Edit

kc3-lang/angle/src/libANGLE/Context_gles_1_0.cpp

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2019-01-16 09:59:54
    Hash : dd34b3b9
    Message : Pack VertexAttribType enum. This improves performance slightly in vertex array format checks. Instead of needing to switch on GLenum values we can use packed arrays and tables to determine the values we need. Does not significantly affect performance but will enable future work. Bug: angleproject:3074 Change-Id: I6f4821a463e9b41fe3f8c8967eb3ed4c1d6b84be Reviewed-on: https://chromium-review.googlesource.com/c/1393903 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/Context_gles_1_0.cpp
  • //
    // Copyright 2018 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Context_gles_1_0.cpp: Implements the GLES1-specific parts of Context.
    
    #include "libANGLE/Context.h"
    
    #include "common/mathutil.h"
    #include "common/utilities.h"
    
    #include "libANGLE/GLES1Renderer.h"
    #include "libANGLE/queryconversions.h"
    #include "libANGLE/queryutils.h"
    
    namespace
    {
    
    angle::Mat4 FixedMatrixToMat4(const GLfixed *m)
    {
        angle::Mat4 matrixAsFloat;
        GLfloat *floatData = matrixAsFloat.data();
    
        for (int i = 0; i < 16; i++)
        {
            floatData[i] = gl::FixedToFloat(m[i]);
        }
    
        return matrixAsFloat;
    }
    
    }  // namespace
    
    namespace gl
    {
    
    void Context::alphaFunc(AlphaTestFunc func, GLfloat ref)
    {
        mState.gles1().setAlphaFunc(func, ref);
    }
    
    void Context::alphaFuncx(AlphaTestFunc func, GLfixed ref)
    {
        mState.gles1().setAlphaFunc(func, FixedToFloat(ref));
    }
    
    void Context::clearColorx(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha)
    {
        UNIMPLEMENTED();
    }
    
    void Context::clearDepthx(GLfixed depth)
    {
        UNIMPLEMENTED();
    }
    
    void Context::clientActiveTexture(GLenum texture)
    {
        mState.gles1().setClientTextureUnit(texture - GL_TEXTURE0);
        mStateCache.onGLES1ClientStateChange(this);
    }
    
    void Context::clipPlanef(GLenum p, const GLfloat *eqn)
    {
        mState.gles1().setClipPlane(p - GL_CLIP_PLANE0, eqn);
    }
    
    void Context::clipPlanex(GLenum plane, const GLfixed *equation)
    {
        const GLfloat equationf[4] = {
            FixedToFloat(equation[0]),
            FixedToFloat(equation[1]),
            FixedToFloat(equation[2]),
            FixedToFloat(equation[3]),
        };
    
        mState.gles1().setClipPlane(plane - GL_CLIP_PLANE0, equationf);
    }
    
    void Context::color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
    {
        mState.gles1().setCurrentColor({red, green, blue, alpha});
    }
    
    void Context::color4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
    {
        mState.gles1().setCurrentColor(
            {normalizedToFloat<uint8_t>(red), normalizedToFloat<uint8_t>(green),
             normalizedToFloat<uint8_t>(blue), normalizedToFloat<uint8_t>(alpha)});
    }
    
    void Context::color4x(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha)
    {
        mState.gles1().setCurrentColor(
            {FixedToFloat(red), FixedToFloat(green), FixedToFloat(blue), FixedToFloat(alpha)});
    }
    
    void Context::colorPointer(GLint size, VertexAttribType type, GLsizei stride, const void *ptr)
    {
        vertexAttribPointer(vertexArrayIndex(ClientVertexArrayType::Color), size, type, GL_FALSE,
                            stride, ptr);
    }
    
    void Context::depthRangex(GLfixed n, GLfixed f)
    {
        UNIMPLEMENTED();
    }
    
    void Context::disableClientState(ClientVertexArrayType clientState)
    {
        mState.gles1().setClientStateEnabled(clientState, false);
        disableVertexAttribArray(vertexArrayIndex(clientState));
        mStateCache.onGLES1ClientStateChange(this);
    }
    
    void Context::enableClientState(ClientVertexArrayType clientState)
    {
        mState.gles1().setClientStateEnabled(clientState, true);
        enableVertexAttribArray(vertexArrayIndex(clientState));
        mStateCache.onGLES1ClientStateChange(this);
    }
    
    void Context::fogf(GLenum pname, GLfloat param)
    {
        SetFogParameters(&mState.gles1(), pname, &param);
    }
    
    void Context::fogfv(GLenum pname, const GLfloat *params)
    {
        SetFogParameters(&mState.gles1(), pname, params);
    }
    
    void Context::fogx(GLenum pname, GLfixed param)
    {
        if (GetFogParameterCount(pname) == 1)
        {
            GLfloat paramf = pname == GL_FOG_MODE ? ConvertToGLenum(param) : FixedToFloat(param);
            fogf(pname, paramf);
        }
        else
        {
            UNREACHABLE();
        }
    }
    
    void Context::fogxv(GLenum pname, const GLfixed *params)
    {
        int paramCount = GetFogParameterCount(pname);
    
        if (paramCount > 0)
        {
            GLfloat paramsf[4];
            for (int i = 0; i < paramCount; i++)
            {
                paramsf[i] =
                    pname == GL_FOG_MODE ? ConvertToGLenum(params[i]) : FixedToFloat(params[i]);
            }
            fogfv(pname, paramsf);
        }
        else
        {
            UNREACHABLE();
        }
    }
    
    void Context::frustumf(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f)
    {
        mState.gles1().multMatrix(angle::Mat4::Frustum(l, r, b, t, n, f));
    }
    
    void Context::frustumx(GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f)
    {
        mState.gles1().multMatrix(angle::Mat4::Frustum(FixedToFloat(l), FixedToFloat(r),
                                                       FixedToFloat(b), FixedToFloat(t),
                                                       FixedToFloat(n), FixedToFloat(f)));
    }
    
    void Context::getClipPlanef(GLenum plane, GLfloat *equation)
    {
        mState.gles1().getClipPlane(plane - GL_CLIP_PLANE0, equation);
    }
    
    void Context::getClipPlanex(GLenum plane, GLfixed *equation)
    {
        GLfloat equationf[4] = {};
    
        mState.gles1().getClipPlane(plane - GL_CLIP_PLANE0, equationf);
    
        for (int i = 0; i < 4; i++)
        {
            equation[i] = FloatToFixed(equationf[i]);
        }
    }
    
    void Context::getFixedv(GLenum pname, GLfixed *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::getLightfv(GLenum light, LightParameter pname, GLfloat *params)
    {
        GetLightParameters(&mState.gles1(), light, pname, params);
    }
    
    void Context::getLightxv(GLenum light, LightParameter pname, GLfixed *params)
    {
        GLfloat paramsf[4];
        getLightfv(light, pname, paramsf);
    
        for (unsigned int i = 0; i < GetLightParameterCount(pname); i++)
        {
            params[i] = FloatToFixed(paramsf[i]);
        }
    }
    
    void Context::getMaterialfv(GLenum face, MaterialParameter pname, GLfloat *params)
    {
        GetMaterialParameters(&mState.gles1(), face, pname, params);
    }
    
    void Context::getMaterialxv(GLenum face, MaterialParameter pname, GLfixed *params)
    {
        GLfloat paramsf[4];
        getMaterialfv(face, pname, paramsf);
    
        for (unsigned int i = 0; i < GetMaterialParameterCount(pname); i++)
        {
            params[i] = FloatToFixed(paramsf[i]);
        }
    }
    
    void Context::getTexEnvfv(TextureEnvTarget target, TextureEnvParameter pname, GLfloat *params)
    {
        GetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, params);
    }
    
    void Context::getTexEnviv(TextureEnvTarget target, TextureEnvParameter pname, GLint *params)
    {
        GLfloat paramsf[4];
        GetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, paramsf);
        ConvertTextureEnvToInt(pname, paramsf, params);
    }
    
    void Context::getTexEnvxv(TextureEnvTarget target, TextureEnvParameter pname, GLfixed *params)
    {
        GLfloat paramsf[4];
        GetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, paramsf);
        ConvertTextureEnvToFixed(pname, paramsf, params);
    }
    
    void Context::getTexParameterxv(TextureType target, GLenum pname, GLfixed *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::lightModelf(GLenum pname, GLfloat param)
    {
        SetLightModelParameters(&mState.gles1(), pname, &param);
    }
    
    void Context::lightModelfv(GLenum pname, const GLfloat *params)
    {
        SetLightModelParameters(&mState.gles1(), pname, params);
    }
    
    void Context::lightModelx(GLenum pname, GLfixed param)
    {
        lightModelf(pname, FixedToFloat(param));
    }
    
    void Context::lightModelxv(GLenum pname, const GLfixed *param)
    {
        GLfloat paramsf[4];
    
        for (unsigned int i = 0; i < GetLightModelParameterCount(pname); i++)
        {
            paramsf[i] = FixedToFloat(param[i]);
        }
    
        lightModelfv(pname, paramsf);
    }
    
    void Context::lightf(GLenum light, LightParameter pname, GLfloat param)
    {
        SetLightParameters(&mState.gles1(), light, pname, &param);
    }
    
    void Context::lightfv(GLenum light, LightParameter pname, const GLfloat *params)
    {
        SetLightParameters(&mState.gles1(), light, pname, params);
    }
    
    void Context::lightx(GLenum light, LightParameter pname, GLfixed param)
    {
        lightf(light, pname, FixedToFloat(param));
    }
    
    void Context::lightxv(GLenum light, LightParameter pname, const GLfixed *params)
    {
        GLfloat paramsf[4];
    
        for (unsigned int i = 0; i < GetLightParameterCount(pname); i++)
        {
            paramsf[i] = FixedToFloat(params[i]);
        }
    
        lightfv(light, pname, paramsf);
    }
    
    void Context::lineWidthx(GLfixed width)
    {
        UNIMPLEMENTED();
    }
    
    void Context::loadIdentity()
    {
        mState.gles1().loadMatrix(angle::Mat4());
    }
    
    void Context::loadMatrixf(const GLfloat *m)
    {
        mState.gles1().loadMatrix(angle::Mat4(m));
    }
    
    void Context::loadMatrixx(const GLfixed *m)
    {
        mState.gles1().loadMatrix(FixedMatrixToMat4(m));
    }
    
    void Context::logicOp(LogicalOperation opcodePacked)
    {
        mState.gles1().setLogicOp(opcodePacked);
    }
    
    void Context::materialf(GLenum face, MaterialParameter pname, GLfloat param)
    {
        SetMaterialParameters(&mState.gles1(), face, pname, &param);
    }
    
    void Context::materialfv(GLenum face, MaterialParameter pname, const GLfloat *params)
    {
        SetMaterialParameters(&mState.gles1(), face, pname, params);
    }
    
    void Context::materialx(GLenum face, MaterialParameter pname, GLfixed param)
    {
        materialf(face, pname, FixedToFloat(param));
    }
    
    void Context::materialxv(GLenum face, MaterialParameter pname, const GLfixed *param)
    {
        GLfloat paramsf[4];
    
        for (unsigned int i = 0; i < GetMaterialParameterCount(pname); i++)
        {
            paramsf[i] = FixedToFloat(param[i]);
        }
    
        materialfv(face, pname, paramsf);
    }
    
    void Context::matrixMode(MatrixType mode)
    {
        mState.gles1().setMatrixMode(mode);
    }
    
    void Context::multMatrixf(const GLfloat *m)
    {
        mState.gles1().multMatrix(angle::Mat4(m));
    }
    
    void Context::multMatrixx(const GLfixed *m)
    {
        mState.gles1().multMatrix(FixedMatrixToMat4(m));
    }
    
    void Context::multiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
    {
        unsigned int unit = target - GL_TEXTURE0;
        ASSERT(target >= GL_TEXTURE0 && unit < getCaps().maxMultitextureUnits);
        mState.gles1().setCurrentTextureCoords(unit, {s, t, r, q});
    }
    
    void Context::multiTexCoord4x(GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q)
    {
        unsigned int unit = target - GL_TEXTURE0;
        ASSERT(target >= GL_TEXTURE0 && unit < getCaps().maxMultitextureUnits);
        mState.gles1().setCurrentTextureCoords(
            unit, {FixedToFloat(s), FixedToFloat(t), FixedToFloat(r), FixedToFloat(q)});
    }
    
    void Context::normal3f(GLfloat nx, GLfloat ny, GLfloat nz)
    {
        mState.gles1().setCurrentNormal({nx, ny, nz});
    }
    
    void Context::normal3x(GLfixed nx, GLfixed ny, GLfixed nz)
    {
        mState.gles1().setCurrentNormal({FixedToFloat(nx), FixedToFloat(ny), FixedToFloat(nz)});
    }
    
    void Context::normalPointer(VertexAttribType type, GLsizei stride, const void *ptr)
    {
        vertexAttribPointer(vertexArrayIndex(ClientVertexArrayType::Normal), 3, type, GL_FALSE, stride,
                            ptr);
    }
    
    void Context::orthof(GLfloat left,
                         GLfloat right,
                         GLfloat bottom,
                         GLfloat top,
                         GLfloat zNear,
                         GLfloat zFar)
    {
        mState.gles1().multMatrix(angle::Mat4::Ortho(left, right, bottom, top, zNear, zFar));
    }
    
    void Context::orthox(GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f)
    {
        mState.gles1().multMatrix(angle::Mat4::Ortho(FixedToFloat(l), FixedToFloat(r), FixedToFloat(b),
                                                     FixedToFloat(t), FixedToFloat(n),
                                                     FixedToFloat(f)));
    }
    
    void Context::pointParameterf(PointParameter pname, GLfloat param)
    {
        SetPointParameter(&mState.gles1(), pname, &param);
    }
    
    void Context::pointParameterfv(PointParameter pname, const GLfloat *params)
    {
        SetPointParameter(&mState.gles1(), pname, params);
    }
    
    void Context::pointParameterx(PointParameter pname, GLfixed param)
    {
        GLfloat paramf = FixedToFloat(param);
        SetPointParameter(&mState.gles1(), pname, &paramf);
    }
    
    void Context::pointParameterxv(PointParameter pname, const GLfixed *params)
    {
        GLfloat paramsf[4] = {};
        for (unsigned int i = 0; i < GetPointParameterCount(pname); i++)
        {
            paramsf[i] = FixedToFloat(params[i]);
        }
        SetPointParameter(&mState.gles1(), pname, paramsf);
    }
    
    void Context::pointSize(GLfloat size)
    {
        SetPointSize(&mState.gles1(), size);
    }
    
    void Context::pointSizex(GLfixed size)
    {
        SetPointSize(&mState.gles1(), FixedToFloat(size));
    }
    
    void Context::polygonOffsetx(GLfixed factor, GLfixed units)
    {
        UNIMPLEMENTED();
    }
    
    void Context::popMatrix()
    {
        mState.gles1().popMatrix();
    }
    
    void Context::pushMatrix()
    {
        mState.gles1().pushMatrix();
    }
    
    void Context::rotatef(float angle, float x, float y, float z)
    {
        mState.gles1().multMatrix(angle::Mat4::Rotate(angle, angle::Vector3(x, y, z)));
    }
    
    void Context::rotatex(GLfixed angle, GLfixed x, GLfixed y, GLfixed z)
    {
        mState.gles1().multMatrix(angle::Mat4::Rotate(
            FixedToFloat(angle), angle::Vector3(FixedToFloat(x), FixedToFloat(y), FixedToFloat(z))));
    }
    
    void Context::sampleCoveragex(GLclampx value, GLboolean invert)
    {
        UNIMPLEMENTED();
    }
    
    void Context::scalef(float x, float y, float z)
    {
        mState.gles1().multMatrix(angle::Mat4::Scale(angle::Vector3(x, y, z)));
    }
    
    void Context::scalex(GLfixed x, GLfixed y, GLfixed z)
    {
        mState.gles1().multMatrix(
            angle::Mat4::Scale(angle::Vector3(FixedToFloat(x), FixedToFloat(y), FixedToFloat(z))));
    }
    
    void Context::shadeModel(ShadingModel model)
    {
        mState.gles1().setShadeModel(model);
    }
    
    void Context::texCoordPointer(GLint size, VertexAttribType type, GLsizei stride, const void *ptr)
    {
        vertexAttribPointer(vertexArrayIndex(ClientVertexArrayType::TextureCoord), size, type, GL_FALSE,
                            stride, ptr);
    }
    
    void Context::texEnvf(TextureEnvTarget target, TextureEnvParameter pname, GLfloat param)
    {
        SetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, &param);
    }
    
    void Context::texEnvfv(TextureEnvTarget target, TextureEnvParameter pname, const GLfloat *params)
    {
        SetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, params);
    }
    
    void Context::texEnvi(TextureEnvTarget target, TextureEnvParameter pname, GLint param)
    {
        GLfloat paramsf[4] = {};
        ConvertTextureEnvFromInt(pname, &param, paramsf);
        SetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, paramsf);
    }
    
    void Context::texEnviv(TextureEnvTarget target, TextureEnvParameter pname, const GLint *params)
    {
        GLfloat paramsf[4] = {};
        ConvertTextureEnvFromInt(pname, params, paramsf);
        SetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, paramsf);
    }
    
    void Context::texEnvx(TextureEnvTarget target, TextureEnvParameter pname, GLfixed param)
    {
        GLfloat paramsf[4] = {};
        ConvertTextureEnvFromFixed(pname, &param, paramsf);
        SetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, paramsf);
    }
    
    void Context::texEnvxv(TextureEnvTarget target, TextureEnvParameter pname, const GLfixed *params)
    {
        GLfloat paramsf[4] = {};
        ConvertTextureEnvFromFixed(pname, params, paramsf);
        SetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, paramsf);
    }
    
    void Context::texParameterx(TextureType target, GLenum pname, GLfixed param)
    {
        UNIMPLEMENTED();
    }
    
    void Context::texParameterxv(TextureType target, GLenum pname, const GLfixed *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::translatef(float x, float y, float z)
    {
        mState.gles1().multMatrix(angle::Mat4::Translate(angle::Vector3(x, y, z)));
    }
    
    void Context::translatex(GLfixed x, GLfixed y, GLfixed z)
    {
        mState.gles1().multMatrix(
            angle::Mat4::Translate(angle::Vector3(FixedToFloat(x), FixedToFloat(y), FixedToFloat(z))));
    }
    
    void Context::vertexPointer(GLint size, VertexAttribType type, GLsizei stride, const void *ptr)
    {
        vertexAttribPointer(vertexArrayIndex(ClientVertexArrayType::Vertex), size, type, GL_FALSE,
                            stride, ptr);
    }
    
    // GL_OES_draw_texture
    void Context::drawTexf(float x, float y, float z, float width, float height)
    {
        mGLES1Renderer->drawTexture(this, &mState, x, y, z, width, height);
    }
    
    void Context::drawTexfv(const GLfloat *coords)
    {
        mGLES1Renderer->drawTexture(this, &mState, coords[0], coords[1], coords[2], coords[3],
                                    coords[4]);
    }
    
    void Context::drawTexi(GLint x, GLint y, GLint z, GLint width, GLint height)
    {
        mGLES1Renderer->drawTexture(this, &mState, static_cast<GLfloat>(x), static_cast<GLfloat>(y),
                                    static_cast<GLfloat>(z), static_cast<GLfloat>(width),
                                    static_cast<GLfloat>(height));
    }
    
    void Context::drawTexiv(const GLint *coords)
    {
        mGLES1Renderer->drawTexture(this, &mState, static_cast<GLfloat>(coords[0]),
                                    static_cast<GLfloat>(coords[1]), static_cast<GLfloat>(coords[2]),
                                    static_cast<GLfloat>(coords[3]), static_cast<GLfloat>(coords[4]));
    }
    
    void Context::drawTexs(GLshort x, GLshort y, GLshort z, GLshort width, GLshort height)
    {
        mGLES1Renderer->drawTexture(this, &mState, static_cast<GLfloat>(x), static_cast<GLfloat>(y),
                                    static_cast<GLfloat>(z), static_cast<GLfloat>(width),
                                    static_cast<GLfloat>(height));
    }
    
    void Context::drawTexsv(const GLshort *coords)
    {
        mGLES1Renderer->drawTexture(this, &mState, static_cast<GLfloat>(coords[0]),
                                    static_cast<GLfloat>(coords[1]), static_cast<GLfloat>(coords[2]),
                                    static_cast<GLfloat>(coords[3]), static_cast<GLfloat>(coords[4]));
    }
    
    void Context::drawTexx(GLfixed x, GLfixed y, GLfixed z, GLfixed width, GLfixed height)
    {
        mGLES1Renderer->drawTexture(this, &mState, FixedToFloat(x), FixedToFloat(y), FixedToFloat(z),
                                    FixedToFloat(width), FixedToFloat(height));
    }
    
    void Context::drawTexxv(const GLfixed *coords)
    {
        mGLES1Renderer->drawTexture(this, &mState, FixedToFloat(coords[0]), FixedToFloat(coords[1]),
                                    FixedToFloat(coords[2]), FixedToFloat(coords[3]),
                                    FixedToFloat(coords[4]));
    }
    
    // GL_OES_matrix_palette
    void Context::currentPaletteMatrix(GLuint matrixpaletteindex)
    {
        UNIMPLEMENTED();
    }
    
    void Context::loadPaletteFromModelViewMatrix()
    {
        UNIMPLEMENTED();
    }
    
    void Context::matrixIndexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
    {
        UNIMPLEMENTED();
    }
    
    void Context::weightPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
    {
        UNIMPLEMENTED();
    }
    
    // GL_OES_point_size_array
    void Context::pointSizePointer(VertexAttribType type, GLsizei stride, const void *ptr)
    {
        vertexAttribPointer(vertexArrayIndex(ClientVertexArrayType::PointSize), 1, type, GL_FALSE,
                            stride, ptr);
    }
    
    // GL_OES_query_matrix
    GLbitfield Context::queryMatrixx(GLfixed *mantissa, GLint *exponent)
    {
        UNIMPLEMENTED();
        return 0;
    }
    
    // GL_OES_texture_cube_map
    void Context::getTexGenfv(GLenum coord, GLenum pname, GLfloat *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::getTexGeniv(GLenum coord, GLenum pname, GLint *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::getTexGenxv(GLenum coord, GLenum pname, GLfixed *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::texGenf(GLenum coord, GLenum pname, GLfloat param)
    {
        UNIMPLEMENTED();
    }
    
    void Context::texGenfv(GLenum coord, GLenum pname, const GLfloat *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::texGeni(GLenum coord, GLenum pname, GLint param)
    {
        UNIMPLEMENTED();
    }
    
    void Context::texGeniv(GLenum coord, GLenum pname, const GLint *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::texGenx(GLenum coord, GLenum pname, GLfixed param)
    {
        UNIMPLEMENTED();
    }
    
    void Context::texGenxv(GLenum coord, GLenum pname, const GLint *params)
    {
        UNIMPLEMENTED();
    }
    
    int Context::vertexArrayIndex(ClientVertexArrayType type) const
    {
        return GLES1Renderer::VertexArrayIndex(type, mState.gles1());
    }
    
    // static
    int Context::TexCoordArrayIndex(unsigned int unit)
    {
        return GLES1Renderer::TexCoordArrayIndex(unit);
    }
    }  // namespace gl