  | 
 | void Context::setFramebufferZero(Framebuffer *buffer) | 
 | { | 
 | 	delete mFramebufferNameSpace.remove(0); | 
 | 	mFramebufferNameSpace.insert(0, buffer); | 
 | } | 
 |  | 
 | void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) | 
 | { | 
 | 	Renderbuffer *renderbufferObject = mState.renderbuffer; | 
 | 	renderbufferObject->setStorage(renderbuffer); | 
 | } | 
 |  | 
 | Framebuffer *Context::getFramebuffer(unsigned int handle) | 
 | { | 
 | 	return mFramebufferNameSpace.find(handle); | 
 | } | 
 |  | 
 | Fence *Context::getFence(unsigned int handle) | 
 | { | 
 | 	return mFenceNameSpace.find(handle); | 
 | } | 
 |  | 
 | Query *Context::getQuery(unsigned int handle, bool create, GLenum type) | 
 | { | 
 | 	if(!mQueryNameSpace.isReserved(handle)) | 
 | 	{ | 
 | 		return nullptr; | 
 | 	} | 
 | 	else | 
 | 	{ | 
 | 		Query *query = mQueryNameSpace.find(handle); | 
 | 		if(!query && create) | 
 | 		{ | 
 | 			query = new Query(handle, type); | 
 | 			query->addRef(); | 
 | 			mQueryNameSpace.insert(handle, query); | 
 | 		} | 
 |  | 
 | 		return query; | 
 | 	} | 
 | } | 
 |  | 
 | Buffer *Context::getArrayBuffer() | 
 | { | 
 | 	return mState.arrayBuffer; | 
 | } | 
 |  | 
 | Buffer *Context::getElementArrayBuffer() | 
 | { | 
 | 	return mState.elementArrayBuffer; | 
 | } | 
 |  | 
 | Program *Context::getCurrentProgram() | 
 | { | 
 | 	return mResourceManager->getProgram(mState.currentProgram); | 
 | } | 
 |  | 
 | Texture2D *Context::getTexture2D(GLenum target) | 
 | { | 
 | 	if(target == GL_TEXTURE_2D) | 
 | 	{ | 
 | 		return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); | 
 | 	} | 
 | 	else if(target == GL_PROXY_TEXTURE_2D) | 
 | 	{ | 
 | 		return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, PROXY_TEXTURE_2D)); | 
 | 	} | 
 | 	else UNREACHABLE(target); | 
 |  | 
 | 	return nullptr; | 
 | } | 
 |  | 
 | 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].name(); | 
 |  | 
 | 	if(texid == 0)   // Special case: 0 refers to different initial textures based on the target | 
 | 	{ | 
 | 		switch(type) | 
 | 		{ | 
 | 		case TEXTURE_2D:       return mTexture2DZero; | 
 | 		case PROXY_TEXTURE_2D: return mProxyTexture2DZero; | 
 | 		case TEXTURE_CUBE:     return mTextureCubeMapZero; | 
 | 		default: UNREACHABLE(type); | 
 | 		} | 
 | 	} | 
 |  | 
 | 	return mState.samplerTexture[type][sampler]; | 
 | } | 
 |  | 
 | 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.cullFaceEnabled;              break; | 
 | 	case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;     break; | 
 | 	case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; | 
 | 	case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;        break; | 
 | 	case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;           break; | 
 | 	case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;           break; | 
 | 	case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;             break; | 
 | 	case GL_BLEND:                    *params = mState.blendEnabled;                 break; | 
 | 	case GL_DITHER:                   *params = mState.ditherEnabled;                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; | 
 | 	case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: | 
 | 		*params = MAX_TEXTURE_MAX_ANISOTROPY; | 
 | 		break; | 
 | 	case GL_MODELVIEW_MATRIX: | 
 | 		for(int i = 0; i < 16; i++) | 
 | 		{ | 
 | 			params[i] = modelView.current()[i % 4][i / 4]; | 
 | 		} | 
 | 		break; | 
 | 	case GL_PROJECTION_MATRIX: | 
 | 		for(int i = 0; i < 16; i++) | 
 | 		{ | 
 | 			params[i] = projection.current()[i % 4][i / 4]; | 
 | 		} | 
 | 		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_VERTEX_UNIFORM_COMPONENTS:    *params = MAX_VERTEX_UNIFORM_VECTORS * 4;   break;   // FIXME: Verify | 
 | 	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_FRAGMENT_UNIFORM_COMPONENTS:  *params = MAX_VERTEX_UNIFORM_VECTORS * 4;   break;   // FIXME: Verify | 
 | 	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.name();            break; | 
 | 	case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = mState.elementArrayBuffer.name();     break; | 
 | //	case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE | 
 | 	case GL_DRAW_FRAMEBUFFER_BINDING:         *params = mState.drawFramebuffer;               break; | 
 | 	case GL_READ_FRAMEBUFFER_BINDING:         *params = mState.readFramebuffer;               break; | 
 | 	case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.name();           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:  *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_MAX_ARRAY_TEXTURE_LAYERS:         *params = 0;                                    break; | 
 | 	case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;       break; | 
 | 	case GL_MAX_SAMPLES:                      *params = IMPLEMENTATION_MAX_SAMPLES;           break; | 
 | 	case GL_SAMPLE_BUFFERS: | 
 | 	case GL_SAMPLES: | 
 | 		{ | 
 | 			Framebuffer *framebuffer = getDrawFramebuffer(); | 
 | 			int width, height, samples; | 
 |  | 
 | 			if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) | 
 | 			{ | 
 | 				switch(pname) | 
 | 				{ | 
 | 				case GL_SAMPLE_BUFFERS: | 
 | 					if(samples > 1) | 
 | 					{ | 
 | 						*params = 1; | 
 | 					} | 
 | 					else | 
 | 					{ | 
 | 						*params = 0; | 
 | 					} | 
 | 					break; | 
 | 				case GL_SAMPLES: | 
 | 					*params = samples; | 
 | 					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: | 
 | 		{ | 
 | 			for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) | 
 | 			{ | 
 | 				params[i] = compressedTextureFormats[i]; | 
 | 			} | 
 | 		} | 
 | 		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(); | 
 | 			Renderbuffer *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(); | 
 | 			Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); | 
 |  | 
 | 			if(depthbuffer) | 
 | 			{ | 
 | 				*params = depthbuffer->getDepthSize(); | 
 | 			} | 
 | 			else | 
 | 			{ | 
 | 				*params = 0; | 
 | 			} | 
 | 		} | 
 | 		break; | 
 | 	case GL_STENCIL_BITS: | 
 | 		{ | 
 | 			Framebuffer *framebuffer = getDrawFramebuffer(); | 
 | 			Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); | 
 |  | 
 | 			if(stencilbuffer) | 
 | 			{ | 
 | 				*params = stencilbuffer->getStencilSize(); | 
 | 			} | 
 | 			else | 
 | 			{ | 
 | 				*params = 0; | 
 | 			} | 
 | 		} | 
 | 		break; | 
 | 	case GL_TEXTURE_BINDING_2D: | 
 | 		{ | 
 | 			if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) | 
 | 			{ | 
 | 				error(GL_INVALID_OPERATION); | 
 | 				return false; | 
 | 			} | 
 |  | 
 | 			*params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); | 
 | 		} | 
 | 		break; | 
 | 	case GL_TEXTURE_BINDING_CUBE_MAP: | 
 | 		{ | 
 | 			if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) | 
 | 			{ | 
 | 				error(GL_INVALID_OPERATION); | 
 | 				return false; | 
 | 			} | 
 |  | 
 | 			*params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); | 
 | 		} | 
 | 		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: | 
 | 		{ | 
 | 			*type = GL_INT; | 
 | 			*numParams = NUM_COMPRESSED_TEXTURE_FORMATS; | 
 | 		} | 
 | 		break; | 
 | 	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: | 
 | 	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: | 
 | 	case GL_MAX_VERTEX_UNIFORM_COMPONENTS: | 
 | 	case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: | 
 | 	case GL_MAX_ARRAY_TEXTURE_LAYERS: | 
 | 		{ | 
 | 			*type = GL_INT; | 
 | 			*numParams = 1; | 
 | 		} | 
 | 		break; | 
 | 	case GL_MAX_SAMPLES: | 
 | 		{ | 
 | 			*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; | 
 | 	case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: | 
 | 		*type = GL_FLOAT; | 
 | 		*numParams = 1; | 
 | 		break; | 
 | 	default: | 
 | 		return false; | 
 | 	} | 
 |  | 
 | 	return true; | 
 | } | 
 |  | 
 | // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle | 
 | bool Context::applyRenderTarget() | 
 | { | 
 | 	Framebuffer *framebuffer = getDrawFramebuffer(); | 
 | 	int width, height, samples; | 
 |  | 
 | 	if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) | 
 | 	{ | 
 | 		return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); | 
 | 	} | 
 |  | 
 | 	Image *renderTarget = framebuffer->getRenderTarget(); | 
 | 	device->setRenderTarget(0, renderTarget); | 
 | 	if(renderTarget) renderTarget->release(); | 
 |  | 
 | 	Image *depthStencil = framebuffer->getDepthStencil(); | 
 | 	device->setDepthStencilSurface(depthStencil); | 
 | 	if(depthStencil) depthStencil->release(); | 
 |  | 
 | 	Viewport viewport; | 
 | 	float zNear = clamp01(mState.zNear); | 
 | 	float zFar = clamp01(mState.zFar); | 
 |  | 
 | 	viewport.x0 = mState.viewportX; | 
 | 	viewport.y0 = mState.viewportY; | 
 | 	viewport.width = mState.viewportWidth; | 
 | 	viewport.height = mState.viewportHeight; | 
 | 	viewport.minZ = zNear; | 
 | 	viewport.maxZ = zFar; | 
 |  | 
 | 	device->setViewport(viewport); | 
 |  | 
 | 	if(mState.scissorTestEnabled) | 
 | 	{ | 
 | 		sw::Rect scissor = {mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight}; | 
 | 		scissor.clip(0, 0, width, height); | 
 |  | 
 | 		device->setScissorRect(scissor); | 
 | 		device->setScissorEnable(true); | 
 | 	} | 
 | 	else | 
 | 	{ | 
 | 		device->setScissorEnable(false); | 
 | 	} | 
 |  | 
 | 	Program *program = getCurrentProgram(); | 
 |  | 
 | 	if(program) | 
 | 	{ | 
 | 		GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; | 
 | 		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); | 
 | 		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); | 
 | 		program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); | 
 | 	} | 
 |  | 
 | 	return true; | 
 | } | 
 |  | 
 | // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) | 
 | void Context::applyState(GLenum drawMode) | 
 | { | 
 | 	Framebuffer *framebuffer = getDrawFramebuffer(); | 
 |  | 
 | 	if(mState.cullFaceEnabled) | 
 | 	{ | 
 | 		device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); | 
 | 	} | 
 | 	else | 
 | 	{ | 
 | 		device->setCullMode(sw::CULL_NONE); | 
 | 	} | 
 |  | 
 | 	if(mDepthStateDirty) | 
 | 	{ | 
 | 		if(mState.depthTestEnabled) | 
 | 		{ | 
 | 			device->setDepthBufferEnable(true); | 
 | 			device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); | 
 | 		} | 
 | 		else | 
 | 		{ | 
 | 			device->setDepthBufferEnable(false); | 
 | 		} | 
 |  | 
 | 		mDepthStateDirty = false; | 
 | 	} | 
 |  | 
 | 	if(mBlendStateDirty) | 
 | 	{ | 
 | 		if(mState.blendEnabled) | 
 | 		{ | 
 | 			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(mColorLogicOperatorDirty) | 
 | 	{ | 
 | 		if(mState.colorLogicOpEnabled) | 
 | 		{ | 
 | 			device->setColorLogicOpEnabled(true); | 
 | 			device->setLogicalOperation(es2sw::ConvertLogicalOperation(mState.logicalOperation)); | 
 | 		} | 
 | 		else | 
 | 		{ | 
 | 			device->setColorLogicOpEnabled(false); | 
 | 		} | 
 |  | 
 | 		mColorLogicOperatorDirty = false; | 
 | 	} | 
 |  | 
 | 	if(mStencilStateDirty || mFrontFaceDirty) | 
 | 	{ | 
 | 		if(mState.stencilTestEnabled && framebuffer->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 | 
 | 			Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); | 
 | 			GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; | 
 |  | 
 | 			if(mState.frontFace == 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.polygonOffsetFillEnabled) | 
 | 		{ | 
 | 			Renderbuffer *depthbuffer = framebuffer->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.sampleAlphaToCoverageEnabled) | 
 | 		{ | 
 | 			device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); | 
 | 		} | 
 | 		else | 
 | 		{ | 
 | 			device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); | 
 | 		} | 
 |  | 
 | 		if(mState.sampleCoverageEnabled) | 
 | 		{ | 
 | 			unsigned int mask = 0; | 
 | 			if(mState.sampleCoverageValue != 0) | 
 | 			{ | 
 | 				int width, height, samples; | 
 | 				framebuffer->completeness(width, height, samples); | 
 |  | 
 | 				float threshold = 0.5f; | 
 |  | 
 | 				for(int i = 0; i < samples; 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; | 
 | 	} | 
 |  | 
 | 	Program *program = getCurrentProgram(); | 
 |  | 
 | 	device->resetInputStreams(false); | 
 |  | 
 | 	for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) | 
 | 	{ | 
 | 		if(program && program->getAttributeStream(i) == -1) | 
 | 		{ | 
 | 			continue; | 
 | 		} | 
 |  | 
 | 		sw::Resource *resource = attributes[i].vertexBuffer; | 
 | 		const void *buffer = (char*)resource->data() + 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; | 
 |  | 
 | 		int stream = program ? program->getAttributeStream(i) : i; | 
 | 		device->setInputStream(stream, attribute); | 
 | 	} | 
 |  | 
 | 	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) | 
 | { | 
 | 	GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer, indices, indexInfo); | 
 |  | 
 | 	if(err == GL_NO_ERROR) | 
 | 	{ | 
 | 		device->setIndexBuffer(indexInfo->indexBuffer); | 
 | 	} | 
 |  | 
 | 	return err; | 
 | } | 
 |  | 
 | // Applies the shaders and shader constants | 
 | void Context::applyShaders() | 
 | { | 
 | 	Program *programObject = getCurrentProgram(); | 
 | 	if(!programObject) | 
 | 	{ | 
 | 		device->setVertexShader(0); | 
 | 		device->setPixelShader(0); | 
 | 		return; | 
 | 	} | 
 | 	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(); | 
 | } | 
 |  | 
 | void Context::applyTextures() | 
 | { | 
 | 	applyTextures(sw::SAMPLER_PIXEL); | 
 | 	//applyTextures(sw::SAMPLER_VERTEX); | 
 | } | 
 |  | 
 | void Context::applyTextures(sw::SamplerType samplerType) | 
 | { | 
 | 	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 ? programObject->getSamplerMapping(samplerType, samplerIndex) : samplerIndex;   // OpenGL texture image unit index | 
 |  | 
 | 		if(textureUnit != -1) | 
 | 		{ | 
 | 			TextureType textureType = programObject ? programObject->getSamplerTextureType(samplerType, samplerIndex) : TEXTURE_2D; | 
 |  | 
 | 			Texture *texture = getSamplerTexture(textureUnit, textureType); | 
 |  | 
 | 			if(envEnable[samplerIndex] && texture->isSamplerComplete()) | 
 | 			{ | 
 | 				GLenum wrapS = texture->getWrapS(); | 
 | 				GLenum wrapT = texture->getWrapT(); | 
 | 				GLenum minFilter = texture->getMinFilter(); | 
 | 				GLenum magFilter = texture->getMagFilter(); | 
 | 				GLfloat maxAnisotropy = texture->getMaxAnisotropy(); | 
 |  | 
 | 				device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); | 
 | 				device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); | 
 |  | 
 | 				device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); | 
 | 				device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); | 
 | 				device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); | 
 |  | 
 | 				applyTexture(samplerType, samplerIndex, texture); | 
 |  | 
 | 				device->setStageOperation(samplerIndex, sw::TextureStage::STAGE_MODULATE); | 
 | 				device->setFirstArgument(samplerIndex, sw::TextureStage::SOURCE_TEXTURE); | 
 | 				device->setSecondArgument(samplerIndex, sw::TextureStage::SOURCE_CURRENT); | 
 | 				//device->setThirdArgument(samplerIndex, sw::TextureStage::SOURCE_CONSTANT); | 
 |  | 
 | 				device->setStageOperationAlpha(samplerIndex, sw::TextureStage::STAGE_MODULATE); | 
 | 				device->setFirstArgumentAlpha(samplerIndex, sw::TextureStage::SOURCE_TEXTURE); | 
 | 				device->setSecondArgumentAlpha(samplerIndex, sw::TextureStage::SOURCE_CURRENT); | 
 | 				//device->setThirdArgumentAlpha(samplerIndex, sw::TextureStage::SOURCE_CONSTANT); | 
 |  | 
 | 				//device->setConstantColor(0, sw::Color<float>(0.0f, 0.0f, 0.0f, 0.0f)); | 
 | 			} | 
 | 			else | 
 | 			{ | 
 | 				applyTexture(samplerType, samplerIndex, nullptr); | 
 |  | 
 | 				device->setStageOperation(samplerIndex, sw::TextureStage::STAGE_SELECTARG1); | 
 | 				device->setFirstArgument(samplerIndex, sw::TextureStage::SOURCE_CURRENT); | 
 | 				device->setSecondArgument(samplerIndex, sw::TextureStage::SOURCE_CURRENT); | 
 | 				//device->setThirdArgument(samplerIndex, sw::TextureStage::SOURCE_CONSTANT); | 
 |  | 
 | 				device->setStageOperationAlpha(samplerIndex, sw::TextureStage::STAGE_SELECTARG1); | 
 | 				device->setFirstArgumentAlpha(samplerIndex, sw::TextureStage::SOURCE_CURRENT); | 
 | 				device->setSecondArgumentAlpha(samplerIndex, sw::TextureStage::SOURCE_CURRENT); | 
 | 				//device->setThirdArgumentAlpha(samplerIndex, sw::TextureStage::SOURCE_CONSTANT); | 
 | 			} | 
 | 		} | 
 | 		else | 
 | 		{ | 
 | 			applyTexture(samplerType, samplerIndex, nullptr); | 
 | 		} | 
 | 	} | 
 | } | 
 |  | 
 | void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) | 
 | { | 
 | 	Program *program = getCurrentProgram(); | 
 | 	int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; | 
 | 	bool textureUsed = false; | 
 |  | 
 | 	if(type == sw::SAMPLER_PIXEL) | 
 | 	{ | 
 | 		textureUsed = program ? program->getPixelShader()->usesSampler(index) : true; | 
 | 	} | 
 | 	else if(type == sw::SAMPLER_VERTEX) | 
 | 	{ | 
 | 		textureUsed = program ? program->getVertexShader()->usesSampler(index) : false; | 
 | 	} | 
 | 	else UNREACHABLE(type); | 
 |  | 
 | 	sw::Resource *resource = nullptr; | 
 |  | 
 | 	if(baseTexture && textureUsed) | 
 | 	{ | 
 | 		resource = baseTexture->getResource(); | 
 | 	} | 
 |  | 
 | 	device->setTextureResource(sampler, resource); | 
 |  | 
 | 	if(baseTexture && textureUsed) | 
 | 	{ | 
 | 		int levelCount = baseTexture->getLevelCount(); | 
 |  | 
 | 		if(baseTexture->getTarget() == GL_TEXTURE_2D) | 
 | 		{ | 
 | 			Texture2D *texture = static_cast<Texture2D*>(baseTexture); | 
 |  | 
 | 			for(int mipmapLevel = 0; mipmapLevel < sw::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->getTarget() == GL_TEXTURE_CUBE_MAP) | 
 | 		{ | 
 | 			for(int face = 0; face < 6; face++) | 
 | 			{ | 
 | 				TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); | 
 |  | 
 | 				for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) | 
 | 				{ | 
 | 					int surfaceLevel = mipmapLevel; | 
 |  | 
 | 					if(surfaceLevel < 0) | 
 | 					{ | 
 | 						surfaceLevel = 0; | 
 | 					} | 
 | 					else if(surfaceLevel >= levelCount) | 
 | 					{ | 
 | 						surfaceLevel = levelCount - 1; | 
 | 					} | 
 |  | 
 | 					Image *surface = cubeTexture->getImage(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, GLsizei *bufSize, void* pixels) | 
 | { | 
 | 	Framebuffer *framebuffer = getReadFramebuffer(); | 
 | 	int framebufferWidth, framebufferHeight, framebufferSamples; | 
 |  | 
 | 	if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) | 
 | 	{ | 
 | 		return error(GL_INVALID_FRAMEBUFFER_OPERATION); | 
 | 	} | 
 |  | 
 | 	if(getReadFramebufferName() != 0 && framebufferSamples != 0) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment); | 
 |  | 
 | 	// Sized query sanity check | 
 | 	if(bufSize) | 
 | 	{ | 
 | 		int requiredSize = outputPitch * height; | 
 | 		if(requiredSize > *bufSize) | 
 | 		{ | 
 | 			return error(GL_INVALID_OPERATION); | 
 | 		} | 
 | 	} | 
 |  | 
 | 	Image *renderTarget = framebuffer->getRenderTarget(); | 
 |  | 
 | 	if(!renderTarget) | 
 | 	{ | 
 | 		return error(GL_OUT_OF_MEMORY); | 
 | 	} | 
 |  | 
 | 	sw::Rect rect = {x, y, x + width, y + height}; | 
 | 	rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); | 
 |  | 
 | 	unsigned char *source = (unsigned char*)renderTarget->lock(rect.x0, rect.y0, sw::LOCK_READONLY); | 
 | 	unsigned char *dest = (unsigned char*)pixels; | 
 | 	unsigned short *dest16 = (unsigned short*)pixels; | 
 | 	int inputPitch = (int)renderTarget->getPitch(); | 
 |  | 
 | 	for(int j = 0; j < rect.y1 - rect.y0; 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.x1 - rect.x0) * 4); | 
 | 		} | 
 | 		else | 
 | 		{ | 
 | 			for(int i = 0; i < rect.x1 - rect.x0; 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(renderTarget->getInternalFormat()); | 
 | 				} | 
 |  | 
 | 				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(type); | 
 | 					} | 
 | 					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: | 
 | 						// 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: | 
 | 						// 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(type); | 
 | 					} | 
 | 					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(type); | 
 | 					} | 
 | 					break; | 
 | 				default: UNREACHABLE(format); | 
 | 				} | 
 | 			} | 
 | 		} | 
 | 	} | 
 |  | 
 | 	renderTarget->unlock(); | 
 | 	renderTarget->release(); | 
 | } | 
 |  | 
 | void Context::clear(GLbitfield mask) | 
 | { | 
 | 	Framebuffer *framebuffer = getDrawFramebuffer(); | 
 |  | 
 | 	if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) | 
 | 	{ | 
 | 		return error(GL_INVALID_FRAMEBUFFER_OPERATION); | 
 | 	} | 
 |  | 
 | 	if(!applyRenderTarget()) | 
 | 	{ | 
 | 		return; | 
 | 	} | 
 |  | 
 | 	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); | 
 |  | 
 | 		if(rgbaMask != 0) | 
 | 		{ | 
 | 			device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); | 
 | 		} | 
 | 	} | 
 |  | 
 | 	if(mask & GL_DEPTH_BUFFER_BIT) | 
 | 	{ | 
 | 		if(mState.depthMask != 0) | 
 | 		{ | 
 | 			device->clearDepth(depth); | 
 | 		} | 
 | 	} | 
 |  | 
 | 	if(mask & GL_STENCIL_BUFFER_BIT) | 
 | 	{ | 
 | 		if(mState.stencilWritemask != 0) | 
 | 		{ | 
 | 			device->clearStencil(stencil, mState.stencilWritemask); | 
 | 		} | 
 | 	} | 
 | } | 
 |  | 
 | void Context::drawArrays(GLenum mode, GLint first, GLsizei count) | 
 | { | 
 | 	if(!mState.currentProgram) | 
 | 	{ | 
 | 		device->setProjectionMatrix(projection.current()); | 
 | 		device->setViewMatrix(modelView.current()); | 
 | 		device->setTextureMatrix(0, texture[0].current()); | 
 | 		device->setTextureMatrix(1, texture[1].current()); | 
 | 		device->setTextureTransform(0, texture[0].isIdentity() ? 0 : 4, false); | 
 | 		device->setTextureTransform(1, texture[1].isIdentity() ? 0 : 4, false); | 
 | 		device->setTexGen(0, sw::TEXGEN_NONE); | 
 | 		device->setTexGen(1, sw::TEXGEN_NONE); | 
 | 	} | 
 |  | 
 | 	PrimitiveType primitiveType; | 
 | 	int primitiveCount; | 
 |  | 
 | 	if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) | 
 | 		return error(GL_INVALID_ENUM); | 
 |  | 
 | 	if(primitiveCount <= 0) | 
 | 	{ | 
 | 		return; | 
 | 	} | 
 |  | 
 | 	if(!applyRenderTarget()) | 
 | 	{ | 
 | 		return; | 
 | 	} | 
 |  | 
 | 	applyState(mode); | 
 |  | 
 | 	GLenum err = applyVertexBuffer(0, first, count); | 
 | 	if(err != GL_NO_ERROR) | 
 | 	{ | 
 | 		return error(err); | 
 | 	} | 
 |  | 
 | 	applyShaders(); | 
 | 	applyTextures(); | 
 |  | 
 | 	if(getCurrentProgram() && !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; | 
 | 	} | 
 |  | 
 | 	if(!indices && !mState.elementArrayBuffer) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	PrimitiveType primitiveType; | 
 | 	int primitiveCount; | 
 |  | 
 | 	if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) | 
 | 		return error(GL_INVALID_ENUM); | 
 |  | 
 | 	if(primitiveCount <= 0) | 
 | 	{ | 
 | 		return; | 
 | 	} | 
 |  | 
 | 	if(!applyRenderTarget()) | 
 | 	{ | 
 | 		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->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. | 
 | 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::getSupportedMultisampleCount(int requested) | 
 | { | 
 | 	int supported = 0; | 
 |  | 
 | 	for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) | 
 | 	{ | 
 | 		if(supported >= requested) | 
 | 		{ | 
 | 			return supported; | 
 | 		} | 
 |  | 
 | 		supported = multisampleCount[i]; | 
 | 	} | 
 |  | 
 | 	return supported; | 
 | } | 
 |  | 
 | void Context::detachBuffer(GLuint buffer) | 
 | { | 
 | 	// 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.name() == buffer) | 
 | 	{ | 
 | 		mState.arrayBuffer = nullptr; | 
 | 	} | 
 |  | 
 | 	if(mState.elementArrayBuffer.name() == buffer) | 
 | 	{ | 
 | 		mState.elementArrayBuffer = nullptr; | 
 | 	} | 
 |  | 
 | 	for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) | 
 | 	{ | 
 | 		if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) | 
 | 		{ | 
 | 			mState.vertexAttribute[attribute].mBoundBuffer = nullptr; | 
 | 		} | 
 | 	} | 
 | } | 
 |  | 
 | void Context::detachTexture(GLuint texture) | 
 | { | 
 | 	// 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].name() == texture) | 
 | 			{ | 
 | 				mState.samplerTexture[type][sampler] = nullptr; | 
 | 			} | 
 | 		} | 
 | 	} | 
 |  | 
 | 	// 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) | 
 | { | 
 | 	// 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) | 
 | { | 
 | 	// 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.name() == renderbuffer) | 
 | 	{ | 
 | 		bindRenderbuffer(0); | 
 | 	} | 
 |  | 
 | 	// 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.cullFaceEnabled && 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(drawMode); | 
 | 	} | 
 |  | 
 | 	return false; | 
 | } | 
 |  | 
 | void Context::setVertexAttrib(GLuint index, float x, float y, float z, float w) | 
 | { | 
 | 	ASSERT(index < MAX_VERTEX_ATTRIBS); | 
 |  | 
 | 	mState.vertexAttribute[index].mCurrentValue[0] = x; | 
 | 	mState.vertexAttribute[index].mCurrentValue[1] = y; | 
 | 	mState.vertexAttribute[index].mCurrentValue[2] = z; | 
 | 	mState.vertexAttribute[index].mCurrentValue[3] = w; | 
 |  | 
 | 	mVertexDataManager->dirtyCurrentValue(index); | 
 | } | 
 |  | 
 | void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, | 
 |                               GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, | 
 |                               GLbitfield mask) | 
 | { | 
 | 	Framebuffer *readFramebuffer = getReadFramebuffer(); | 
 | 	Framebuffer *drawFramebuffer = getDrawFramebuffer(); | 
 |  | 
 | 	int readBufferWidth, readBufferHeight, readBufferSamples; | 
 | 	int drawBufferWidth, drawBufferHeight, drawBufferSamples; | 
 |  | 
 | 	if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || | 
 | 	   !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) | 
 | 	{ | 
 | 		return error(GL_INVALID_FRAMEBUFFER_OPERATION); | 
 | 	} | 
 |  | 
 | 	if(drawBufferSamples > 1) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	sw::SliceRect sourceRect; | 
 | 	sw::SliceRect destRect; | 
 |  | 
 | 	if(srcX0 < srcX1) | 
 | 	{ | 
 | 		sourceRect.x0 = srcX0; | 
 | 		sourceRect.x1 = srcX1; | 
 | 		destRect.x0 = dstX0; | 
 | 		destRect.x1 = dstX1; | 
 | 	} | 
 | 	else | 
 | 	{ | 
 | 		sourceRect.x0 = srcX1; | 
 | 		destRect.x0 = dstX1; | 
 | 		sourceRect.x1 = srcX0; | 
 | 		destRect.x1 = dstX0; | 
 | 	} | 
 |  | 
 | 	if(srcY0 < srcY1) | 
 | 	{ | 
 | 		sourceRect.y0 = srcY0; | 
 | 		destRect.y0 = dstY0; | 
 | 		sourceRect.y1 = srcY1; | 
 | 		destRect.y1 = dstY1; | 
 | 	} | 
 | 	else | 
 | 	{ | 
 | 		sourceRect.y0 = srcY1; | 
 | 		destRect.y0 = dstY1; | 
 | 		sourceRect.y1 = srcY0; | 
 | 		destRect.y1 = dstY0; | 
 | 	} | 
 |  | 
 | 	sw::Rect sourceScissoredRect = sourceRect; | 
 | 	sw::Rect destScissoredRect = destRect; | 
 |  | 
 | 	if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test | 
 | 	{ | 
 | 		if(destRect.x0 < mState.scissorX) | 
 | 		{ | 
 | 			int xDiff = mState.scissorX - destRect.x0; | 
 | 			destScissoredRect.x0 = mState.scissorX; | 
 | 			sourceScissoredRect.x0 += xDiff; | 
 | 		} | 
 |  | 
 | 		if(destRect.x1 > mState.scissorX + mState.scissorWidth) | 
 | 		{ | 
 | 			int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); | 
 | 			destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; | 
 | 			sourceScissoredRect.x1 -= xDiff; | 
 | 		} | 
 |  | 
 | 		if(destRect.y0 < mState.scissorY) | 
 | 		{ | 
 | 			int yDiff = mState.scissorY - destRect.y0; | 
 | 			destScissoredRect.y0 = mState.scissorY; | 
 | 			sourceScissoredRect.y0 += yDiff; | 
 | 		} | 
 |  | 
 | 		if(destRect.y1 > mState.scissorY + mState.scissorHeight) | 
 | 		{ | 
 | 			int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); | 
 | 			destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; | 
 | 			sourceScissoredRect.y1 -= yDiff; | 
 | 		} | 
 | 	} | 
 |  | 
 | 	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.x0 < 0) | 
 | 	{ | 
 | 		int xDiff = 0 - sourceTrimmedRect.x0; | 
 | 		sourceTrimmedRect.x0 = 0; | 
 | 		destTrimmedRect.x0 += xDiff; | 
 | 	} | 
 |  | 
 | 	if(sourceTrimmedRect.x1 > readBufferWidth) | 
 | 	{ | 
 | 		int xDiff = sourceTrimmedRect.x1 - readBufferWidth; | 
 | 		sourceTrimmedRect.x1 = readBufferWidth; | 
 | 		destTrimmedRect.x1 -= xDiff; | 
 | 	} | 
 |  | 
 | 	if(sourceTrimmedRect.y0 < 0) | 
 | 	{ | 
 | 		int yDiff = 0 - sourceTrimmedRect.y0; | 
 | 		sourceTrimmedRect.y0 = 0; | 
 | 		destTrimmedRect.y0 += yDiff; | 
 | 	} | 
 |  | 
 | 	if(sourceTrimmedRect.y1 > readBufferHeight) | 
 | 	{ | 
 | 		int yDiff = sourceTrimmedRect.y1 - readBufferHeight; | 
 | 		sourceTrimmedRect.y1 = readBufferHeight; | 
 | 		destTrimmedRect.y1 -= yDiff; | 
 | 	} | 
 |  | 
 | 	if(destTrimmedRect.x0 < 0) | 
 | 	{ | 
 | 		int xDiff = 0 - destTrimmedRect.x0; | 
 | 		destTrimmedRect.x0 = 0; | 
 | 		sourceTrimmedRect.x0 += xDiff; | 
 | 	} | 
 |  | 
 | 	if(destTrimmedRect.x1 > drawBufferWidth) | 
 | 	{ | 
 | 		int xDiff = destTrimmedRect.x1 - drawBufferWidth; | 
 | 		destTrimmedRect.x1 = drawBufferWidth; | 
 | 		sourceTrimmedRect.x1 -= xDiff; | 
 | 	} | 
 |  | 
 | 	if(destTrimmedRect.y0 < 0) | 
 | 	{ | 
 | 		int yDiff = 0 - destTrimmedRect.y0; | 
 | 		destTrimmedRect.y0 = 0; | 
 | 		sourceTrimmedRect.y0 += yDiff; | 
 | 	} | 
 |  | 
 | 	if(destTrimmedRect.y1 > drawBufferHeight) | 
 | 	{ | 
 | 		int yDiff = destTrimmedRect.y1 - drawBufferHeight; | 
 | 		destTrimmedRect.y1 = drawBufferHeight; | 
 | 		sourceTrimmedRect.y1 -= yDiff; | 
 | 	} | 
 |  | 
 | 	bool partialBufferCopy = false; | 
 |  | 
 | 	if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || | 
 | 	   sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || | 
 | 	   destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || | 
 | 	   destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || | 
 | 	   sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) | 
 | 	{ | 
 | 		partialBufferCopy = true; | 
 | 	} | 
 |  | 
 | 	bool blitRenderTarget = false; | 
 | 	bool blitDepthStencil = false; | 
 |  | 
 | 	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 && readBufferSamples > 1) | 
 | 		{ | 
 | 			return error(GL_INVALID_OPERATION); | 
 | 		} | 
 |  | 
 | 		blitRenderTarget = true; | 
 | 	} | 
 |  | 
 | 	if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) | 
 | 	{ | 
 | 		Renderbuffer *readDSBuffer = nullptr; | 
 | 		Renderbuffer *drawDSBuffer = nullptr; | 
 |  | 
 | 		// 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() > 1) || | 
 | 		   (readDSBuffer && readDSBuffer->getSamples() > 1)) | 
 | 		{ | 
 | 			return error(GL_INVALID_OPERATION); | 
 | 		} | 
 | 	} | 
 |  | 
 | 	if(blitRenderTarget || blitDepthStencil) | 
 | 	{ | 
 | 		if(blitRenderTarget) | 
 | 		{ | 
 | 			Image *readRenderTarget = readFramebuffer->getRenderTarget(); | 
 | 			Image *drawRenderTarget = drawFramebuffer->getRenderTarget(); | 
 |  | 
 | 			bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false); | 
 |  | 
 | 			readRenderTarget->release(); | 
 | 			drawRenderTarget->release(); | 
 |  | 
 | 			if(!success) | 
 | 			{ | 
 | 				ERR("BlitFramebufferANGLE failed."); | 
 | 				return; | 
 | 			} | 
 | 		} | 
 |  | 
 | 		if(blitDepthStencil) | 
 | 		{ | 
 | 			bool success = device->stretchRect(readFramebuffer->getDepthStencil(), nullptr, drawFramebuffer->getDepthStencil(), nullptr, false); | 
 |  | 
 | 			if(!success) | 
 | 			{ | 
 | 				ERR("BlitFramebufferANGLE failed."); | 
 | 				return; | 
 | 			} | 
 | 		} | 
 | 	} | 
 | } | 
 |  | 
 | void Context::setMatrixMode(GLenum mode) | 
 | { | 
 | 	matrixMode = mode; | 
 | } | 
 |  | 
 | sw::MatrixStack &Context::currentMatrixStack() | 
 | { | 
 | 	switch(matrixMode) | 
 | 	{ | 
 | 	case GL_MODELVIEW:  return modelView;                     break; | 
 | 	case GL_PROJECTION: return projection;                    break; | 
 | 	case GL_TEXTURE:    return texture[mState.activeSampler]; break; | 
 | 	default:            UNREACHABLE(matrixMode); return modelView;      break; | 
 | 	} | 
 | } | 
 |  | 
 | void Context::loadIdentity() | 
 | { | 
 | 	if(drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	currentMatrixStack().identity(); | 
 | } | 
 |  | 
 | void Context::pushMatrix() | 
 | { | 
 | 	//if(drawing) | 
 | 	//{ | 
 | 	//    return error(GL_INVALID_OPERATION); | 
 | 	//} | 
 |  | 
 | 	if(!currentMatrixStack().push()) | 
 | 	{ | 
 | 		return error(GL_STACK_OVERFLOW); | 
 | 	} | 
 | } | 
 |  | 
 | void Context::popMatrix() | 
 | { | 
 | 	//if(drawing) | 
 | 	//{ | 
 | 	//    return error(GL_INVALID_OPERATION); | 
 | 	//} | 
 |  | 
 | 	if(!currentMatrixStack().pop()) | 
 | 	{ | 
 | 		return error(GL_STACK_OVERFLOW); | 
 | 	} | 
 | } | 
 |  | 
 | void Context::rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) | 
 | { | 
 | 	if(drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	currentMatrixStack().rotate(angle, x, y, z); | 
 | } | 
 |  | 
 | void Context::translate(GLfloat x, GLfloat y, GLfloat z) | 
 | { | 
 | 	if(drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	currentMatrixStack().translate(x, y, z); | 
 | } | 
 |  | 
 | void Context::scale(GLfloat x, GLfloat y, GLfloat z) | 
 | { | 
 | 	if(drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	currentMatrixStack().scale(x, y, z); | 
 | } | 
 |  | 
 | void Context::multiply(const GLdouble *m) | 
 | { | 
 | 	if(drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	currentMatrixStack().multiply(m); | 
 | } | 
 |  | 
 | void Context::multiply(const GLfloat *m) | 
 | { | 
 | 	if(drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	currentMatrixStack().multiply(m); | 
 | } | 
 |  | 
 | void Context::frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) | 
 | { | 
 | 	if(drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	currentMatrixStack().frustum(left, right, bottom, top, zNear, zFar); | 
 | } | 
 |  | 
 | void Context::ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) | 
 | { | 
 | 	if(drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	currentMatrixStack().ortho(left, right, bottom, top, zNear, zFar); | 
 | } | 
 |  | 
 | void Context::setLightingEnabled(bool enable) | 
 | { | 
 | 	if(drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	device->setLightingEnable(enable); | 
 | } | 
 |  | 
 | void Context::setFogEnabled(bool enable) | 
 | { | 
 | 	if(drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	device->setFogEnable(enable); | 
 | } | 
 |  | 
 | void Context::setAlphaTestEnabled(bool enable) | 
 | { | 
 | 	if(drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	device->setAlphaTestEnable(enable); | 
 | } | 
 |  | 
 | void Context::alphaFunc(GLenum func, GLclampf ref) | 
 | { | 
 | 	if(drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	switch(func) | 
 | 	{ | 
 | 	case GL_NEVER:    device->setAlphaCompare(sw::ALPHA_NEVER);        break; | 
 | 	case GL_LESS:     device->setAlphaCompare(sw::ALPHA_LESS);         break; | 
 | 	case GL_EQUAL:    device->setAlphaCompare(sw::ALPHA_EQUAL);        break; | 
 | 	case GL_LEQUAL:   device->setAlphaCompare(sw::ALPHA_LESSEQUAL);    break; | 
 | 	case GL_GREATER:  device->setAlphaCompare(sw::ALPHA_GREATER);      break; | 
 | 	case GL_NOTEQUAL: device->setAlphaCompare(sw::ALPHA_NOTEQUAL);     break; | 
 | 	case GL_GEQUAL:   device->setAlphaCompare(sw::ALPHA_GREATEREQUAL); break; | 
 | 	case GL_ALWAYS:   device->setAlphaCompare(sw::ALPHA_ALWAYS);       break; | 
 | 	default: UNREACHABLE(func); | 
 | 	} | 
 |  | 
 | 	device->setAlphaReference(gl::clamp01(ref)); | 
 | } | 
 |  | 
 | void Context::setTexture2DEnabled(bool enable) | 
 | { | 
 | 	if(drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	envEnable[mState.activeSampler] = enable; | 
 | } | 
 |  | 
 | void Context::setShadeModel(GLenum mode) | 
 | { | 
 | 	//if(drawing) | 
 | 	//{ | 
 | 	//    return error(GL_INVALID_OPERATION); | 
 | 	//} | 
 |  | 
 | 	switch(mode) | 
 | 	{ | 
 | 	case GL_FLAT:   device->setShadingMode(sw::SHADING_FLAT);    break; | 
 | 	case GL_SMOOTH: device->setShadingMode(sw::SHADING_GOURAUD); break; | 
 | 	default: return error(GL_INVALID_ENUM); | 
 | 	} | 
 | } | 
 |  | 
 | void Context::setLightEnabled(int index, bool enable) | 
 | { | 
 | 	device->setLightEnable(index, enable); | 
 | } | 
 |  | 
 | void Context::setNormalizeNormalsEnabled(bool enable) | 
 | { | 
 | 	device->setNormalizeNormals(enable); | 
 | } | 
 |  | 
 | GLuint Context::genLists(GLsizei range) | 
 | { | 
 | 	if(drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION, 0); | 
 | 	} | 
 |  | 
 | 	int firstIndex = std::max(1u, firstFreeIndex); | 
 | 	for(; true; firstIndex++) | 
 | 	{ | 
 | 		int empty = 0; | 
 | 		for(; empty < range; empty++) | 
 | 		{ | 
 | 			if(displayList[firstIndex + empty] != 0) | 
 | 			{ | 
 | 				break; | 
 | 			} | 
 | 		} | 
 |  | 
 | 		if(empty == range) | 
 | 		{ | 
 | 			for(int i = firstIndex; i < firstIndex + range; i++) | 
 | 			{ | 
 | 				displayList[i] = new DisplayList(); | 
 | 			} | 
 |  | 
 | 			if(firstIndex == firstFreeIndex) | 
 | 			{ | 
 | 				firstFreeIndex = firstIndex + range; | 
 | 			} | 
 |  | 
 | 			return firstIndex; | 
 | 		} | 
 | 	} | 
 |  | 
 | 	return 0; | 
 | } | 
 |  | 
 | void Context::newList(GLuint list, GLenum mode) | 
 | { | 
 | 	if(drawing || listIndex != 0) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	ASSERT(!this->list); | 
 | 	this->list = new DisplayList(); | 
 |  | 
 | 	listIndex = list; | 
 | 	listMode = mode; | 
 | } | 
 |  | 
 | void Context::endList() | 
 | { | 
 | 	if(drawing || listIndex == 0) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	ASSERT(list); | 
 | 	delete displayList[listIndex]; | 
 | 	displayList[listIndex] = list; | 
 | 	list = 0; | 
 |  | 
 | 	listIndex = 0; | 
 | 	listMode = 0; | 
 | } | 
 |  | 
 | void Context::callList(GLuint list) | 
 | { | 
 | 	// As per GL specifications, if the list does not exist, it is ignored | 
 | 	if(displayList[list]) | 
 | 	{ | 
 | 		displayList[list]->call(); | 
 | 	} | 
 | } | 
 |  | 
 | void Context::deleteList(GLuint list) | 
 | { | 
 | 	delete displayList[list]; | 
 | 	displayList[list] = 0; | 
 | 	displayList.erase(list); | 
 | 	firstFreeIndex = std::min(firstFreeIndex , list); | 
 | } | 
 |  | 
 | void Context::listCommand(Command *command) | 
 | { | 
 | 	ASSERT(list); | 
 | 	list->list.push_back(command); | 
 |  | 
 | 	if(listMode == GL_COMPILE_AND_EXECUTE) | 
 | 	{ | 
 | 		listMode = 0; | 
 | 		command->call(); | 
 | 		listMode = GL_COMPILE_AND_EXECUTE; | 
 | 	} | 
 | } | 
 |  | 
 | void APIENTRY glVertexAttribArray(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr) | 
 | { | 
 | 	TRACE("(GLuint index = %d, GLint size = %d, GLenum type = 0x%X, " | 
 | 	      "GLboolean normalized = %d, GLsizei stride = %d, const GLvoid* ptr = %p)", | 
 | 	      index, size, type, normalized, stride, ptr); | 
 |  | 
 | 	gl::Context *context = gl::getContext(); | 
 |  | 
 | 	if(context) | 
 | 	{ | 
 | 		context->setVertexAttribState(index, context->getArrayBuffer(), size, type, (normalized == GL_TRUE), stride, ptr); | 
 | 		context->setVertexAttribArrayEnabled(index, ptr != 0); | 
 | 	} | 
 | } | 
 |  | 
 | void Context::captureAttribs() | 
 | { | 
 | 	memcpy(clientAttribute, mState.vertexAttribute, sizeof(mState.vertexAttribute)); | 
 | } | 
 |  | 
 | void Context::captureDrawArrays(GLenum mode, GLint first, GLsizei count) | 
 | { | 
 | 	ASSERT(first == 0);   // FIXME: UNIMPLEMENTED! | 
 |  | 
 | 	for(GLuint i = 0; i < MAX_VERTEX_ATTRIBS; i++) | 
 | 	{ | 
 | 		GLint size = mState.vertexAttribute[i].mSize; | 
 | 		GLenum type = mState.vertexAttribute[i].mType; | 
 | 		GLboolean normalized = mState.vertexAttribute[i].mNormalized; | 
 | 		GLsizei stride = mState.vertexAttribute[i].mStride; | 
 | 		const GLvoid *pointer = mState.vertexAttribute[i].mPointer; | 
 |  | 
 | 		size_t length = count * mState.vertexAttribute[i].stride(); | 
 |  | 
 | 		if(mState.vertexAttribute[i].mArrayEnabled) | 
 | 		{ | 
 | 			ASSERT(pointer);   // FIXME: Add to condition? | 
 | 			const int padding = 1024;   // For SIMD processing of vertices   // FIXME: Still necessary? | 
 | 			void *buffer = new unsigned char[length + padding]; | 
 | 			memcpy(buffer, pointer, length); | 
 |  | 
 | 			listCommand(gl::newCommand(glVertexAttribArray, i, size, type, normalized, stride, (const void*)buffer)); | 
 | 		} | 
 | 		else | 
 | 		{ | 
 | 			listCommand(gl::newCommand(glVertexAttribArray, i, size, type, normalized, stride, (const void*)0)); | 
 | 		} | 
 | 	} | 
 | } | 
 |  | 
 | void Context::restoreAttribs() | 
 | { | 
 | 	memcpy(mState.vertexAttribute, clientAttribute, sizeof(mState.vertexAttribute)); | 
 | } | 
 |  | 
 | void Context::clientActiveTexture(GLenum texture) | 
 | { | 
 | 	clientTexture = texture; | 
 | } | 
 |  | 
 | GLenum Context::getClientActiveTexture() const | 
 | { | 
 | 	return clientTexture; | 
 | } | 
 |  | 
 | unsigned int Context::getActiveTexture() const | 
 | { | 
 | 	return mState.activeSampler; | 
 | } | 
 |  | 
 | void Context::begin(GLenum mode) | 
 | { | 
 | 	if(drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	drawing = true; | 
 | 	drawMode = mode; | 
 |  | 
 | 	vertex.clear(); | 
 | } | 
 |  | 
 | void Context::position(GLfloat x, GLfloat y, GLfloat z, GLfloat w) | 
 | { | 
 | 	InVertex v; | 
 |  | 
 | 	v.P.x = x; | 
 | 	v.P.y = y; | 
 | 	v.P.z = z; | 
 | 	v.P.w = w; | 
 | 	v.C.x = mState.vertexAttribute[sw::Color0].mCurrentValue[0]; | 
 | 	v.C.y = mState.vertexAttribute[sw::Color0].mCurrentValue[1]; | 
 | 	v.C.z = mState.vertexAttribute[sw::Color0].mCurrentValue[2]; | 
 | 	v.C.w = mState.vertexAttribute[sw::Color0].mCurrentValue[3]; | 
 | 	v.N.x = mState.vertexAttribute[sw::Normal].mCurrentValue[0]; | 
 | 	v.N.y = mState.vertexAttribute[sw::Normal].mCurrentValue[1]; | 
 | 	v.N.z = mState.vertexAttribute[sw::Normal].mCurrentValue[2]; | 
 | 	v.N.w = mState.vertexAttribute[sw::Normal].mCurrentValue[3]; | 
 | 	v.T0.x = mState.vertexAttribute[sw::TexCoord0].mCurrentValue[0]; | 
 | 	v.T0.y = mState.vertexAttribute[sw::TexCoord0].mCurrentValue[1]; | 
 | 	v.T0.z = mState.vertexAttribute[sw::TexCoord0].mCurrentValue[2]; | 
 | 	v.T0.w = mState.vertexAttribute[sw::TexCoord0].mCurrentValue[3]; | 
 | 	v.T1.x = mState.vertexAttribute[sw::TexCoord1].mCurrentValue[0]; | 
 | 	v.T1.y = mState.vertexAttribute[sw::TexCoord1].mCurrentValue[1]; | 
 | 	v.T1.z = mState.vertexAttribute[sw::TexCoord1].mCurrentValue[2]; | 
 | 	v.T1.w = mState.vertexAttribute[sw::TexCoord1].mCurrentValue[3]; | 
 |  | 
 | 	vertex.push_back(v); | 
 | } | 
 |  | 
 | void Context::end() | 
 | { | 
 | 	if(!drawing) | 
 | 	{ | 
 | 		return error(GL_INVALID_OPERATION); | 
 | 	} | 
 |  | 
 | 	device->setProjectionMatrix(projection.current()); | 
 | 	device->setViewMatrix(modelView.current()); | 
 | 	device->setTextureMatrix(0, texture[0].current()); | 
 | 	device->setTextureMatrix(1, texture[1].current()); | 
 | 	device->setTextureTransform(0, texture[0].isIdentity() ? 0 : 4, false); | 
 | 	device->setTextureTransform(1, texture[1].isIdentity() ? 0 : 4, false); | 
 |  | 
 | 	captureAttribs(); | 
 |  | 
 | 	for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) | 
 | 	{ | 
 | 		mState.vertexAttribute[i].mArrayEnabled = false; | 
 | 	} | 
 |  | 
 | 	setVertexAttribState(sw::Position, 0, 4, GL_FLOAT, false, sizeof(InVertex), &vertex[0].P); | 
 | 	setVertexAttribState(sw::Normal, 0, 4, GL_FLOAT, false, sizeof(InVertex), &vertex[0].N); | 
 | 	setVertexAttribState(sw::Color0, 0, 4, GL_FLOAT, false, sizeof(InVertex), &vertex[0].C); | 
 | 	setVertexAttribState(sw::TexCoord0, 0, 2, GL_FLOAT, false, sizeof(InVertex), &vertex[0].T0); | 
 | 	setVertexAttribState(sw::TexCoord1, 0, 2, GL_FLOAT, false, sizeof(InVertex), &vertex[0].T1); | 
 |  | 
 | 	mState.vertexAttribute[sw::Position].mArrayEnabled = true; | 
 | 	mState.vertexAttribute[sw::Normal].mArrayEnabled = true; | 
 | 	mState.vertexAttribute[sw::Color0].mArrayEnabled = true; | 
 | 	mState.vertexAttribute[sw::TexCoord0].mArrayEnabled = true; | 
 | 	mState.vertexAttribute[sw::TexCoord1].mArrayEnabled = true; | 
 |  | 
 | 	applyState(drawMode); | 
 |  | 
 | 	GLenum err = applyVertexBuffer(0, 0, vertex.size()); | 
 | 	if(err != GL_NO_ERROR) | 
 | 	{ | 
 | 		return error(err); | 
 | 	} | 
 |  | 
 | 	applyTextures(); | 
 |  | 
 | 	switch(drawMode) | 
 | 	{ | 
 | 	case GL_POINTS: | 
 | 		UNIMPLEMENTED(); | 
 | 		break; | 
 | 	case GL_LINES: | 
 | 		UNIMPLEMENTED(); | 
 | 		break; | 
 | 	case GL_LINE_STRIP: | 
 | 		UNIMPLEMENTED(); | 
 | 		break; | 
 | 	case GL_LINE_LOOP: | 
 | 		UNIMPLEMENTED(); | 
 | 		break; | 
 | 	case GL_TRIANGLES: | 
 | 		UNIMPLEMENTED(); | 
 | 		break; | 
 | 	case GL_TRIANGLE_STRIP: | 
 | 		device->drawPrimitive(DRAW_TRIANGLESTRIP, vertex.size() - 2); | 
 | 		break; | 
 | 	case GL_TRIANGLE_FAN: | 
 | 		UNIMPLEMENTED(); | 
 | 		break; | 
 | 	case GL_QUADS: | 
 | 		UNIMPLEMENTED(); | 
 | 		break; | 
 | 	case GL_QUAD_STRIP: | 
 | 		UNIMPLEMENTED(); | 
 | 		break; | 
 | 	case GL_POLYGON: | 
 | 		UNIMPLEMENTED(); | 
 | 		break; | 
 | 	default: | 
 | 		UNREACHABLE(drawMode); | 
 | 	} | 
 |  | 
 | 	restoreAttribs(); | 
 |  | 
 | 	drawing = false; | 
 | } | 
 |  | 
 | void Context::setColorLogicOpEnabled(bool colorLogicOpEnabled) | 
 | { | 
 | 	if(mState.colorLogicOpEnabled != colorLogicOpEnabled) | 
 | 	{ | 
 | 		mState.colorLogicOpEnabled = colorLogicOpEnabled; | 
 | 		mColorLogicOperatorDirty = true; | 
 | 	} | 
 | } | 
 |  | 
 | bool Context::isColorLogicOpEnabled() | 
 | { | 
 | 	return mState.colorLogicOpEnabled; | 
 | } | 
 |  | 
 | void Context::setLogicalOperation(GLenum logicalOperation) | 
 | { | 
 | 	if(mState.logicalOperation != logicalOperation) | 
 | 	{ | 
 | 		mState.logicalOperation = logicalOperation; | 
 | 		mColorLogicOperatorDirty = true; | 
 | 	} | 
 | } | 
 |  | 
 | void Context::setColorMaterialEnabled(bool enable) | 
 | { | 
 | 	device->setColorVertexEnable(enable); | 
 | } | 
 |  | 
 | void Context::setColorMaterialMode(GLenum mode) | 
 | { | 
 | 	switch(mode) | 
 | 	{ | 
 | 	case GL_EMISSION: | 
 | 		device->setDiffuseMaterialSource(sw::MATERIAL_MATERIAL); | 
 | 		device->setSpecularMaterialSource(sw::MATERIAL_MATERIAL); | 
 | 		device->setAmbientMaterialSource(sw::MATERIAL_MATERIAL); | 
 | 		device->setEmissiveMaterialSource(sw::MATERIAL_COLOR1); | 
 | 		break; | 
 | 	case GL_AMBIENT: | 
 | 		device->setDiffuseMaterialSource(sw::MATERIAL_MATERIAL); | 
 | 		device->setSpecularMaterialSource(sw::MATERIAL_MATERIAL); | 
 | 		device->setAmbientMaterialSource(sw::MATERIAL_COLOR1); | 
 | 		device->setEmissiveMaterialSource(sw::MATERIAL_MATERIAL); | 
 | 		break; | 
 | 	case GL_DIFFUSE: | 
 | 		device->setDiffuseMaterialSource(sw::MATERIAL_COLOR1); | 
 | 		device->setSpecularMaterialSource(sw::MATERIAL_MATERIAL); | 
 | 		device->setAmbientMaterialSource(sw::MATERIAL_MATERIAL); | 
 | 		device->setEmissiveMaterialSource(sw::MATERIAL_MATERIAL); | 
 | 		break; | 
 | 	case GL_SPECULAR: | 
 | 		device->setDiffuseMaterialSource(sw::MATERIAL_MATERIAL); | 
 | 		device->setSpecularMaterialSource(sw::MATERIAL_COLOR1); | 
 | 		device->setAmbientMaterialSource(sw::MATERIAL_MATERIAL); | 
 | 		device->setEmissiveMaterialSource(sw::MATERIAL_MATERIAL); | 
 | 		break; | 
 | 	case GL_AMBIENT_AND_DIFFUSE: | 
 | 		device->setDiffuseMaterialSource(sw::MATERIAL_COLOR1); | 
 | 		device->setSpecularMaterialSource(sw::MATERIAL_MATERIAL); | 
 | 		device->setAmbientMaterialSource(sw::MATERIAL_COLOR1); | 
 | 		device->setEmissiveMaterialSource(sw::MATERIAL_MATERIAL); | 
 | 		break; | 
 | 	default: | 
 | 		UNREACHABLE(mode); | 
 | 	} | 
 | } | 
 |  | 
 | Device *Context::getDevice() | 
 | { | 
 | 	return device; | 
 | } | 
 |  | 
 | } |