GraphicsContext3D.cpp   [plain text]


/*
 * Copyright (C) 2009 Google Inc. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 *     * Redistributions of source code must retain the above copyright
 * notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above
 * copyright notice, this list of conditions and the following disclaimer
 * in the documentation and/or other materials provided with the
 * distribution.
 *     * Neither the name of Google Inc. nor the names of its
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

#include "config.h"

#if ENABLE(3D_CANVAS)

#include "GraphicsContext3D.h"

#include "CachedImage.h"
#include "HTMLCanvasElement.h"
#include "HTMLImageElement.h"
#include "ImageBuffer.h"
#include "ImageData.h"
#include "WebGLBuffer.h"
#include "WebGLByteArray.h"
#include "WebGLFloatArray.h"
#include "WebGLFramebuffer.h"
#include "WebGLIntArray.h"
#include "WebGLProgram.h"
#include "WebGLRenderbuffer.h"
#include "WebGLRenderingContext.h"
#include "WebGLShader.h"
#include "WebGLTexture.h"
#include "WebGLUnsignedByteArray.h"
#include "WebGraphicsContext3D.h"
#include "WebGraphicsContext3DDefaultImpl.h"
#include "WebKit.h"
#include "WebKitClient.h"

#include <stdio.h>
#include <wtf/FastMalloc.h>
#include <wtf/text/CString.h>

#if PLATFORM(CG)
#include "GraphicsContext.h"
#include <CoreGraphics/CGContext.h>
#include <CoreGraphics/CGImage.h>
#endif

// using namespace std;

// There are two levels of delegation in this file:
//
//   1. GraphicsContext3D delegates to GraphicsContext3DInternal. This is done
//      so that we have some place to store data members common among
//      implementations; GraphicsContext3D only provides us the m_internal
//      pointer. We always delegate to the GraphicsContext3DInternal. While we
//      could sidestep it and go directly to the WebGraphicsContext3D in some
//      cases, it is better for consistency to always delegate through it.
//
//   2. GraphicsContext3DInternal delegates to an implementation of
//      WebGraphicsContext3D. This is done so we have a place to inject an
//      implementation which remotes the OpenGL calls across processes.
//
// The legacy, in-process, implementation uses WebGraphicsContext3DDefaultImpl.

namespace WebCore {

//----------------------------------------------------------------------
// GraphicsContext3DInternal

// Uncomment this to render to a separate window for debugging
// #define RENDER_TO_DEBUGGING_WINDOW

#define EXTRACT(val) (!val ? 0 : val->object())

class GraphicsContext3DInternal {
public:
    GraphicsContext3DInternal();
    ~GraphicsContext3DInternal();

    bool initialize(GraphicsContext3D::Attributes attrs);

    PlatformGraphicsContext3D platformGraphicsContext3D() const;
    Platform3DObject platformTexture() const;

    bool makeContextCurrent();

    int sizeInBytes(int type);

    void reshape(int width, int height);

    void beginPaint(WebGLRenderingContext* context);
    void endPaint();

    bool isGLES2Compliant() const;

    //----------------------------------------------------------------------
    // Entry points for WebGL.
    //
    void activeTexture(unsigned long texture);
    void attachShader(WebGLProgram* program, WebGLShader* shader);
    void bindAttribLocation(WebGLProgram*, unsigned long index, const String& name);
    void bindBuffer(unsigned long target, WebGLBuffer*);
    void bindFramebuffer(unsigned long target, WebGLFramebuffer*);
    void bindRenderbuffer(unsigned long target, WebGLRenderbuffer*);
    void bindTexture(unsigned long target, WebGLTexture* texture);
    void blendColor(double red, double green, double blue, double alpha);
    void blendEquation(unsigned long mode);
    void blendEquationSeparate(unsigned long modeRGB, unsigned long modeAlpha);
    void blendFunc(unsigned long sfactor, unsigned long dfactor);
    void blendFuncSeparate(unsigned long srcRGB, unsigned long dstRGB, unsigned long srcAlpha, unsigned long dstAlpha);

    void bufferData(unsigned long target, int size, unsigned long usage);
    void bufferData(unsigned long target, WebGLArray* data, unsigned long usage);
    void bufferSubData(unsigned long target, long offset, WebGLArray* data);

    unsigned long checkFramebufferStatus(unsigned long target);
    void clear(unsigned long mask);
    void clearColor(double red, double green, double blue, double alpha);
    void clearDepth(double depth);
    void clearStencil(long s);
    void colorMask(bool red, bool green, bool blue, bool alpha);
    void compileShader(WebGLShader*);

    void copyTexImage2D(unsigned long target, long level, unsigned long internalformat, long x, long y, unsigned long width, unsigned long height, long border);
    void copyTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, long x, long y, unsigned long width, unsigned long height);
    void cullFace(unsigned long mode);
    void depthFunc(unsigned long func);
    void depthMask(bool flag);
    void depthRange(double zNear, double zFar);
    void detachShader(WebGLProgram*, WebGLShader*);
    void disable(unsigned long cap);
    void disableVertexAttribArray(unsigned long index);
    void drawArrays(unsigned long mode, long first, long count);
    void drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset);

    void enable(unsigned long cap);
    void enableVertexAttribArray(unsigned long index);
    void finish();
    void flush();
    void framebufferRenderbuffer(unsigned long target, unsigned long attachment, unsigned long renderbuffertarget, WebGLRenderbuffer*);
    void framebufferTexture2D(unsigned long target, unsigned long attachment, unsigned long textarget, WebGLTexture*, long level);
    void frontFace(unsigned long mode);
    void generateMipmap(unsigned long target);

    bool getActiveAttrib(WebGLProgram* program, unsigned long index, ActiveInfo&);
    bool getActiveUniform(WebGLProgram* program, unsigned long index, ActiveInfo&);

    int  getAttribLocation(WebGLProgram*, const String& name);

    void getBooleanv(unsigned long pname, unsigned char* value);

    void getBufferParameteriv(unsigned long target, unsigned long pname, int* value);

    GraphicsContext3D::Attributes getContextAttributes();

    unsigned long getError();

    void getFloatv(unsigned long pname, float* value);

    void getFramebufferAttachmentParameteriv(unsigned long target, unsigned long attachment, unsigned long pname, int* value);

    void getIntegerv(unsigned long pname, int* value);

    void getProgramiv(WebGLProgram* program, unsigned long pname, int* value);

    String getProgramInfoLog(WebGLProgram*);

    void getRenderbufferParameteriv(unsigned long target, unsigned long pname, int* value);

    void getShaderiv(WebGLShader*, unsigned long pname, int* value);

    String getShaderInfoLog(WebGLShader*);

    String getShaderSource(WebGLShader*);
    String getString(unsigned long name);

    void getTexParameterfv(unsigned long target, unsigned long pname, float* value);
    void getTexParameteriv(unsigned long target, unsigned long pname, int* value);

    void getUniformfv(WebGLProgram* program, long location, float* value);
    void getUniformiv(WebGLProgram* program, long location, int* value);

    long getUniformLocation(WebGLProgram*, const String& name);

    void getVertexAttribfv(unsigned long index, unsigned long pname, float* value);
    void getVertexAttribiv(unsigned long index, unsigned long pname, int* value);

    long getVertexAttribOffset(unsigned long index, unsigned long pname);

    void hint(unsigned long target, unsigned long mode);
    bool isBuffer(WebGLBuffer*);
    bool isEnabled(unsigned long cap);
    bool isFramebuffer(WebGLFramebuffer*);
    bool isProgram(WebGLProgram*);
    bool isRenderbuffer(WebGLRenderbuffer*);
    bool isShader(WebGLShader*);
    bool isTexture(WebGLTexture*);
    void lineWidth(double);
    void linkProgram(WebGLProgram*);
    void pixelStorei(unsigned long pname, long param);
    void polygonOffset(double factor, double units);

    void readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long type, void* data);

    void releaseShaderCompiler();
    void renderbufferStorage(unsigned long target, unsigned long internalformat, unsigned long width, unsigned long height);
    void sampleCoverage(double value, bool invert);
    void scissor(long x, long y, unsigned long width, unsigned long height);
    void shaderSource(WebGLShader*, const String& string);
    void stencilFunc(unsigned long func, long ref, unsigned long mask);
    void stencilFuncSeparate(unsigned long face, unsigned long func, long ref, unsigned long mask);
    void stencilMask(unsigned long mask);
    void stencilMaskSeparate(unsigned long face, unsigned long mask);
    void stencilOp(unsigned long fail, unsigned long zfail, unsigned long zpass);
    void stencilOpSeparate(unsigned long face, unsigned long fail, unsigned long zfail, unsigned long zpass);

    // These next several functions return an error code (0 if no errors) rather than using an ExceptionCode.
    // Currently they return -1 on any error.
    int texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, void* pixels);

    void texParameterf(unsigned target, unsigned pname, float param);
    void texParameteri(unsigned target, unsigned pname, int param);

    int texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, unsigned format, unsigned type, void* pixels);

    void uniform1f(long location, float x);
    void uniform1fv(long location, float* v, int size);
    void uniform1i(long location, int x);
    void uniform1iv(long location, int* v, int size);
    void uniform2f(long location, float x, float y);
    void uniform2fv(long location, float* v, int size);
    void uniform2i(long location, int x, int y);
    void uniform2iv(long location, int* v, int size);
    void uniform3f(long location, float x, float y, float z);
    void uniform3fv(long location, float* v, int size);
    void uniform3i(long location, int x, int y, int z);
    void uniform3iv(long location, int* v, int size);
    void uniform4f(long location, float x, float y, float z, float w);
    void uniform4fv(long location, float* v, int size);
    void uniform4i(long location, int x, int y, int z, int w);
    void uniform4iv(long location, int* v, int size);
    void uniformMatrix2fv(long location, bool transpose, float* value, int size);
    void uniformMatrix3fv(long location, bool transpose, float* value, int size);
    void uniformMatrix4fv(long location, bool transpose, float* value, int size);

    void useProgram(WebGLProgram*);
    void validateProgram(WebGLProgram*);

    void vertexAttrib1f(unsigned long indx, float x);
    void vertexAttrib1fv(unsigned long indx, float* values);
    void vertexAttrib2f(unsigned long indx, float x, float y);
    void vertexAttrib2fv(unsigned long indx, float* values);
    void vertexAttrib3f(unsigned long indx, float x, float y, float z);
    void vertexAttrib3fv(unsigned long indx, float* values);
    void vertexAttrib4f(unsigned long indx, float x, float y, float z, float w);
    void vertexAttrib4fv(unsigned long indx, float* values);
    void vertexAttribPointer(unsigned long indx, int size, int type, bool normalized,
                             unsigned long stride, unsigned long offset);

    void viewport(long x, long y, unsigned long width, unsigned long height);

    unsigned createBuffer();
    unsigned createFramebuffer();
    unsigned createProgram();
    unsigned createRenderbuffer();
    unsigned createShader(unsigned long);
    unsigned createTexture();

    void deleteBuffer(unsigned);
    void deleteFramebuffer(unsigned);
    void deleteProgram(unsigned);
    void deleteRenderbuffer(unsigned);
    void deleteShader(unsigned);
    void deleteTexture(unsigned);

    void synthesizeGLError(unsigned long error);

private:
    OwnPtr<WebKit::WebGraphicsContext3D> m_impl;
#if PLATFORM(SKIA)
    // If the width and height of the Canvas's backing store don't
    // match those that we were given in the most recent call to
    // reshape(), then we need an intermediate bitmap to read back the
    // frame buffer into. This seems to happen when CSS styles are
    // used to resize the Canvas.
    SkBitmap m_resizingBitmap;
#endif

#if PLATFORM(CG)
    unsigned char* m_renderOutput;
#endif
};

GraphicsContext3DInternal::GraphicsContext3DInternal()
#if PLATFORM(SKIA)
#elif PLATFORM(CG)
    : m_renderOutput(0)
#else
#error Must port to your platform
#endif
{
}

GraphicsContext3DInternal::~GraphicsContext3DInternal()
{
#if PLATFORM(CG)
    if (m_renderOutput)
        delete[] m_renderOutput;
#endif
}

bool GraphicsContext3DInternal::initialize(GraphicsContext3D::Attributes attrs)
{
    WebKit::WebGraphicsContext3D::Attributes webAttributes;
    webAttributes.alpha = attrs.alpha;
    webAttributes.depth = attrs.depth;
    webAttributes.stencil = attrs.stencil;
    webAttributes.antialias = attrs.antialias;
    webAttributes.premultipliedAlpha = attrs.premultipliedAlpha;
    WebKit::WebGraphicsContext3D* webContext = WebKit::webKitClient()->createGraphicsContext3D();
    if (!webContext)
        return false;
    if (!webContext->initialize(webAttributes)) {
        delete webContext;
        return false;
    }
    m_impl.set(webContext);
    return true;
}

PlatformGraphicsContext3D GraphicsContext3DInternal::platformGraphicsContext3D() const
{
    return 0;
}

Platform3DObject GraphicsContext3DInternal::platformTexture() const
{
    return 0;
}

void GraphicsContext3DInternal::beginPaint(WebGLRenderingContext* context)
{
    HTMLCanvasElement* canvas = context->canvas();
    ImageBuffer* imageBuffer = canvas->buffer();
    unsigned char* pixels = 0;
#if PLATFORM(SKIA)
    const SkBitmap* canvasBitmap = imageBuffer->context()->platformContext()->bitmap();
    const SkBitmap* readbackBitmap = 0;
    ASSERT(canvasBitmap->config() == SkBitmap::kARGB_8888_Config);
    if (canvasBitmap->width() == m_impl->width() && canvasBitmap->height() == m_impl->height()) {
        // This is the fastest and most common case. We read back
        // directly into the canvas's backing store.
        readbackBitmap = canvasBitmap;
        m_resizingBitmap.reset();
    } else {
        // We need to allocate a temporary bitmap for reading back the
        // pixel data. We will then use Skia to rescale this bitmap to
        // the size of the canvas's backing store.
        if (m_resizingBitmap.width() != m_impl->width() || m_resizingBitmap.height() != m_impl->height()) {
            m_resizingBitmap.setConfig(SkBitmap::kARGB_8888_Config,
                                       m_impl->width(),
                                       m_impl->height());
            if (!m_resizingBitmap.allocPixels()) {
                return;
            }
        }
        readbackBitmap = &m_resizingBitmap;
    }

    // Read back the frame buffer.
    SkAutoLockPixels bitmapLock(*readbackBitmap);
    pixels = static_cast<unsigned char*>(readbackBitmap->getPixels());
#elif PLATFORM(CG)
    if (m_renderOutput)
        pixels = m_renderOutput;
#else
#error Must port to your platform
#endif

    m_impl->readBackFramebuffer(pixels, 4 * m_impl->width() * m_impl->height());

#if PLATFORM(SKIA)
    if (m_resizingBitmap.readyToDraw()) {
        // We need to draw the resizing bitmap into the canvas's backing store.
        SkCanvas canvas(*canvasBitmap);
        SkRect dst;
        dst.set(SkIntToScalar(0), SkIntToScalar(0), canvasBitmap->width(), canvasBitmap->height());
        canvas.drawBitmapRect(m_resizingBitmap, 0, dst);
    }
#elif PLATFORM(CG)
    if (m_renderOutput) {
        int rowBytes = m_impl->width() * 4;
        CGDataProviderRef dataProvider = CGDataProviderCreateWithData(0, m_renderOutput, rowBytes * m_impl->height(), 0);
        CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
        CGImageRef cgImage = CGImageCreate(m_impl->width(),
                                           m_impl->height(),
                                           8,
                                           32,
                                           rowBytes,
                                           colorSpace,
                                           kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host,
                                           dataProvider,
                                           0,
                                           false,
                                           kCGRenderingIntentDefault);
        // CSS styling may cause the canvas's content to be resized on
        // the page. Go back to the Canvas to figure out the correct
        // width and height to draw.
        CGRect rect = CGRectMake(0, 0,
                                 context->canvas()->width(),
                                 context->canvas()->height());
        // We want to completely overwrite the previous frame's
        // rendering results.
        CGContextSetBlendMode(imageBuffer->context()->platformContext(),
                              kCGBlendModeCopy);
        CGContextSetInterpolationQuality(imageBuffer->context()->platformContext(),
                                         kCGInterpolationNone);
        CGContextDrawImage(imageBuffer->context()->platformContext(),
                           rect, cgImage);
        CGImageRelease(cgImage);
        CGColorSpaceRelease(colorSpace);
        CGDataProviderRelease(dataProvider);
    }
#else
#error Must port to your platform
#endif
}

void GraphicsContext3DInternal::endPaint()
{
}

void GraphicsContext3DInternal::reshape(int width, int height)
{
    if (width == m_impl->width() && height == m_impl->height())
        return;

    m_impl->reshape(width, height);

#if PLATFORM(CG)
    // Need to reallocate the client-side backing store.
    // FIXME: make this more efficient.
    if (m_renderOutput) {
        delete[] m_renderOutput;
        m_renderOutput = 0;
    }
    int rowBytes = width * 4;
    m_renderOutput = new unsigned char[height * rowBytes];
#endif // PLATFORM(CG)
}

// Macros to assist in delegating from GraphicsContext3DInternal to
// WebGraphicsContext3D.

#define DELEGATE_TO_IMPL(name) \
void GraphicsContext3DInternal::name() \
{ \
    m_impl->name(); \
}

#define DELEGATE_TO_IMPL_R(name, rt)           \
rt GraphicsContext3DInternal::name() \
{ \
    return m_impl->name(); \
}

#define DELEGATE_TO_IMPL_1(name, t1) \
void GraphicsContext3DInternal::name(t1 a1) \
{ \
    m_impl->name(a1); \
}

#define DELEGATE_TO_IMPL_1_X(name, t1) \
void GraphicsContext3DInternal::name(t1 a1) \
{ \
    m_impl->name(EXTRACT(a1));                  \
}

#define DELEGATE_TO_IMPL_1R(name, t1, rt)    \
rt GraphicsContext3DInternal::name(t1 a1) \
{ \
    return m_impl->name(a1); \
}

#define DELEGATE_TO_IMPL_1R_X(name, t1, rt)    \
rt GraphicsContext3DInternal::name(t1 a1) \
{ \
    return m_impl->name(EXTRACT(a1));           \
}

#define DELEGATE_TO_IMPL_2(name, t1, t2) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2) \
{ \
    m_impl->name(a1, a2); \
}

#define DELEGATE_TO_IMPL_2_X12(name, t1, t2) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2) \
{ \
    m_impl->name(EXTRACT(a1), EXTRACT(a2));     \
}

#define DELEGATE_TO_IMPL_2_X2(name, t1, t2) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2) \
{ \
    m_impl->name(a1, EXTRACT(a2));     \
}

#define DELEGATE_TO_IMPL_2R(name, t1, t2, rt)  \
rt GraphicsContext3DInternal::name(t1 a1, t2 a2) \
{ \
    return m_impl->name(a1, a2); \
}

#define DELEGATE_TO_IMPL_3(name, t1, t2, t3)   \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3)    \
{ \
    m_impl->name(a1, a2, a3);                  \
}

#define DELEGATE_TO_IMPL_3_X1(name, t1, t2, t3)   \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3)    \
{ \
    m_impl->name(EXTRACT(a1), a2, a3);          \
}

#define DELEGATE_TO_IMPL_3R(name, t1, t2, t3, rt)   \
rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3)    \
{ \
    return m_impl->name(a1, a2, a3);                  \
}

#define DELEGATE_TO_IMPL_4(name, t1, t2, t3, t4)    \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4)  \
{ \
    m_impl->name(a1, a2, a3, a4);              \
}

#define DELEGATE_TO_IMPL_4_X4(name, t1, t2, t3, t4)    \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4)  \
{ \
    m_impl->name(a1, a2, a3, EXTRACT(a4));      \
}

#define DELEGATE_TO_IMPL_5(name, t1, t2, t3, t4, t5)      \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5)        \
{ \
    m_impl->name(a1, a2, a3, a4, a5);   \
}

#define DELEGATE_TO_IMPL_5_X4(name, t1, t2, t3, t4, t5)                \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5)        \
{ \
    m_impl->name(a1, a2, a3, EXTRACT(a4), a5);  \
}

#define DELEGATE_TO_IMPL_5R(name, t1, t2, t3, t4, t5, rt)      \
rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5)        \
{ \
    return m_impl->name(a1, a2, a3, a4, a5);   \
}

#define DELEGATE_TO_IMPL_6(name, t1, t2, t3, t4, t5, t6)  \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \
{ \
    m_impl->name(a1, a2, a3, a4, a5, a6);       \
}

#define DELEGATE_TO_IMPL_6R(name, t1, t2, t3, t4, t5, t6, rt)  \
rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \
{ \
    return m_impl->name(a1, a2, a3, a4, a5, a6);       \
}

#define DELEGATE_TO_IMPL_7(name, t1, t2, t3, t4, t5, t6, t7) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \
{ \
    m_impl->name(a1, a2, a3, a4, a5, a6, a7);   \
}

#define DELEGATE_TO_IMPL_7R(name, t1, t2, t3, t4, t5, t6, t7, rt) \
rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \
{ \
    return m_impl->name(a1, a2, a3, a4, a5, a6, a7);   \
}

#define DELEGATE_TO_IMPL_8(name, t1, t2, t3, t4, t5, t6, t7, t8)       \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8) \
{ \
    m_impl->name(a1, a2, a3, a4, a5, a6, a7, a8);      \
}

#define DELEGATE_TO_IMPL_9R(name, t1, t2, t3, t4, t5, t6, t7, t8, t9, rt) \
rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) \
{ \
    return m_impl->name(a1, a2, a3, a4, a5, a6, a7, a8, a9);   \
}

DELEGATE_TO_IMPL_R(makeContextCurrent, bool)
DELEGATE_TO_IMPL_1R(sizeInBytes, int, int)

bool GraphicsContext3DInternal::isGLES2Compliant() const
{
    return m_impl->isGLES2Compliant();
}

DELEGATE_TO_IMPL_1(activeTexture, unsigned long)
DELEGATE_TO_IMPL_2_X12(attachShader, WebGLProgram*, WebGLShader*)

void GraphicsContext3DInternal::bindAttribLocation(WebGLProgram* program, unsigned long index, const String& name)
{
    m_impl->bindAttribLocation(EXTRACT(program), index, name.utf8().data());
}

DELEGATE_TO_IMPL_2_X2(bindBuffer, unsigned long, WebGLBuffer*)
DELEGATE_TO_IMPL_2_X2(bindFramebuffer, unsigned long, WebGLFramebuffer*)
DELEGATE_TO_IMPL_2_X2(bindRenderbuffer, unsigned long, WebGLRenderbuffer*)

static const int kTextureWrapR = 0x8072;

// If we didn't have to hack GL_TEXTURE_WRAP_R for cube maps,
// we could just use:
// DELEGATE_TO_IMPL_2_X2(bindTexture, unsigned long, WebGLTexture*)
void GraphicsContext3DInternal::bindTexture(unsigned long target,
                                            WebGLTexture* texture)
{
    unsigned int textureObject = EXTRACT(texture);

    m_impl->bindTexture(target, textureObject);

    // FIXME: GL_TEXTURE_WRAP_R isn't exposed in the OpenGL ES 2.0
    // API. On desktop OpenGL implementations it seems necessary to
    // set this wrap mode to GL_CLAMP_TO_EDGE to get correct behavior
    // of cube maps.
    if (texture)
        if (target == GraphicsContext3D::TEXTURE_CUBE_MAP) {
            if (!texture->isCubeMapRWrapModeInitialized()) {
                m_impl->texParameteri(GraphicsContext3D::TEXTURE_CUBE_MAP, kTextureWrapR, GraphicsContext3D::CLAMP_TO_EDGE);
                texture->setCubeMapRWrapModeInitialized(true);
            }
        } else
            texture->setCubeMapRWrapModeInitialized(false);
}

DELEGATE_TO_IMPL_4(blendColor, double, double, double, double)
DELEGATE_TO_IMPL_1(blendEquation, unsigned long)
DELEGATE_TO_IMPL_2(blendEquationSeparate, unsigned long, unsigned long)
DELEGATE_TO_IMPL_2(blendFunc, unsigned long, unsigned long)
DELEGATE_TO_IMPL_4(blendFuncSeparate, unsigned long, unsigned long, unsigned long, unsigned long)

void GraphicsContext3DInternal::bufferData(unsigned long target, int size, unsigned long usage)
{
    m_impl->bufferData(target, size, 0, usage);
}

void GraphicsContext3DInternal::bufferData(unsigned long target, WebGLArray* array, unsigned long usage)
{
    m_impl->bufferData(target, array->byteLength(), array->baseAddress(), usage);
}

void GraphicsContext3DInternal::bufferSubData(unsigned long target, long offset, WebGLArray* array)
{
    m_impl->bufferSubData(target, offset, array->byteLength(), array->baseAddress());
}

DELEGATE_TO_IMPL_1R(checkFramebufferStatus, unsigned long, unsigned long)
DELEGATE_TO_IMPL_1(clear, unsigned long)
DELEGATE_TO_IMPL_4(clearColor, double, double, double, double)
DELEGATE_TO_IMPL_1(clearDepth, double)
DELEGATE_TO_IMPL_1(clearStencil, long)
DELEGATE_TO_IMPL_4(colorMask, bool, bool, bool, bool)
DELEGATE_TO_IMPL_1_X(compileShader, WebGLShader*)

DELEGATE_TO_IMPL_8(copyTexImage2D, unsigned long, long, unsigned long, long, long, unsigned long, unsigned long, long)
DELEGATE_TO_IMPL_8(copyTexSubImage2D, unsigned long, long, long, long, long, long, unsigned long, unsigned long)
DELEGATE_TO_IMPL_1(cullFace, unsigned long)
DELEGATE_TO_IMPL_1(depthFunc, unsigned long)
DELEGATE_TO_IMPL_1(depthMask, bool)
DELEGATE_TO_IMPL_2(depthRange, double, double)
DELEGATE_TO_IMPL_2_X12(detachShader, WebGLProgram*, WebGLShader*)
DELEGATE_TO_IMPL_1(disable, unsigned long)
DELEGATE_TO_IMPL_1(disableVertexAttribArray, unsigned long)
DELEGATE_TO_IMPL_3(drawArrays, unsigned long, long, long)
DELEGATE_TO_IMPL_4(drawElements, unsigned long, unsigned long, unsigned long, long)

DELEGATE_TO_IMPL_1(enable, unsigned long)
DELEGATE_TO_IMPL_1(enableVertexAttribArray, unsigned long)
DELEGATE_TO_IMPL(finish)
DELEGATE_TO_IMPL(flush)
DELEGATE_TO_IMPL_4_X4(framebufferRenderbuffer, unsigned long, unsigned long, unsigned long, WebGLRenderbuffer*)
DELEGATE_TO_IMPL_5_X4(framebufferTexture2D, unsigned long, unsigned long, unsigned long, WebGLTexture*, long)
DELEGATE_TO_IMPL_1(frontFace, unsigned long)
DELEGATE_TO_IMPL_1(generateMipmap, unsigned long)

bool GraphicsContext3DInternal::getActiveAttrib(WebGLProgram* program, unsigned long index, ActiveInfo& info)
{
    WebKit::WebGraphicsContext3D::ActiveInfo webInfo;
    if (!m_impl->getActiveAttrib(EXTRACT(program), index, webInfo))
        return false;
    info.name = webInfo.name;
    info.type = webInfo.type;
    info.size = webInfo.size;
    return true;
}

bool GraphicsContext3DInternal::getActiveUniform(WebGLProgram* program, unsigned long index, ActiveInfo& info)
{
    WebKit::WebGraphicsContext3D::ActiveInfo webInfo;
    if (!m_impl->getActiveUniform(EXTRACT(program), index, webInfo))
        return false;
    info.name = webInfo.name;
    info.type = webInfo.type;
    info.size = webInfo.size;
    return true;
}

int GraphicsContext3DInternal::getAttribLocation(WebGLProgram* program, const String& name)
{
    return m_impl->getAttribLocation(EXTRACT(program), name.utf8().data());
}

DELEGATE_TO_IMPL_2(getBooleanv, unsigned long, unsigned char*)

DELEGATE_TO_IMPL_3(getBufferParameteriv, unsigned long, unsigned long, int*)

GraphicsContext3D::Attributes GraphicsContext3DInternal::getContextAttributes()
{
    WebKit::WebGraphicsContext3D::Attributes webAttributes = m_impl->getContextAttributes();
    GraphicsContext3D::Attributes attributes;
    attributes.alpha = webAttributes.alpha;
    attributes.depth = webAttributes.depth;
    attributes.stencil = webAttributes.stencil;
    attributes.antialias = webAttributes.antialias;
    attributes.premultipliedAlpha = webAttributes.premultipliedAlpha;
    return attributes;
}

DELEGATE_TO_IMPL_R(getError, unsigned long)

DELEGATE_TO_IMPL_2(getFloatv, unsigned long, float*)

DELEGATE_TO_IMPL_4(getFramebufferAttachmentParameteriv, unsigned long, unsigned long, unsigned long, int*)

DELEGATE_TO_IMPL_2(getIntegerv, unsigned long, int*)

DELEGATE_TO_IMPL_3_X1(getProgramiv, WebGLProgram*, unsigned long, int*)

String GraphicsContext3DInternal::getProgramInfoLog(WebGLProgram* program)
{
    return m_impl->getProgramInfoLog(EXTRACT(program));
}

DELEGATE_TO_IMPL_3(getRenderbufferParameteriv, unsigned long, unsigned long, int*)

DELEGATE_TO_IMPL_3_X1(getShaderiv, WebGLShader*, unsigned long, int*)

String GraphicsContext3DInternal::getShaderInfoLog(WebGLShader* shader)
{
    return m_impl->getShaderInfoLog(EXTRACT(shader));
}

String GraphicsContext3DInternal::getShaderSource(WebGLShader* shader)
{
    return m_impl->getShaderSource(EXTRACT(shader));
}

String GraphicsContext3DInternal::getString(unsigned long name)
{
    return m_impl->getString(name);
}

DELEGATE_TO_IMPL_3(getTexParameterfv, unsigned long, unsigned long, float*)
DELEGATE_TO_IMPL_3(getTexParameteriv, unsigned long, unsigned long, int*)

DELEGATE_TO_IMPL_3_X1(getUniformfv, WebGLProgram*, long, float*)
DELEGATE_TO_IMPL_3_X1(getUniformiv, WebGLProgram*, long, int*)

long GraphicsContext3DInternal::getUniformLocation(WebGLProgram* program, const String& name)
{
    return m_impl->getUniformLocation(EXTRACT(program), name.utf8().data());
}

DELEGATE_TO_IMPL_3(getVertexAttribfv, unsigned long, unsigned long, float*)
DELEGATE_TO_IMPL_3(getVertexAttribiv, unsigned long, unsigned long, int*)

DELEGATE_TO_IMPL_2R(getVertexAttribOffset, unsigned long, unsigned long, long)

DELEGATE_TO_IMPL_2(hint, unsigned long, unsigned long)
DELEGATE_TO_IMPL_1R_X(isBuffer, WebGLBuffer*, bool)
DELEGATE_TO_IMPL_1R(isEnabled, unsigned long, bool)
DELEGATE_TO_IMPL_1R_X(isFramebuffer, WebGLFramebuffer*, bool)
DELEGATE_TO_IMPL_1R_X(isProgram, WebGLProgram*, bool)
DELEGATE_TO_IMPL_1R_X(isRenderbuffer, WebGLRenderbuffer*, bool)
DELEGATE_TO_IMPL_1R_X(isShader, WebGLShader*, bool)
DELEGATE_TO_IMPL_1R_X(isTexture, WebGLTexture*, bool)
DELEGATE_TO_IMPL_1(lineWidth, double)
DELEGATE_TO_IMPL_1_X(linkProgram, WebGLProgram*)
DELEGATE_TO_IMPL_2(pixelStorei, unsigned long, long)
DELEGATE_TO_IMPL_2(polygonOffset, double, double)
DELEGATE_TO_IMPL_7(readPixels, long, long, unsigned long, unsigned long, unsigned long, unsigned long, void*)
DELEGATE_TO_IMPL(releaseShaderCompiler)
DELEGATE_TO_IMPL_4(renderbufferStorage, unsigned long, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_IMPL_2(sampleCoverage, double, bool)
DELEGATE_TO_IMPL_4(scissor, long, long, unsigned long, unsigned long)

void GraphicsContext3DInternal::shaderSource(WebGLShader* shader, const String& string)
{
    m_impl->shaderSource(EXTRACT(shader), string.utf8().data());
}

DELEGATE_TO_IMPL_3(stencilFunc, unsigned long, long, unsigned long)
DELEGATE_TO_IMPL_4(stencilFuncSeparate, unsigned long, unsigned long, long, unsigned long)
DELEGATE_TO_IMPL_1(stencilMask, unsigned long)
DELEGATE_TO_IMPL_2(stencilMaskSeparate, unsigned long, unsigned long)
DELEGATE_TO_IMPL_3(stencilOp, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_IMPL_4(stencilOpSeparate, unsigned long, unsigned long, unsigned long, unsigned long)

int GraphicsContext3DInternal::texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, void* pixels)
{
    m_impl->texImage2D(target, level, internalformat, width, height, border, format, type, pixels);
    return 0;
}

DELEGATE_TO_IMPL_3(texParameterf, unsigned, unsigned, float)
DELEGATE_TO_IMPL_3(texParameteri, unsigned, unsigned, int)

int GraphicsContext3DInternal::texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, unsigned format, unsigned type, void* pixels)
{
    m_impl->texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
    return 0;
}

DELEGATE_TO_IMPL_2(uniform1f, long, float)

void GraphicsContext3DInternal::uniform1fv(long location, float* v, int size)
{
    m_impl->uniform1fv(location, size, v);
}

DELEGATE_TO_IMPL_2(uniform1i, long, int)

void GraphicsContext3DInternal::uniform1iv(long location, int* v, int size)
{
    m_impl->uniform1iv(location, size, v);
}

DELEGATE_TO_IMPL_3(uniform2f, long, float, float)

void GraphicsContext3DInternal::uniform2fv(long location, float* v, int size)
{
    m_impl->uniform2fv(location, size, v);
}

DELEGATE_TO_IMPL_3(uniform2i, long, int, int)

void GraphicsContext3DInternal::uniform2iv(long location, int* v, int size)
{
    m_impl->uniform2iv(location, size, v);
}

DELEGATE_TO_IMPL_4(uniform3f, long, float, float, float)

void GraphicsContext3DInternal::uniform3fv(long location, float* v, int size)
{
    m_impl->uniform3fv(location, size, v);
}

DELEGATE_TO_IMPL_4(uniform3i, long, int, int, int)

void GraphicsContext3DInternal::uniform3iv(long location, int* v, int size)
{
    m_impl->uniform3iv(location, size, v);
}

DELEGATE_TO_IMPL_5(uniform4f, long, float, float, float, float)

void GraphicsContext3DInternal::uniform4fv(long location, float* v, int size)
{
    m_impl->uniform4fv(location, size, v);
}

DELEGATE_TO_IMPL_5(uniform4i, long, int, int, int, int)

void GraphicsContext3DInternal::uniform4iv(long location, int* v, int size)
{
    m_impl->uniform4iv(location, size, v);
}

void GraphicsContext3DInternal::uniformMatrix2fv(long location, bool transpose, float* value, int size)
{
    m_impl->uniformMatrix2fv(location, size, transpose, value);
}

void GraphicsContext3DInternal::uniformMatrix3fv(long location, bool transpose, float* value, int size)
{
    m_impl->uniformMatrix3fv(location, size, transpose, value);
}

void GraphicsContext3DInternal::uniformMatrix4fv(long location, bool transpose, float* value, int size)
{
    m_impl->uniformMatrix4fv(location, size, transpose, value);
}

DELEGATE_TO_IMPL_1_X(useProgram, WebGLProgram*)
DELEGATE_TO_IMPL_1_X(validateProgram, WebGLProgram*)

DELEGATE_TO_IMPL_2(vertexAttrib1f, unsigned long, float)
DELEGATE_TO_IMPL_2(vertexAttrib1fv, unsigned long, float*)
DELEGATE_TO_IMPL_3(vertexAttrib2f, unsigned long, float, float)
DELEGATE_TO_IMPL_2(vertexAttrib2fv, unsigned long, float*)
DELEGATE_TO_IMPL_4(vertexAttrib3f, unsigned long, float, float, float)
DELEGATE_TO_IMPL_2(vertexAttrib3fv, unsigned long, float*)
DELEGATE_TO_IMPL_5(vertexAttrib4f, unsigned long, float, float, float, float)
DELEGATE_TO_IMPL_2(vertexAttrib4fv, unsigned long, float*)
DELEGATE_TO_IMPL_6(vertexAttribPointer, unsigned long, int, int, bool, unsigned long, unsigned long)

DELEGATE_TO_IMPL_4(viewport, long, long, unsigned long, unsigned long)

DELEGATE_TO_IMPL_R(createBuffer, unsigned)
DELEGATE_TO_IMPL_R(createFramebuffer, unsigned)
DELEGATE_TO_IMPL_R(createProgram, unsigned)
DELEGATE_TO_IMPL_R(createRenderbuffer, unsigned)
DELEGATE_TO_IMPL_1R(createShader, unsigned long, unsigned)
DELEGATE_TO_IMPL_R(createTexture, unsigned)

DELEGATE_TO_IMPL_1(deleteBuffer, unsigned)
DELEGATE_TO_IMPL_1(deleteFramebuffer, unsigned)
DELEGATE_TO_IMPL_1(deleteProgram, unsigned)
DELEGATE_TO_IMPL_1(deleteRenderbuffer, unsigned)
DELEGATE_TO_IMPL_1(deleteShader, unsigned)
DELEGATE_TO_IMPL_1(deleteTexture, unsigned)

DELEGATE_TO_IMPL_1(synthesizeGLError, unsigned long)

//----------------------------------------------------------------------
// GraphicsContext3D
//

// Macros to assist in delegating from GraphicsContext3D to
// GraphicsContext3DInternal.

#define DELEGATE_TO_INTERNAL(name) \
void GraphicsContext3D::name() \
{ \
    m_internal->name(); \
}

#define DELEGATE_TO_INTERNAL_R(name, rt)           \
rt GraphicsContext3D::name() \
{ \
    return m_internal->name(); \
}

#define DELEGATE_TO_INTERNAL_1(name, t1) \
void GraphicsContext3D::name(t1 a1) \
{ \
    m_internal->name(a1); \
}

#define DELEGATE_TO_INTERNAL_1R(name, t1, rt)    \
rt GraphicsContext3D::name(t1 a1) \
{ \
    return m_internal->name(a1); \
}

#define DELEGATE_TO_INTERNAL_2(name, t1, t2) \
void GraphicsContext3D::name(t1 a1, t2 a2) \
{ \
    m_internal->name(a1, a2); \
}

#define DELEGATE_TO_INTERNAL_2R(name, t1, t2, rt)  \
rt GraphicsContext3D::name(t1 a1, t2 a2) \
{ \
    return m_internal->name(a1, a2); \
}

#define DELEGATE_TO_INTERNAL_3(name, t1, t2, t3)   \
void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3)    \
{ \
    m_internal->name(a1, a2, a3);                  \
}

#define DELEGATE_TO_INTERNAL_3R(name, t1, t2, t3, rt)   \
rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3)    \
{ \
    return m_internal->name(a1, a2, a3);                  \
}

#define DELEGATE_TO_INTERNAL_4(name, t1, t2, t3, t4)    \
void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4)  \
{ \
    m_internal->name(a1, a2, a3, a4);              \
}

#define DELEGATE_TO_INTERNAL_5(name, t1, t2, t3, t4, t5)      \
void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5)        \
{ \
    m_internal->name(a1, a2, a3, a4, a5);   \
}

#define DELEGATE_TO_INTERNAL_6(name, t1, t2, t3, t4, t5, t6)  \
void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \
{ \
    m_internal->name(a1, a2, a3, a4, a5, a6);   \
}

#define DELEGATE_TO_INTERNAL_6R(name, t1, t2, t3, t4, t5, t6, rt)  \
rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \
{ \
    return m_internal->name(a1, a2, a3, a4, a5, a6);       \
}

#define DELEGATE_TO_INTERNAL_7(name, t1, t2, t3, t4, t5, t6, t7) \
void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \
{ \
    m_internal->name(a1, a2, a3, a4, a5, a6, a7);   \
}

#define DELEGATE_TO_INTERNAL_7R(name, t1, t2, t3, t4, t5, t6, t7, rt) \
rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \
{ \
    return m_internal->name(a1, a2, a3, a4, a5, a6, a7);   \
}

#define DELEGATE_TO_INTERNAL_8(name, t1, t2, t3, t4, t5, t6, t7, t8)       \
void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8) \
{ \
    m_internal->name(a1, a2, a3, a4, a5, a6, a7, a8);      \
}

#define DELEGATE_TO_INTERNAL_9R(name, t1, t2, t3, t4, t5, t6, t7, t8, t9, rt) \
rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) \
{ \
    return m_internal->name(a1, a2, a3, a4, a5, a6, a7, a8, a9);   \
}

GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes, HostWindow*)
{
}

GraphicsContext3D::~GraphicsContext3D()
{
}

PassOwnPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow)
{
    GraphicsContext3DInternal* internal = new GraphicsContext3DInternal();
    if (!internal->initialize(attrs)) {
        delete internal;
        return 0;
    }
    PassOwnPtr<GraphicsContext3D> result = new GraphicsContext3D(attrs, hostWindow);
    result->m_internal.set(internal);
    return result;
}

PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D() const
{
    return m_internal->platformGraphicsContext3D();
}

Platform3DObject GraphicsContext3D::platformTexture() const
{
    return m_internal->platformTexture();
}

DELEGATE_TO_INTERNAL(makeContextCurrent)
DELEGATE_TO_INTERNAL_1R(sizeInBytes, int, int)
DELEGATE_TO_INTERNAL_2(reshape, int, int)

DELEGATE_TO_INTERNAL_1(activeTexture, unsigned long)
DELEGATE_TO_INTERNAL_2(attachShader, WebGLProgram*, WebGLShader*)
DELEGATE_TO_INTERNAL_3(bindAttribLocation, WebGLProgram*, unsigned long, const String&)

DELEGATE_TO_INTERNAL_2(bindBuffer, unsigned long, WebGLBuffer*)
DELEGATE_TO_INTERNAL_2(bindFramebuffer, unsigned long, WebGLFramebuffer*)
DELEGATE_TO_INTERNAL_2(bindRenderbuffer, unsigned long, WebGLRenderbuffer*)
DELEGATE_TO_INTERNAL_2(bindTexture, unsigned long, WebGLTexture*)
DELEGATE_TO_INTERNAL_4(blendColor, double, double, double, double)
DELEGATE_TO_INTERNAL_1(blendEquation, unsigned long)
DELEGATE_TO_INTERNAL_2(blendEquationSeparate, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_2(blendFunc, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_4(blendFuncSeparate, unsigned long, unsigned long, unsigned long, unsigned long)

DELEGATE_TO_INTERNAL_3(bufferData, unsigned long, int, unsigned long)
DELEGATE_TO_INTERNAL_3(bufferData, unsigned long, WebGLArray*, unsigned long)
DELEGATE_TO_INTERNAL_3(bufferSubData, unsigned long, long, WebGLArray*)

DELEGATE_TO_INTERNAL_1R(checkFramebufferStatus, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_1(clear, unsigned long)
DELEGATE_TO_INTERNAL_4(clearColor, double, double, double, double)
DELEGATE_TO_INTERNAL_1(clearDepth, double)
DELEGATE_TO_INTERNAL_1(clearStencil, long)
DELEGATE_TO_INTERNAL_4(colorMask, bool, bool, bool, bool)
DELEGATE_TO_INTERNAL_1(compileShader, WebGLShader*)

DELEGATE_TO_INTERNAL_8(copyTexImage2D, unsigned long, long, unsigned long, long, long, unsigned long, unsigned long, long)
DELEGATE_TO_INTERNAL_8(copyTexSubImage2D, unsigned long, long, long, long, long, long, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_1(cullFace, unsigned long)
DELEGATE_TO_INTERNAL_1(depthFunc, unsigned long)
DELEGATE_TO_INTERNAL_1(depthMask, bool)
DELEGATE_TO_INTERNAL_2(depthRange, double, double)
DELEGATE_TO_INTERNAL_2(detachShader, WebGLProgram*, WebGLShader*)
DELEGATE_TO_INTERNAL_1(disable, unsigned long)
DELEGATE_TO_INTERNAL_1(disableVertexAttribArray, unsigned long)
DELEGATE_TO_INTERNAL_3(drawArrays, unsigned long, long, long)
DELEGATE_TO_INTERNAL_4(drawElements, unsigned long, unsigned long, unsigned long, long)

DELEGATE_TO_INTERNAL_1(enable, unsigned long)
DELEGATE_TO_INTERNAL_1(enableVertexAttribArray, unsigned long)
DELEGATE_TO_INTERNAL(finish)
DELEGATE_TO_INTERNAL(flush)
DELEGATE_TO_INTERNAL_4(framebufferRenderbuffer, unsigned long, unsigned long, unsigned long, WebGLRenderbuffer*)
DELEGATE_TO_INTERNAL_5(framebufferTexture2D, unsigned long, unsigned long, unsigned long, WebGLTexture*, long)
DELEGATE_TO_INTERNAL_1(frontFace, unsigned long)
DELEGATE_TO_INTERNAL_1(generateMipmap, unsigned long)

DELEGATE_TO_INTERNAL_3R(getActiveAttrib, WebGLProgram*, unsigned long, ActiveInfo&, bool)
DELEGATE_TO_INTERNAL_3R(getActiveUniform, WebGLProgram*, unsigned long, ActiveInfo&, bool)

DELEGATE_TO_INTERNAL_2R(getAttribLocation, WebGLProgram*, const String&, int)

DELEGATE_TO_INTERNAL_2(getBooleanv, unsigned long, unsigned char*)

DELEGATE_TO_INTERNAL_3(getBufferParameteriv, unsigned long, unsigned long, int*)

DELEGATE_TO_INTERNAL_R(getContextAttributes, GraphicsContext3D::Attributes)

DELEGATE_TO_INTERNAL_R(getError, unsigned long)

DELEGATE_TO_INTERNAL_2(getFloatv, unsigned long, float*)

DELEGATE_TO_INTERNAL_4(getFramebufferAttachmentParameteriv, unsigned long, unsigned long, unsigned long, int*)

DELEGATE_TO_INTERNAL_2(getIntegerv, unsigned long, int*)

DELEGATE_TO_INTERNAL_3(getProgramiv, WebGLProgram*, unsigned long, int*)

DELEGATE_TO_INTERNAL_1R(getProgramInfoLog, WebGLProgram*, String)

DELEGATE_TO_INTERNAL_3(getRenderbufferParameteriv, unsigned long, unsigned long, int*)

DELEGATE_TO_INTERNAL_3(getShaderiv, WebGLShader*, unsigned long, int*)

DELEGATE_TO_INTERNAL_1R(getShaderInfoLog, WebGLShader*, String)

DELEGATE_TO_INTERNAL_1R(getShaderSource, WebGLShader*, String)
DELEGATE_TO_INTERNAL_1R(getString, unsigned long, String)

DELEGATE_TO_INTERNAL_3(getTexParameterfv, unsigned long, unsigned long, float*)
DELEGATE_TO_INTERNAL_3(getTexParameteriv, unsigned long, unsigned long, int*)

DELEGATE_TO_INTERNAL_3(getUniformfv, WebGLProgram*, long, float*)
DELEGATE_TO_INTERNAL_3(getUniformiv, WebGLProgram*, long, int*)

DELEGATE_TO_INTERNAL_2R(getUniformLocation, WebGLProgram*, const String&, long)

DELEGATE_TO_INTERNAL_3(getVertexAttribfv, unsigned long, unsigned long, float*)
DELEGATE_TO_INTERNAL_3(getVertexAttribiv, unsigned long, unsigned long, int*)

DELEGATE_TO_INTERNAL_2R(getVertexAttribOffset, unsigned long, unsigned long, long)

DELEGATE_TO_INTERNAL_2(hint, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_1R(isBuffer, WebGLBuffer*, bool)
DELEGATE_TO_INTERNAL_1R(isEnabled, unsigned long, bool)
DELEGATE_TO_INTERNAL_1R(isFramebuffer, WebGLFramebuffer*, bool)
DELEGATE_TO_INTERNAL_1R(isProgram, WebGLProgram*, bool)
DELEGATE_TO_INTERNAL_1R(isRenderbuffer, WebGLRenderbuffer*, bool)
DELEGATE_TO_INTERNAL_1R(isShader, WebGLShader*, bool)
DELEGATE_TO_INTERNAL_1R(isTexture, WebGLTexture*, bool)
DELEGATE_TO_INTERNAL_1(lineWidth, double)
DELEGATE_TO_INTERNAL_1(linkProgram, WebGLProgram*)
DELEGATE_TO_INTERNAL_2(pixelStorei, unsigned long, long)
DELEGATE_TO_INTERNAL_2(polygonOffset, double, double)

DELEGATE_TO_INTERNAL_7(readPixels, long, long, unsigned long, unsigned long, unsigned long, unsigned long, void*)

DELEGATE_TO_INTERNAL(releaseShaderCompiler)
DELEGATE_TO_INTERNAL_4(renderbufferStorage, unsigned long, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_2(sampleCoverage, double, bool)
DELEGATE_TO_INTERNAL_4(scissor, long, long, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_2(shaderSource, WebGLShader*, const String&)
DELEGATE_TO_INTERNAL_3(stencilFunc, unsigned long, long, unsigned long)
DELEGATE_TO_INTERNAL_4(stencilFuncSeparate, unsigned long, unsigned long, long, unsigned long)
DELEGATE_TO_INTERNAL_1(stencilMask, unsigned long)
DELEGATE_TO_INTERNAL_2(stencilMaskSeparate, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_3(stencilOp, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_4(stencilOpSeparate, unsigned long, unsigned long, unsigned long, unsigned long)

DELEGATE_TO_INTERNAL_9R(texImage2D, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, void*, int)
DELEGATE_TO_INTERNAL_3(texParameterf, unsigned, unsigned, float)
DELEGATE_TO_INTERNAL_3(texParameteri, unsigned, unsigned, int)
DELEGATE_TO_INTERNAL_9R(texSubImage2D, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, void*, int)

DELEGATE_TO_INTERNAL_2(uniform1f, long, float)
DELEGATE_TO_INTERNAL_3(uniform1fv, long, float*, int)
DELEGATE_TO_INTERNAL_2(uniform1i, long, int)
DELEGATE_TO_INTERNAL_3(uniform1iv, long, int*, int)
DELEGATE_TO_INTERNAL_3(uniform2f, long, float, float)
DELEGATE_TO_INTERNAL_3(uniform2fv, long, float*, int)
DELEGATE_TO_INTERNAL_3(uniform2i, long, int, int)
DELEGATE_TO_INTERNAL_3(uniform2iv, long, int*, int)
DELEGATE_TO_INTERNAL_4(uniform3f, long, float, float, float)
DELEGATE_TO_INTERNAL_3(uniform3fv, long, float*, int)
DELEGATE_TO_INTERNAL_4(uniform3i, long, int, int, int)
DELEGATE_TO_INTERNAL_3(uniform3iv, long, int*, int)
DELEGATE_TO_INTERNAL_5(uniform4f, long, float, float, float, float)
DELEGATE_TO_INTERNAL_3(uniform4fv, long, float*, int)
DELEGATE_TO_INTERNAL_5(uniform4i, long, int, int, int, int)
DELEGATE_TO_INTERNAL_3(uniform4iv, long, int*, int)
DELEGATE_TO_INTERNAL_4(uniformMatrix2fv, long, bool, float*, int)
DELEGATE_TO_INTERNAL_4(uniformMatrix3fv, long, bool, float*, int)
DELEGATE_TO_INTERNAL_4(uniformMatrix4fv, long, bool, float*, int)

DELEGATE_TO_INTERNAL_1(useProgram, WebGLProgram*)
DELEGATE_TO_INTERNAL_1(validateProgram, WebGLProgram*)

DELEGATE_TO_INTERNAL_2(vertexAttrib1f, unsigned long, float)
DELEGATE_TO_INTERNAL_2(vertexAttrib1fv, unsigned long, float*)
DELEGATE_TO_INTERNAL_3(vertexAttrib2f, unsigned long, float, float)
DELEGATE_TO_INTERNAL_2(vertexAttrib2fv, unsigned long, float*)
DELEGATE_TO_INTERNAL_4(vertexAttrib3f, unsigned long, float, float, float)
DELEGATE_TO_INTERNAL_2(vertexAttrib3fv, unsigned long, float*)
DELEGATE_TO_INTERNAL_5(vertexAttrib4f, unsigned long, float, float, float, float)
DELEGATE_TO_INTERNAL_2(vertexAttrib4fv, unsigned long, float*)
DELEGATE_TO_INTERNAL_6(vertexAttribPointer, unsigned long, int, int, bool, unsigned long, unsigned long)

DELEGATE_TO_INTERNAL_4(viewport, long, long, unsigned long, unsigned long)

DELEGATE_TO_INTERNAL_1(beginPaint, WebGLRenderingContext*)
DELEGATE_TO_INTERNAL(endPaint)

DELEGATE_TO_INTERNAL_R(createBuffer, unsigned)
DELEGATE_TO_INTERNAL_R(createFramebuffer, unsigned)
DELEGATE_TO_INTERNAL_R(createProgram, unsigned)
DELEGATE_TO_INTERNAL_R(createRenderbuffer, unsigned)
DELEGATE_TO_INTERNAL_1R(createShader, unsigned long, unsigned)
DELEGATE_TO_INTERNAL_R(createTexture, unsigned)

DELEGATE_TO_INTERNAL_1(deleteBuffer, unsigned)
DELEGATE_TO_INTERNAL_1(deleteFramebuffer, unsigned)
DELEGATE_TO_INTERNAL_1(deleteProgram, unsigned)
DELEGATE_TO_INTERNAL_1(deleteRenderbuffer, unsigned)
DELEGATE_TO_INTERNAL_1(deleteShader, unsigned)
DELEGATE_TO_INTERNAL_1(deleteTexture, unsigned)

DELEGATE_TO_INTERNAL_1(synthesizeGLError, unsigned long)

bool GraphicsContext3D::isGLES2Compliant() const
{
    return m_internal->isGLES2Compliant();
}

} // namespace WebCore

#endif // ENABLE(3D_CANVAS)