TYPE3
[iec.git] / src / type3_AndroidCloud / anbox-master / android / opengl / system / GLESv2_enc / GL2Encoder.cpp
diff --git a/src/type3_AndroidCloud/anbox-master/android/opengl/system/GLESv2_enc/GL2Encoder.cpp b/src/type3_AndroidCloud/anbox-master/android/opengl/system/GLESv2_enc/GL2Encoder.cpp
new file mode 100644 (file)
index 0000000..268f76c
--- /dev/null
@@ -0,0 +1,1488 @@
+/*
+* Copyright (C) 2011 The Android Open Source Project
+*
+* 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.
+*/
+
+#include "GL2Encoder.h"
+#include <assert.h>
+#include <ctype.h>
+#include <cmath>
+
+#ifndef MIN
+#define MIN(a, b) ((a) < (b) ? (a) : (b))
+#endif
+
+static GLubyte *gVendorString= (GLubyte *) "Android";
+static GLubyte *gRendererString= (GLubyte *) "Android HW-GLES 2.0";
+static GLubyte *gVersionString= (GLubyte *) "OpenGL ES 2.0";
+static GLubyte *gExtensionsString= (GLubyte *) "GL_OES_EGL_image_external ";
+
+#define SET_ERROR_IF(condition,err) if((condition)) {                            \
+        ALOGE("%s:%s:%d GL error 0x%x\n", __FILE__, __FUNCTION__, __LINE__, err); \
+        ctx->setError(err);                                    \
+        return;                                                  \
+    }
+
+
+#define RET_AND_SET_ERROR_IF(condition,err,ret) if((condition)) {                \
+        ALOGE("%s:%s:%d GL error 0x%x\n", __FILE__, __FUNCTION__, __LINE__, err); \
+        ctx->setError(err);                                    \
+        return ret;                                              \
+    }
+
+
+GL2Encoder::GL2Encoder(IOStream *stream, ChecksumCalculator *protocol)
+        : gl2_encoder_context_t(stream, protocol)
+{
+    m_initialized = false;
+    m_state = NULL;
+    m_error = GL_NO_ERROR;
+    m_num_compressedTextureFormats = 0;
+    m_max_cubeMapTextureSize = 0;
+    m_max_renderBufferSize = 0;
+    m_max_textureSize = 0;
+    m_compressedTextureFormats = NULL;
+
+    //overrides
+#define OVERRIDE(name)  m_##name##_enc = this-> name ; this-> name = &s_##name
+
+    OVERRIDE(glFlush);
+    OVERRIDE(glPixelStorei);
+    OVERRIDE(glGetString);
+    OVERRIDE(glBindBuffer);
+    OVERRIDE(glBufferData);
+    OVERRIDE(glBufferSubData);
+    OVERRIDE(glDeleteBuffers);
+    OVERRIDE(glDrawArrays);
+    OVERRIDE(glDrawElements);
+    OVERRIDE(glGetIntegerv);
+    OVERRIDE(glGetFloatv);
+    OVERRIDE(glGetBooleanv);
+    OVERRIDE(glVertexAttribPointer);
+    OVERRIDE(glEnableVertexAttribArray);
+    OVERRIDE(glDisableVertexAttribArray);
+    OVERRIDE(glGetVertexAttribiv);
+    OVERRIDE(glGetVertexAttribfv);
+    OVERRIDE(glGetVertexAttribPointerv);
+
+    this->glShaderBinary = &s_glShaderBinary;
+    this->glShaderSource = &s_glShaderSource;
+    this->glFinish = &s_glFinish;
+
+    OVERRIDE(glGetError);
+    OVERRIDE(glLinkProgram);
+    OVERRIDE(glDeleteProgram);
+    OVERRIDE(glGetUniformiv);
+    OVERRIDE(glGetUniformfv);
+    OVERRIDE(glCreateProgram);
+    OVERRIDE(glCreateShader);
+    OVERRIDE(glDeleteShader);
+    OVERRIDE(glAttachShader);
+    OVERRIDE(glDetachShader);
+    OVERRIDE(glGetAttachedShaders);
+    OVERRIDE(glGetShaderSource);
+    OVERRIDE(glGetShaderInfoLog);
+    OVERRIDE(glGetProgramInfoLog);
+
+    OVERRIDE(glGetUniformLocation);
+    OVERRIDE(glUseProgram);
+
+    OVERRIDE(glUniform1f);
+    OVERRIDE(glUniform1fv);
+    OVERRIDE(glUniform1i);
+    OVERRIDE(glUniform1iv);
+    OVERRIDE(glUniform2f);
+    OVERRIDE(glUniform2fv);
+    OVERRIDE(glUniform2i);
+    OVERRIDE(glUniform2iv);
+    OVERRIDE(glUniform3f);
+    OVERRIDE(glUniform3fv);
+    OVERRIDE(glUniform3i);
+    OVERRIDE(glUniform3iv);
+    OVERRIDE(glUniform4f);
+    OVERRIDE(glUniform4fv);
+    OVERRIDE(glUniform4i);
+    OVERRIDE(glUniform4iv);
+    OVERRIDE(glUniformMatrix2fv);
+    OVERRIDE(glUniformMatrix3fv);
+    OVERRIDE(glUniformMatrix4fv);
+
+    OVERRIDE(glActiveTexture);
+    OVERRIDE(glBindTexture);
+    OVERRIDE(glDeleteTextures);
+    OVERRIDE(glGetTexParameterfv);
+    OVERRIDE(glGetTexParameteriv);
+    OVERRIDE(glTexParameterf);
+    OVERRIDE(glTexParameterfv);
+    OVERRIDE(glTexParameteri);
+    OVERRIDE(glTexParameteriv);
+    OVERRIDE(glTexImage2D);
+    OVERRIDE(glTexSubImage2D);
+}
+
+GL2Encoder::~GL2Encoder()
+{
+    delete m_compressedTextureFormats;
+}
+
+GLenum GL2Encoder::s_glGetError(void * self)
+{
+    GL2Encoder *ctx = (GL2Encoder *)self;
+    GLenum err = ctx->getError();
+    if(err != GL_NO_ERROR) {
+        ctx->setError(GL_NO_ERROR);
+        return err;
+    }
+
+    return ctx->m_glGetError_enc(self);
+
+}
+
+void GL2Encoder::s_glFlush(void *self)
+{
+    GL2Encoder *ctx = (GL2Encoder *) self;
+    ctx->m_glFlush_enc(self);
+    ctx->m_stream->flush();
+}
+
+const GLubyte *GL2Encoder::s_glGetString(void *self, GLenum name)
+{
+    (void)self;
+
+    GLubyte *retval =  (GLubyte *) "";
+    switch(name) {
+    case GL_VENDOR:
+        retval = gVendorString;
+        break;
+    case GL_RENDERER:
+        retval = gRendererString;
+        break;
+    case GL_VERSION:
+        retval = gVersionString;
+        break;
+    case GL_EXTENSIONS:
+        retval = gExtensionsString;
+        break;
+    }
+    return retval;
+}
+
+void GL2Encoder::s_glPixelStorei(void *self, GLenum param, GLint value)
+{
+    GL2Encoder *ctx = (GL2Encoder *)self;
+    ctx->m_glPixelStorei_enc(ctx, param, value);
+    assert(ctx->m_state != NULL);
+    ctx->m_state->setPixelStore(param, value);
+}
+
+
+void GL2Encoder::s_glBindBuffer(void *self, GLenum target, GLuint id)
+{
+    GL2Encoder *ctx = (GL2Encoder *) self;
+    assert(ctx->m_state != NULL);
+    ctx->m_state->bindBuffer(target, id);
+    // TODO set error state if needed;
+    ctx->m_glBindBuffer_enc(self, target, id);
+}
+
+void GL2Encoder::s_glBufferData(void * self, GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage)
+{
+    GL2Encoder *ctx = (GL2Encoder *) self;
+    SET_ERROR_IF(!(target == GL_ARRAY_BUFFER || target == GL_ELEMENT_ARRAY_BUFFER), GL_INVALID_ENUM);
+    GLuint bufferId = ctx->m_state->getBuffer(target);
+    SET_ERROR_IF(bufferId==0, GL_INVALID_OPERATION);
+    SET_ERROR_IF(size<0, GL_INVALID_VALUE);
+
+    ctx->m_shared->updateBufferData(bufferId, size, (void*)data);
+    ctx->m_glBufferData_enc(self, target, size, data, usage);
+}
+
+void GL2Encoder::s_glBufferSubData(void * self, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data)
+{
+    GL2Encoder *ctx = (GL2Encoder *) self;
+    SET_ERROR_IF(!(target == GL_ARRAY_BUFFER || target == GL_ELEMENT_ARRAY_BUFFER), GL_INVALID_ENUM);
+    GLuint bufferId = ctx->m_state->getBuffer(target);
+    SET_ERROR_IF(bufferId==0, GL_INVALID_OPERATION);
+
+    GLenum res = ctx->m_shared->subUpdateBufferData(bufferId, offset, size, (void*)data);
+    SET_ERROR_IF(res, res);
+
+    ctx->m_glBufferSubData_enc(self, target, offset, size, data);
+}
+
+void GL2Encoder::s_glDeleteBuffers(void * self, GLsizei n, const GLuint * buffers)
+{
+    GL2Encoder *ctx = (GL2Encoder *) self;
+    SET_ERROR_IF(n<0, GL_INVALID_VALUE);
+    for (int i=0; i<n; i++) {
+        ctx->m_shared->deleteBufferData(buffers[i]);
+        ctx->m_state->unBindBuffer(buffers[i]);
+        ctx->m_glDeleteBuffers_enc(self,1,&buffers[i]);
+    }
+}
+
+void GL2Encoder::s_glVertexAttribPointer(void *self, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * ptr)
+{
+    GL2Encoder *ctx = (GL2Encoder *)self;
+    assert(ctx->m_state != NULL);
+    ctx->m_state->setState(indx, size, type, normalized, stride, ptr);
+}
+
+void GL2Encoder::s_glGetIntegerv(void *self, GLenum param, GLint *ptr)
+{
+    GL2Encoder *ctx = (GL2Encoder *) self;
+    assert(ctx->m_state != NULL);
+    GLClientState* state = ctx->m_state;
+
+    switch (param) {
+    case GL_NUM_SHADER_BINARY_FORMATS:
+        *ptr = 0;
+        break;
+    case GL_SHADER_BINARY_FORMATS:
+        // do nothing
+        break;
+
+    case GL_COMPRESSED_TEXTURE_FORMATS: {
+        GLint *compressedTextureFormats = ctx->getCompressedTextureFormats();
+        if (ctx->m_num_compressedTextureFormats > 0 &&
+                compressedTextureFormats != NULL) {
+            memcpy(ptr, compressedTextureFormats,
+                    ctx->m_num_compressedTextureFormats * sizeof(GLint));
+        }
+        break;
+    }
+
+    case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
+    case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
+    case GL_MAX_TEXTURE_IMAGE_UNITS:
+        ctx->m_glGetIntegerv_enc(self, param, ptr);
+        *ptr = MIN(*ptr, GLClientState::MAX_TEXTURE_UNITS);
+        break;
+
+    case GL_TEXTURE_BINDING_2D:
+        *ptr = state->getBoundTexture(GL_TEXTURE_2D);
+        break;
+    case GL_TEXTURE_BINDING_EXTERNAL_OES:
+        *ptr = state->getBoundTexture(GL_TEXTURE_EXTERNAL_OES);
+        break;
+
+    case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
+        if (ctx->m_max_cubeMapTextureSize != 0) {
+            *ptr = ctx->m_max_cubeMapTextureSize;
+        } else {
+            ctx->m_glGetIntegerv_enc(self, param, ptr);
+            ctx->m_max_cubeMapTextureSize = *ptr;
+        }
+        break;
+    case GL_MAX_RENDERBUFFER_SIZE:
+        if (ctx->m_max_renderBufferSize != 0) {
+            *ptr = ctx->m_max_renderBufferSize;
+        } else {
+            ctx->m_glGetIntegerv_enc(self, param, ptr);
+            ctx->m_max_renderBufferSize = *ptr;
+        }
+        break;
+    case GL_MAX_TEXTURE_SIZE:
+        if (ctx->m_max_textureSize != 0) {
+            *ptr = ctx->m_max_textureSize;
+        } else {
+            ctx->m_glGetIntegerv_enc(self, param, ptr);
+            ctx->m_max_textureSize = *ptr;
+        }
+        break;
+    case GL_MAX_VERTEX_ATTRIBS:
+        if (!ctx->m_state->getClientStateParameter<GLint>(param, ptr)) {
+            ctx->m_glGetIntegerv_enc(self, param, ptr);
+            ctx->m_state->setMaxVertexAttribs(*ptr);
+        }
+        break;
+    default:
+        if (!ctx->m_state->getClientStateParameter<GLint>(param, ptr)) {
+            ctx->m_glGetIntegerv_enc(self, param, ptr);
+        }
+        break;
+    }
+}
+
+
+void GL2Encoder::s_glGetFloatv(void *self, GLenum param, GLfloat *ptr)
+{
+    GL2Encoder *ctx = (GL2Encoder *)self;
+    assert(ctx->m_state != NULL);
+    GLClientState* state = ctx->m_state;
+
+    switch (param) {
+    case GL_NUM_SHADER_BINARY_FORMATS:
+        *ptr = 0;
+        break;
+    case GL_SHADER_BINARY_FORMATS:
+        // do nothing
+        break;
+
+    case GL_COMPRESSED_TEXTURE_FORMATS: {
+        GLint *compressedTextureFormats = ctx->getCompressedTextureFormats();
+        if (ctx->m_num_compressedTextureFormats > 0 &&
+                compressedTextureFormats != NULL) {
+            for (int i = 0; i < ctx->m_num_compressedTextureFormats; i++) {
+                ptr[i] = (GLfloat) compressedTextureFormats[i];
+            }
+        }
+        break;
+    }
+
+    case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
+    case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
+    case GL_MAX_TEXTURE_IMAGE_UNITS:
+        ctx->m_glGetFloatv_enc(self, param, ptr);
+        *ptr = MIN(*ptr, (GLfloat)GLClientState::MAX_TEXTURE_UNITS);
+        break;
+
+    case GL_TEXTURE_BINDING_2D:
+        *ptr = (GLfloat)state->getBoundTexture(GL_TEXTURE_2D);
+        break;
+    case GL_TEXTURE_BINDING_EXTERNAL_OES:
+        *ptr = (GLfloat)state->getBoundTexture(GL_TEXTURE_EXTERNAL_OES);
+        break;
+
+    default:
+        if (!ctx->m_state->getClientStateParameter<GLfloat>(param, ptr)) {
+            ctx->m_glGetFloatv_enc(self, param, ptr);
+        }
+        break;
+    }
+}
+
+
+void GL2Encoder::s_glGetBooleanv(void *self, GLenum param, GLboolean *ptr)
+{
+    GL2Encoder *ctx = (GL2Encoder *)self;
+    assert(ctx->m_state != NULL);
+    GLClientState* state = ctx->m_state;
+
+    switch (param) {
+    case GL_NUM_SHADER_BINARY_FORMATS:
+        *ptr = GL_FALSE;
+        break;
+    case GL_SHADER_BINARY_FORMATS:
+        // do nothing
+        break;
+
+    case GL_COMPRESSED_TEXTURE_FORMATS: {
+        GLint *compressedTextureFormats = ctx->getCompressedTextureFormats();
+        if (ctx->m_num_compressedTextureFormats > 0 &&
+                compressedTextureFormats != NULL) {
+            for (int i = 0; i < ctx->m_num_compressedTextureFormats; i++) {
+                ptr[i] = compressedTextureFormats[i] != 0 ? GL_TRUE : GL_FALSE;
+            }
+        }
+        break;
+    }
+
+    case GL_TEXTURE_BINDING_2D:
+        *ptr = state->getBoundTexture(GL_TEXTURE_2D) != 0 ? GL_TRUE : GL_FALSE;
+        break;
+    case GL_TEXTURE_BINDING_EXTERNAL_OES:
+        *ptr = state->getBoundTexture(GL_TEXTURE_EXTERNAL_OES) != 0
+                ? GL_TRUE : GL_FALSE;
+        break;
+
+    default:
+        if (!ctx->m_state->getClientStateParameter<GLboolean>(param, ptr)) {
+            ctx->m_glGetBooleanv_enc(self, param, ptr);
+        }
+        *ptr = (*ptr != 0) ? GL_TRUE : GL_FALSE;
+        break;
+    }
+}
+
+
+void GL2Encoder::s_glEnableVertexAttribArray(void *self, GLuint index)
+{
+    GL2Encoder *ctx = (GL2Encoder *)self;
+    assert(ctx->m_state);
+    GLint maxIndex;
+    ctx->glGetIntegerv(self, GL_MAX_VERTEX_ATTRIBS, &maxIndex);
+    SET_ERROR_IF(!(index < maxIndex), GL_INVALID_VALUE);
+    ctx->m_state->enable(index, 1);
+}
+
+void GL2Encoder::s_glDisableVertexAttribArray(void *self, GLuint index)
+{
+    GL2Encoder *ctx = (GL2Encoder *)self;
+    assert(ctx->m_state);
+    GLint maxIndex;
+    ctx->glGetIntegerv(self, GL_MAX_VERTEX_ATTRIBS, &maxIndex);
+    SET_ERROR_IF(!(index < maxIndex), GL_INVALID_VALUE);
+    ctx->m_state->enable(index, 0);
+}
+
+
+void GL2Encoder::s_glGetVertexAttribiv(void *self, GLuint index, GLenum pname, GLint *params)
+{
+    GL2Encoder *ctx = (GL2Encoder *)self;
+    assert(ctx->m_state);
+    GLint maxIndex;
+    ctx->glGetIntegerv(self, GL_MAX_VERTEX_ATTRIBS, &maxIndex);
+    SET_ERROR_IF(!(index < maxIndex), GL_INVALID_VALUE);
+
+    if (!ctx->m_state->getVertexAttribParameter<GLint>(index, pname, params)) {
+        ctx->m_glGetVertexAttribiv_enc(self, index, pname, params);
+    }
+}
+
+void GL2Encoder::s_glGetVertexAttribfv(void *self, GLuint index, GLenum pname, GLfloat *params)
+{
+    GL2Encoder *ctx = (GL2Encoder *)self;
+    assert(ctx->m_state);
+    GLint maxIndex;
+    ctx->glGetIntegerv(self, GL_MAX_VERTEX_ATTRIBS, &maxIndex);
+    SET_ERROR_IF(!(index < maxIndex), GL_INVALID_VALUE);
+
+    if (!ctx->m_state->getVertexAttribParameter<GLfloat>(index, pname, params)) {
+        ctx->m_glGetVertexAttribfv_enc(self, index, pname, params);
+    }
+}
+
+void GL2Encoder::s_glGetVertexAttribPointerv(void *self, GLuint index, GLenum pname, GLvoid **pointer)
+{
+    GL2Encoder *ctx = (GL2Encoder *)self;
+    if (ctx->m_state == NULL) return;
+    GLint maxIndex;
+    ctx->glGetIntegerv(self, GL_MAX_VERTEX_ATTRIBS, &maxIndex);
+    SET_ERROR_IF(!(index < maxIndex), GL_INVALID_VALUE);
+    SET_ERROR_IF(pname != GL_VERTEX_ATTRIB_ARRAY_POINTER, GL_INVALID_ENUM);
+
+    (void)pname;
+
+    const GLClientState::VertexAttribState *va_state = ctx->m_state->getState(index);
+    if (va_state != NULL) {
+        *pointer = va_state->data;
+    }
+}
+
+
+void GL2Encoder::sendVertexAttributes(GLint first, GLsizei count)
+{
+    assert(m_state);
+
+    for (int i = 0; i < m_state->nLocations(); i++) {
+        bool enableDirty;
+        const GLClientState::VertexAttribState *state = m_state->getStateAndEnableDirty(i, &enableDirty);
+
+        if (!state) {
+            continue;
+        }
+
+        if (!enableDirty && !state->enabled) {
+            continue;
+        }
+
+
+        if (state->enabled) {
+            m_glEnableVertexAttribArray_enc(this, i);
+
+            unsigned int datalen = state->elementSize * count;
+            int stride = state->stride == 0 ? state->elementSize : state->stride;
+            int firstIndex = stride * first;
+
+            this->m_glBindBuffer_enc(this, GL_ARRAY_BUFFER, state->bufferObject);
+            if (state->bufferObject == 0) {
+                this->glVertexAttribPointerData(this, i, state->size, state->type, state->normalized, state->stride,
+                                                (unsigned char *)state->data + firstIndex, datalen);
+            } else {
+                this->glVertexAttribPointerOffset(this, i, state->size, state->type, state->normalized, state->stride,
+                                                  (uintptr_t) state->data + firstIndex);
+            }
+            this->m_glBindBuffer_enc(this, GL_ARRAY_BUFFER, m_state->currentArrayVbo());
+        } else {
+            this->m_glDisableVertexAttribArray_enc(this, i);
+        }
+    }
+}
+
+static bool isValidDrawMode(GLenum mode) {
+    switch(mode) {
+    case GL_POINTS:
+    case GL_LINE_STRIP:
+    case GL_LINE_LOOP:
+    case GL_LINES:
+    case GL_TRIANGLE_STRIP:
+    case GL_TRIANGLE_FAN:
+    case GL_TRIANGLES:
+        return true;
+    }
+    return false;
+}
+
+static bool isValidDrawType(GLenum mode) {
+    return  mode == GL_UNSIGNED_BYTE ||
+            mode == GL_UNSIGNED_SHORT ||
+            mode == GL_UNSIGNED_INT;
+}
+
+void GL2Encoder::s_glDrawArrays(void *self, GLenum mode, GLint first, GLsizei count)
+{
+    GL2Encoder *ctx = (GL2Encoder *)self;
+
+    SET_ERROR_IF(!isValidDrawMode(mode), GL_INVALID_ENUM);
+    SET_ERROR_IF(count<0, GL_INVALID_VALUE);
+
+    bool has_arrays = false;
+    int nLocations = ctx->m_state->nLocations();
+    for (int i = 0; i < nLocations; i++) {
+        const GLClientState::VertexAttribState *state = ctx->m_state->getState(i);
+        if (state->enabled) {
+            if (state->bufferObject || state->data)  {
+                has_arrays = true;
+            }
+            else {
+                ALOGE("glDrawArrays: a vertex attribute array is enabled with no data bound\n");
+                ctx->setError(GL_INVALID_OPERATION);
+                return;
+            }
+        }
+    }
+    if (!has_arrays) {
+        ALOGE("glDrawArrays: no data bound to the command - ignoring\n");
+        return;
+    }
+
+    ctx->sendVertexAttributes(first, count);
+    ctx->m_glDrawArrays_enc(ctx, mode, 0, count);
+}
+
+void GL2Encoder::s_glDrawElements(void *self, GLenum mode, GLsizei count, GLenum type, const void *indices)
+{
+
+    GL2Encoder *ctx = (GL2Encoder *)self;
+    assert(ctx->m_state != NULL);
+    SET_ERROR_IF(!(isValidDrawMode(mode) && isValidDrawType(type)),GL_INVALID_ENUM);
+    SET_ERROR_IF(count<0, GL_INVALID_VALUE);
+
+    bool has_immediate_arrays = false;
+    bool has_indirect_arrays = false;
+    int nLocations = ctx->m_state->nLocations();
+
+    for (int i = 0; i < nLocations; i++) {
+        const GLClientState::VertexAttribState *state = ctx->m_state->getState(i);
+        if (state->enabled) {
+            if (state->bufferObject != 0) {
+                has_indirect_arrays = true;
+            } else if (state->data) {
+                has_immediate_arrays = true;
+            } else {
+                ALOGW("glDrawElements: a vertex attribute array is enabled with no data bound\n");
+                ctx->setError(GL_INVALID_OPERATION);
+                return;
+            }
+        }
+    }
+
+    if (!has_immediate_arrays && !has_indirect_arrays) {
+        ALOGE("glDrawElements: no data bound to the command - ignoring\n");
+        return;
+    }
+
+    bool adjustIndices = true;
+    if (ctx->m_state->currentIndexVbo() != 0) {
+        if (!has_immediate_arrays) {
+            ctx->sendVertexAttributes(0, count);
+            ctx->m_glBindBuffer_enc(self, GL_ELEMENT_ARRAY_BUFFER, ctx->m_state->currentIndexVbo());
+            ctx->glDrawElementsOffset(ctx, mode, count, type, (uintptr_t)indices);
+            adjustIndices = false;
+        } else {
+            BufferData * buf = ctx->m_shared->getBufferData(ctx->m_state->currentIndexVbo());
+            ctx->m_glBindBuffer_enc(self, GL_ELEMENT_ARRAY_BUFFER, 0);
+            indices = (void*)((GLintptr)buf->m_fixedBuffer.ptr() + (GLintptr)indices);
+        }
+    }
+    if (adjustIndices) {
+        void *adjustedIndices = (void*)indices;
+        int minIndex = 0, maxIndex = 0;
+
+        switch(type) {
+        case GL_BYTE:
+        case GL_UNSIGNED_BYTE:
+            GLUtils::minmax<unsigned char>((unsigned char *)indices, count, &minIndex, &maxIndex);
+            if (minIndex != 0) {
+                adjustedIndices =  ctx->m_fixedBuffer.alloc(glSizeof(type) * count);
+                GLUtils::shiftIndices<unsigned char>((unsigned char *)indices,
+                                                 (unsigned char *)adjustedIndices,
+                                                 count, -minIndex);
+            }
+            break;
+        case GL_SHORT:
+        case GL_UNSIGNED_SHORT:
+            GLUtils::minmax<unsigned short>((unsigned short *)indices, count, &minIndex, &maxIndex);
+            if (minIndex != 0) {
+                adjustedIndices = ctx->m_fixedBuffer.alloc(glSizeof(type) * count);
+                GLUtils::shiftIndices<unsigned short>((unsigned short *)indices,
+                                                  (unsigned short *)adjustedIndices,
+                                                  count, -minIndex);
+            }
+            break;
+        case GL_INT:
+        case GL_UNSIGNED_INT:
+            GLUtils::minmax<unsigned int>((unsigned int *)indices, count, &minIndex, &maxIndex);
+            if (minIndex != 0) {
+                adjustedIndices = ctx->m_fixedBuffer.alloc(glSizeof(type) * count);
+                GLUtils::shiftIndices<unsigned int>((unsigned int *)indices,
+                                                 (unsigned int *)adjustedIndices,
+                                                 count, -minIndex);
+            }
+            break;
+        default:
+            ALOGE("unsupported index buffer type %d\n", type);
+        }
+        if (has_indirect_arrays || 1) {
+            ctx->sendVertexAttributes(minIndex, maxIndex - minIndex + 1);
+            ctx->glDrawElementsData(ctx, mode, count, type, adjustedIndices,
+                                    count * glSizeof(type));
+            // XXX - OPTIMIZATION (see the other else branch) should be implemented
+            if(!has_indirect_arrays) {
+                //ALOGD("unoptimized drawelements !!!\n");
+            }
+        } else {
+            // we are all direct arrays and immidate mode index array -
+            // rebuild the arrays and the index array;
+            ALOGE("glDrawElements: direct index & direct buffer data - will be implemented in later versions;\n");
+        }
+    }
+}
+
+
+GLint * GL2Encoder::getCompressedTextureFormats()
+{
+    if (m_compressedTextureFormats == NULL) {
+        this->glGetIntegerv(this, GL_NUM_COMPRESSED_TEXTURE_FORMATS,
+                            &m_num_compressedTextureFormats);
+        if (m_num_compressedTextureFormats > 0) {
+            // get number of texture formats;
+            m_compressedTextureFormats = new GLint[m_num_compressedTextureFormats];
+            this->glGetCompressedTextureFormats(this, m_num_compressedTextureFormats, m_compressedTextureFormats);
+        }
+    }
+    return m_compressedTextureFormats;
+}
+
+// Replace uses of samplerExternalOES with sampler2D, recording the names of
+// modified shaders in data. Also remove
+//   #extension GL_OES_EGL_image_external : require
+// statements.
+//
+// This implementation assumes the input has already been pre-processed. If not,
+// a few cases will be mishandled:
+//
+// 1. "mySampler" will be incorrectly recorded as being a samplerExternalOES in
+//    the following code:
+//      #if 1
+//      uniform sampler2D mySampler;
+//      #else
+//      uniform samplerExternalOES mySampler;
+//      #endif
+//
+// 2. Comments that look like sampler declarations will be incorrectly modified
+//    and recorded:
+//      // samplerExternalOES hahaFooledYou
+//
+// 3. However, GLSL ES does not have a concatentation operator, so things like
+//    this (valid in C) are invalid and not a problem:
+//      #define SAMPLER(TYPE, NAME) uniform sampler#TYPE NAME
+//      SAMPLER(ExternalOES, mySampler);
+//
+static bool replaceSamplerExternalWith2D(char* const str, ShaderData* const data)
+{
+    static const char STR_HASH_EXTENSION[] = "#extension";
+    static const char STR_GL_OES_EGL_IMAGE_EXTERNAL[] = "GL_OES_EGL_image_external";
+    static const char STR_SAMPLER_EXTERNAL_OES[] = "samplerExternalOES";
+    static const char STR_SAMPLER2D_SPACE[]      = "sampler2D         ";
+
+    // -- overwrite all "#extension GL_OES_EGL_image_external : xxx" statements
+    char* c = str;
+    while ((c = strstr(c, STR_HASH_EXTENSION))) {
+        char* start = c;
+        c += sizeof(STR_HASH_EXTENSION)-1;
+        while (isspace(*c) && *c != '\0') {
+            c++;
+        }
+        if (strncmp(c, STR_GL_OES_EGL_IMAGE_EXTERNAL,
+                sizeof(STR_GL_OES_EGL_IMAGE_EXTERNAL)-1) == 0)
+        {
+            // #extension statements are terminated by end of line
+            c = start;
+            while (*c != '\0' && *c != '\r' && *c != '\n') {
+                *c++ = ' ';
+            }
+        }
+    }
+
+    // -- replace "samplerExternalOES" with "sampler2D" and record name
+    c = str;
+    while ((c = strstr(c, STR_SAMPLER_EXTERNAL_OES))) {
+        // Make sure "samplerExternalOES" isn't a substring of a larger token
+        if (c == str || !isspace(*(c-1))) {
+            c++;
+            continue;
+        }
+        char* sampler_start = c;
+        c += sizeof(STR_SAMPLER_EXTERNAL_OES)-1;
+        if (!isspace(*c) && *c != '\0') {
+            continue;
+        }
+
+        // capture sampler name
+        while (isspace(*c) && *c != '\0') {
+            c++;
+        }
+        if (!isalpha(*c) && *c != '_') {
+            // not an identifier
+            return false;
+        }
+        char* name_start = c;
+        do {
+            c++;
+        } while (isalnum(*c) || *c == '_');
+        data->samplerExternalNames.push_back(
+                android::String8(name_start, c - name_start));
+
+        // memcpy instead of strcpy since we don't want the NUL terminator
+        memcpy(sampler_start, STR_SAMPLER2D_SPACE, sizeof(STR_SAMPLER2D_SPACE)-1);
+    }
+
+    return true;
+}
+
+void GL2Encoder::s_glShaderBinary(void *self, GLsizei n, const GLuint *shaders, GLenum binaryformat, const void* binary, GLsizei length)
+{
+    GL2Encoder* ctx = (GL2Encoder*)self;
+    // Although it is not supported, need to set proper error code.
+    SET_ERROR_IF(1, GL_INVALID_ENUM);
+}
+
+void GL2Encoder::s_glShaderSource(void *self, GLuint shader, GLsizei count, const GLchar * const *string, const GLint *length)
+{
+    GL2Encoder* ctx = (GL2Encoder*)self;
+    ShaderData* shaderData = ctx->m_shared->getShaderData(shader);
+    SET_ERROR_IF(!ctx->m_shared->isObject(shader), GL_INVALID_VALUE);
+    SET_ERROR_IF(!shaderData, GL_INVALID_OPERATION);
+    SET_ERROR_IF((count<0), GL_INVALID_VALUE);
+
+    int len = glUtilsCalcShaderSourceLen((char**)string, (GLint*)length, count);
+    char *str = new char[len + 1];
+    glUtilsPackStrings(str, (char**)string, (GLint*)length, count);
+
+    // TODO: pre-process str before calling replaceSamplerExternalWith2D().
+    // Perhaps we can borrow Mesa's pre-processor?
+
+    if (!replaceSamplerExternalWith2D(str, shaderData)) {
+        delete str;
+        ctx->setError(GL_OUT_OF_MEMORY);
+        return;
+    }
+
+    ctx->glShaderString(ctx, shader, str, len + 1);
+    delete str;
+}
+
+void GL2Encoder::s_glFinish(void *self)
+{
+    GL2Encoder *ctx = (GL2Encoder *)self;
+    ctx->glFinishRoundTrip(self);
+}
+
+void GL2Encoder::s_glLinkProgram(void * self, GLuint program)
+{
+    GL2Encoder *ctx = (GL2Encoder *)self;
+    ctx->m_glLinkProgram_enc(self, program);
+
+    GLint linkStatus = 0;
+    ctx->glGetProgramiv(self,program,GL_LINK_STATUS,&linkStatus);
+    if (!linkStatus)
+        return;
+
+    //get number of active uniforms in the program
+    GLint numUniforms=0;
+    ctx->glGetProgramiv(self, program, GL_ACTIVE_UNIFORMS, &numUniforms);
+    ctx->m_shared->initProgramData(program,numUniforms);
+
+    //get the length of the longest uniform name
+    GLint maxLength=0;
+    ctx->glGetProgramiv(self, program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength);
+
+    GLint size;
+    GLenum type;
+    GLchar *name = new GLchar[maxLength+1];
+    GLint location;
+    //for each active uniform, get its size and starting location.
+    for (GLint i=0 ; i<numUniforms ; ++i)
+    {
+        ctx->glGetActiveUniform(self, program, i, maxLength, NULL, &size, &type, name);
+        location = ctx->m_glGetUniformLocation_enc(self, program, name);
+        ctx->m_shared->setProgramIndexInfo(program, i, location, size, type, name);
+    }
+    ctx->m_shared->setupLocationShiftWAR(program);
+
+    delete[] name;
+}
+
+void GL2Encoder::s_glDeleteProgram(void *self, GLuint program)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    ctx->m_glDeleteProgram_enc(self, program);
+
+    ctx->m_shared->deleteProgramData(program);
+}
+
+void GL2Encoder::s_glGetUniformiv(void *self, GLuint program, GLint location, GLint* params)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    SET_ERROR_IF(!ctx->m_shared->isObject(program), GL_INVALID_VALUE);
+    SET_ERROR_IF(!ctx->m_shared->isProgram(program), GL_INVALID_OPERATION);
+    SET_ERROR_IF(!ctx->m_shared->isProgramInitialized(program), GL_INVALID_OPERATION);
+    GLint hostLoc = ctx->m_shared->locationWARAppToHost(program, location);
+    SET_ERROR_IF(ctx->m_shared->getProgramUniformType(program,hostLoc)==0, GL_INVALID_OPERATION);
+    ctx->m_glGetUniformiv_enc(self, program, hostLoc, params);
+}
+void GL2Encoder::s_glGetUniformfv(void *self, GLuint program, GLint location, GLfloat* params)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    SET_ERROR_IF(!ctx->m_shared->isObject(program), GL_INVALID_VALUE);
+    SET_ERROR_IF(!ctx->m_shared->isProgram(program), GL_INVALID_OPERATION);
+    SET_ERROR_IF(!ctx->m_shared->isProgramInitialized(program), GL_INVALID_OPERATION);
+    GLint hostLoc = ctx->m_shared->locationWARAppToHost(program,location);
+    SET_ERROR_IF(ctx->m_shared->getProgramUniformType(program,hostLoc)==0, GL_INVALID_OPERATION);
+    ctx->m_glGetUniformfv_enc(self, program, hostLoc, params);
+}
+
+GLuint GL2Encoder::s_glCreateProgram(void * self)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLuint program = ctx->m_glCreateProgram_enc(self);
+    if (program!=0)
+        ctx->m_shared->addProgramData(program);
+    return program;
+}
+
+GLuint GL2Encoder::s_glCreateShader(void *self, GLenum shaderType)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    RET_AND_SET_ERROR_IF(((shaderType != GL_VERTEX_SHADER) && (shaderType != GL_FRAGMENT_SHADER)),
+        GL_INVALID_ENUM, 0);
+    GLuint shader = ctx->m_glCreateShader_enc(self, shaderType);
+    if (shader != 0) {
+        if (!ctx->m_shared->addShaderData(shader)) {
+            ctx->m_glDeleteShader_enc(self, shader);
+            return 0;
+        }
+    }
+    return shader;
+}
+
+void GL2Encoder::s_glGetAttachedShaders(void *self, GLuint program, GLsizei maxCount,
+        GLsizei* count, GLuint* shaders)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    SET_ERROR_IF(maxCount < 0, GL_INVALID_VALUE);
+    ctx->m_glGetAttachedShaders_enc(self, program, maxCount, count, shaders);
+}
+
+void GL2Encoder::s_glGetShaderSource(void *self, GLuint shader, GLsizei bufsize,
+            GLsizei* length, GLchar* source)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    SET_ERROR_IF(bufsize < 0, GL_INVALID_VALUE);
+    ctx->m_glGetShaderSource_enc(self, shader, bufsize, length, source);
+}
+
+void GL2Encoder::s_glGetShaderInfoLog(void *self, GLuint shader, GLsizei bufsize,
+        GLsizei* length, GLchar* infolog)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    SET_ERROR_IF(bufsize < 0, GL_INVALID_VALUE);
+    ctx->m_glGetShaderInfoLog_enc(self, shader, bufsize, length, infolog);
+}
+
+void GL2Encoder::s_glGetProgramInfoLog(void *self, GLuint program, GLsizei bufsize,
+        GLsizei* length, GLchar* infolog)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    SET_ERROR_IF(bufsize < 0, GL_INVALID_VALUE);
+    ctx->m_glGetProgramInfoLog_enc(self, program, bufsize, length, infolog);
+}
+
+void GL2Encoder::s_glDeleteShader(void *self, GLenum shader)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    ctx->m_glDeleteShader_enc(self,shader);
+    ctx->m_shared->unrefShaderData(shader);
+}
+
+void GL2Encoder::s_glAttachShader(void *self, GLuint program, GLuint shader)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    ctx->m_glAttachShader_enc(self, program, shader);
+    ctx->m_shared->attachShader(program, shader);
+}
+
+void GL2Encoder::s_glDetachShader(void *self, GLuint program, GLuint shader)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    ctx->m_glDetachShader_enc(self, program, shader);
+    ctx->m_shared->detachShader(program, shader);
+}
+
+int GL2Encoder::s_glGetUniformLocation(void *self, GLuint program, const GLchar *name)
+{
+    if (!name) return -1;
+
+    GL2Encoder *ctx = (GL2Encoder*)self;
+
+    // if we need the uniform location WAR
+    // parse array index from the end of the name string
+    int arrIndex = 0;
+    bool needLocationWAR = ctx->m_shared->needUniformLocationWAR(program);
+    if (needLocationWAR) {
+        int namelen = strlen(name);
+        if (name[namelen-1] == ']') {
+            char *brace = strrchr(name,'[');
+            if (!brace || sscanf(brace+1,"%d",&arrIndex) != 1) {
+                return -1;
+            }
+
+        }
+    }
+
+    int hostLoc = ctx->m_glGetUniformLocation_enc(self, program, name);
+    if (hostLoc >= 0 && needLocationWAR) {
+        return ctx->m_shared->locationWARHostToApp(program, hostLoc, arrIndex);
+    }
+    return hostLoc;
+}
+
+bool GL2Encoder::updateHostTexture2DBinding(GLenum texUnit, GLenum newTarget)
+{
+    if (newTarget != GL_TEXTURE_2D && newTarget != GL_TEXTURE_EXTERNAL_OES)
+        return false;
+
+    m_state->setActiveTextureUnit(texUnit);
+
+    GLenum oldTarget = m_state->getPriorityEnabledTarget(GL_TEXTURE_2D);
+    if (newTarget != oldTarget) {
+        if (newTarget == GL_TEXTURE_EXTERNAL_OES) {
+            m_state->disableTextureTarget(GL_TEXTURE_2D);
+            m_state->enableTextureTarget(GL_TEXTURE_EXTERNAL_OES);
+        } else {
+            m_state->disableTextureTarget(GL_TEXTURE_EXTERNAL_OES);
+            m_state->enableTextureTarget(GL_TEXTURE_2D);
+        }
+        m_glActiveTexture_enc(this, texUnit);
+        m_glBindTexture_enc(this, GL_TEXTURE_2D,
+                m_state->getBoundTexture(newTarget));
+        return true;
+    }
+
+    return false;
+}
+
+void GL2Encoder::s_glUseProgram(void *self, GLuint program)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLClientState* state = ctx->m_state;
+    GLSharedGroupPtr shared = ctx->m_shared;
+
+    ctx->m_glUseProgram_enc(self, program);
+    ctx->m_state->setCurrentProgram(program);
+
+    GLenum origActiveTexture = state->getActiveTextureUnit();
+    GLenum hostActiveTexture = origActiveTexture;
+    GLint samplerIdx = -1;
+    GLint samplerVal;
+    GLenum samplerTarget;
+    while ((samplerIdx = shared->getNextSamplerUniform(program, samplerIdx, &samplerVal, &samplerTarget)) != -1) {
+        if (samplerVal < 0 || samplerVal >= GLClientState::MAX_TEXTURE_UNITS)
+            continue;
+        if (ctx->updateHostTexture2DBinding(GL_TEXTURE0 + samplerVal,
+                samplerTarget))
+        {
+            hostActiveTexture = GL_TEXTURE0 + samplerVal;
+        }
+    }
+    state->setActiveTextureUnit(origActiveTexture);
+    if (hostActiveTexture != origActiveTexture) {
+        ctx->m_glActiveTexture_enc(self, origActiveTexture);
+    }
+}
+
+void GL2Encoder::checkValidUniformParam(void *self, GLsizei count, GLboolean transpose)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLuint program = ctx->m_state->currentProgram();
+    SET_ERROR_IF(!ctx->m_shared->isProgram(program), GL_INVALID_OPERATION);
+    SET_ERROR_IF((count < 0 || transpose == GL_TRUE), GL_INVALID_VALUE);
+}
+
+void GL2Encoder::getHostLocation(void *self, GLint location, GLint *hostLoc)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLuint program = ctx->m_state->currentProgram();
+    if (location == -1) {
+        *hostLoc = location;
+        return;
+    }
+    SET_ERROR_IF((location < 0), GL_INVALID_OPERATION);
+    GLint curHostLoc = ctx->m_shared->locationWARAppToHost(program,location);
+    SET_ERROR_IF((ctx->m_shared->getProgramUniformType(program,curHostLoc) == 0 &&
+            curHostLoc!=-1), GL_INVALID_OPERATION);
+    *hostLoc = curHostLoc;
+}
+
+void GL2Encoder::s_glUniform1f(void *self , GLint location, GLfloat x)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, 0, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform1f_enc(self, hostLoc, x);
+}
+
+void GL2Encoder::s_glUniform1fv(void *self , GLint location, GLsizei count, const GLfloat* v)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, count, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform1fv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniform1i(void *self , GLint location, GLint x)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLClientState* state = ctx->m_state;
+    GLSharedGroupPtr shared = ctx->m_shared;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, 0, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform1i_enc(self, hostLoc, x);
+
+    GLenum target;
+    if (shared->setSamplerUniform(state->currentProgram(), location, x, &target)) {
+        GLenum origActiveTexture = state->getActiveTextureUnit();
+        if (ctx->updateHostTexture2DBinding(GL_TEXTURE0 + x, target)) {
+            ctx->m_glActiveTexture_enc(self, origActiveTexture);
+        }
+        state->setActiveTextureUnit(origActiveTexture);
+    }
+}
+
+void GL2Encoder::s_glUniform1iv(void *self , GLint location, GLsizei count, const GLint* v)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, count, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform1iv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniform2f(void *self , GLint location, GLfloat x, GLfloat y)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, 0, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform2f_enc(self, hostLoc, x, y);
+}
+
+void GL2Encoder::s_glUniform2fv(void *self , GLint location, GLsizei count, const GLfloat* v)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, count, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform2fv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniform2i(void *self , GLint location, GLint x, GLint y)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, 0, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform2i_enc(self, hostLoc, x, y);
+}
+
+void GL2Encoder::s_glUniform2iv(void *self , GLint location, GLsizei count, const GLint* v)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, count, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform2iv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniform3f(void *self , GLint location, GLfloat x, GLfloat y, GLfloat z)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, 0, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform3f_enc(self, hostLoc, x, y, z);
+}
+
+void GL2Encoder::s_glUniform3fv(void *self , GLint location, GLsizei count, const GLfloat* v)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, count, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform3fv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniform3i(void *self , GLint location, GLint x, GLint y, GLint z)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, 0, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform3i_enc(self, hostLoc, x, y, z);
+}
+
+void GL2Encoder::s_glUniform3iv(void *self , GLint location, GLsizei count, const GLint* v)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, count, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform3iv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniform4f(void *self , GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, 0, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform4f_enc(self, hostLoc, x, y, z, w);
+}
+
+void GL2Encoder::s_glUniform4fv(void *self , GLint location, GLsizei count, const GLfloat* v)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, count, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform4fv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniform4i(void *self , GLint location, GLint x, GLint y, GLint z, GLint w)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, 0, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform4i_enc(self, hostLoc, x, y, z, w);
+}
+
+void GL2Encoder::s_glUniform4iv(void *self , GLint location, GLsizei count, const GLint* v)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, count, GL_FALSE);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniform4iv_enc(self, hostLoc, count, v);
+}
+
+void GL2Encoder::s_glUniformMatrix2fv(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, count, transpose);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniformMatrix2fv_enc(self, hostLoc, count, transpose, value);
+}
+
+void GL2Encoder::s_glUniformMatrix3fv(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, count, transpose);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniformMatrix3fv_enc(self, hostLoc, count, transpose, value);
+}
+
+void GL2Encoder::s_glUniformMatrix4fv(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+    GL2Encoder *ctx = (GL2Encoder*)self;
+    GLint hostLoc;
+
+    ctx->checkValidUniformParam(self, count, transpose);
+    ctx->getHostLocation(self, location, &hostLoc);
+    ctx->m_glUniformMatrix4fv_enc(self, hostLoc, count, transpose, value);
+}
+
+void GL2Encoder::s_glActiveTexture(void* self, GLenum texture)
+{
+    GL2Encoder* ctx = (GL2Encoder*)self;
+    GLClientState* state = ctx->m_state;
+    GLenum err;
+
+    SET_ERROR_IF((err = state->setActiveTextureUnit(texture)) != GL_NO_ERROR, err);
+
+    ctx->m_glActiveTexture_enc(ctx, texture);
+}
+
+void GL2Encoder::s_glBindTexture(void* self, GLenum target, GLuint texture)
+{
+    GL2Encoder* ctx = (GL2Encoder*)self;
+    GLClientState* state = ctx->m_state;
+    GLenum err;
+    GLboolean firstUse;
+
+    SET_ERROR_IF((err = state->bindTexture(target, texture, &firstUse)) != GL_NO_ERROR, err);
+
+    if (target != GL_TEXTURE_2D && target != GL_TEXTURE_EXTERNAL_OES) {
+        ctx->m_glBindTexture_enc(ctx, target, texture);
+        return;
+    }
+
+    GLenum priorityTarget = state->getPriorityEnabledTarget(GL_TEXTURE_2D);
+
+    if (target == GL_TEXTURE_EXTERNAL_OES && firstUse) {
+        ctx->m_glBindTexture_enc(ctx, GL_TEXTURE_2D, texture);
+        ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D,
+                GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+        ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D,
+                GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+        ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D,
+                GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+        if (target != priorityTarget) {
+            ctx->m_glBindTexture_enc(ctx, GL_TEXTURE_2D,
+                    state->getBoundTexture(GL_TEXTURE_2D));
+        }
+    }
+
+    if (target == priorityTarget) {
+        ctx->m_glBindTexture_enc(ctx, GL_TEXTURE_2D, texture);
+    }
+}
+
+void GL2Encoder::s_glDeleteTextures(void* self, GLsizei n, const GLuint* textures)
+{
+    GL2Encoder* ctx = (GL2Encoder*)self;
+    GLClientState* state = ctx->m_state;
+
+    state->deleteTextures(n, textures);
+    ctx->m_glDeleteTextures_enc(ctx, n, textures);
+}
+
+void GL2Encoder::s_glGetTexParameterfv(void* self,
+        GLenum target, GLenum pname, GLfloat* params)
+{
+    GL2Encoder* ctx = (GL2Encoder*)self;
+    const GLClientState* state = ctx->m_state;
+
+    if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
+        ctx->override2DTextureTarget(target);
+        ctx->m_glGetTexParameterfv_enc(ctx, GL_TEXTURE_2D, pname, params);
+        ctx->restore2DTextureTarget();
+    } else {
+        ctx->m_glGetTexParameterfv_enc(ctx, target, pname, params);
+    }
+}
+
+void GL2Encoder::s_glGetTexParameteriv(void* self,
+        GLenum target, GLenum pname, GLint* params)
+{
+    GL2Encoder* ctx = (GL2Encoder*)self;
+    const GLClientState* state = ctx->m_state;
+
+    switch (pname) {
+    case GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES:
+        *params = 1;
+        break;
+
+    default:
+        if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
+            ctx->override2DTextureTarget(target);
+            ctx->m_glGetTexParameteriv_enc(ctx, GL_TEXTURE_2D, pname, params);
+            ctx->restore2DTextureTarget();
+        } else {
+            ctx->m_glGetTexParameteriv_enc(ctx, target, pname, params);
+        }
+        break;
+    }
+}
+
+static bool isValidTextureExternalParam(GLenum pname, GLenum param)
+{
+    switch (pname) {
+    case GL_TEXTURE_MIN_FILTER:
+    case GL_TEXTURE_MAG_FILTER:
+        return param == GL_NEAREST || param == GL_LINEAR;
+
+    case GL_TEXTURE_WRAP_S:
+    case GL_TEXTURE_WRAP_T:
+        return param == GL_CLAMP_TO_EDGE;
+
+    default:
+        return true;
+    }
+}
+
+void GL2Encoder::s_glTexParameterf(void* self,
+        GLenum target, GLenum pname, GLfloat param)
+{
+    GL2Encoder* ctx = (GL2Encoder*)self;
+    const GLClientState* state = ctx->m_state;
+
+    SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES &&
+            !isValidTextureExternalParam(pname, (GLenum)param)),
+            GL_INVALID_ENUM);
+
+    if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
+        ctx->override2DTextureTarget(target);
+        ctx->m_glTexParameterf_enc(ctx, GL_TEXTURE_2D, pname, param);
+        ctx->restore2DTextureTarget();
+    } else {
+        ctx->m_glTexParameterf_enc(ctx, target, pname, param);
+    }
+}
+
+void GL2Encoder::s_glTexParameterfv(void* self,
+        GLenum target, GLenum pname, const GLfloat* params)
+{
+    GL2Encoder* ctx = (GL2Encoder*)self;
+    const GLClientState* state = ctx->m_state;
+
+    SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES &&
+            !isValidTextureExternalParam(pname, (GLenum)params[0])),
+            GL_INVALID_ENUM);
+
+    if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
+        ctx->override2DTextureTarget(target);
+        ctx->m_glTexParameterfv_enc(ctx, GL_TEXTURE_2D, pname, params);
+        ctx->restore2DTextureTarget();
+    } else {
+        ctx->m_glTexParameterfv_enc(ctx, target, pname, params);
+    }
+}
+
+void GL2Encoder::s_glTexParameteri(void* self,
+        GLenum target, GLenum pname, GLint param)
+{
+    GL2Encoder* ctx = (GL2Encoder*)self;
+    const GLClientState* state = ctx->m_state;
+
+    SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES &&
+            !isValidTextureExternalParam(pname, (GLenum)param)),
+            GL_INVALID_ENUM);
+
+    if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
+        ctx->override2DTextureTarget(target);
+        ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D, pname, param);
+        ctx->restore2DTextureTarget();
+    } else {
+        ctx->m_glTexParameteri_enc(ctx, target, pname, param);
+    }
+}
+
+void GL2Encoder::s_glTexImage2D(void* self, GLenum target, GLint level,
+        GLint internalformat, GLsizei width, GLsizei height, GLint border,
+        GLenum format, GLenum type, const GLvoid* pixels)
+{
+    GL2Encoder* ctx = (GL2Encoder*)self;
+    if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
+        ctx->override2DTextureTarget(target);
+        ctx->m_glTexImage2D_enc(ctx, target, level, internalformat, width,
+                height, border, format, type, pixels);
+        ctx->restore2DTextureTarget();
+    } else {
+        ctx->m_glTexImage2D_enc(ctx, target, level, internalformat, width,
+                height, border, format, type, pixels);
+    }
+}
+
+void GL2Encoder::s_glTexSubImage2D(void* self, GLenum target, GLint level,
+        GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format,
+        GLenum type, const GLvoid* pixels)
+{
+    GL2Encoder* ctx = (GL2Encoder*)self;
+    GLint maxTextureSize;
+    ctx->glGetIntegerv(self, GL_MAX_TEXTURE_SIZE, &maxTextureSize);
+
+    SET_ERROR_IF((level < 0 || level > log2(maxTextureSize)), GL_INVALID_VALUE);
+
+     if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
+        ctx->override2DTextureTarget(target);
+        ctx->m_glTexSubImage2D_enc(ctx, target, level, xoffset, yoffset, width,
+                height, format, type, pixels);
+        ctx->restore2DTextureTarget();
+     } else {
+         ctx->m_glTexSubImage2D_enc(ctx, target, level, xoffset, yoffset, width,
+                 height, format, type, pixels);
+     }
+}
+
+void GL2Encoder::s_glTexParameteriv(void* self,
+        GLenum target, GLenum pname, const GLint* params)
+{
+    GL2Encoder* ctx = (GL2Encoder*)self;
+    const GLClientState* state = ctx->m_state;
+
+    SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES &&
+            !isValidTextureExternalParam(pname, (GLenum)params[0])),
+            GL_INVALID_ENUM);
+
+    if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
+        ctx->override2DTextureTarget(target);
+        ctx->m_glTexParameteriv_enc(ctx, GL_TEXTURE_2D, pname, params);
+        ctx->restore2DTextureTarget();
+    } else {
+        ctx->m_glTexParameteriv_enc(ctx, target, pname, params);
+    }
+}
+
+void GL2Encoder::override2DTextureTarget(GLenum target)
+{
+    if ((target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) &&
+        target != m_state->getPriorityEnabledTarget(GL_TEXTURE_2D)) {
+            m_glBindTexture_enc(this, GL_TEXTURE_2D,
+                    m_state->getBoundTexture(target));
+    }
+}
+
+void GL2Encoder::restore2DTextureTarget()
+{
+    GLenum priorityTarget = m_state->getPriorityEnabledTarget(GL_TEXTURE_2D);
+    m_glBindTexture_enc(this, GL_TEXTURE_2D,
+            m_state->getBoundTexture(priorityTarget));
+}