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WebGLRenderingContext.cpp

/*
 * Copyright (C) 2009 Apple 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:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. 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.
 *
 * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``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 APPLE COMPUTER, INC. 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 "WebGLRenderingContext.h"

#include "CanvasPixelArray.h"
#include "HTMLCanvasElement.h"
#include "HTMLImageElement.h"
#include "ImageBuffer.h"
#include "ImageData.h"
#include "NotImplemented.h"
#include "RenderBox.h"
#include "RenderLayer.h"
#include "WebGLActiveInfo.h"
#include "WebGLBuffer.h"
#include "WebGLContextAttributes.h"
#include "WebGLFramebuffer.h"
#include "WebGLProgram.h"
#include "WebGLRenderbuffer.h"
#include "WebGLTexture.h"
#include "WebGLShader.h"
#include "WebGLUniformLocation.h"

#include <wtf/ByteArray.h>

namespace WebCore {

class WebGLStateRestorer {
public:
    WebGLStateRestorer(WebGLRenderingContext* context,
                       bool changed)
        : m_context(context)
        , m_changed(changed)
    {
    }

    ~WebGLStateRestorer()
    {
        m_context->cleanupAfterGraphicsCall(m_changed);
    }

private:
    WebGLRenderingContext* m_context;
    bool m_changed;
};

PassOwnPtr<WebGLRenderingContext> WebGLRenderingContext::create(HTMLCanvasElement* canvas, WebGLContextAttributes* attrs)
{
    OwnPtr<GraphicsContext3D> context(GraphicsContext3D::create(attrs->attributes()));
    if (!context)
        return 0;
        
    return new WebGLRenderingContext(canvas, context.release());
}

WebGLRenderingContext::WebGLRenderingContext(HTMLCanvasElement* passedCanvas, PassOwnPtr<GraphicsContext3D> context)
    : CanvasRenderingContext(passedCanvas)
    , m_context(context)
    , m_needsUpdate(true)
    , m_markedCanvasDirty(false)
    , m_activeTextureUnit(0)
{
    ASSERT(m_context);
    int numVertexAttribs = 0;
    m_context->getIntegerv(GraphicsContext3D::MAX_VERTEX_ATTRIBS, &numVertexAttribs);
    m_maxVertexAttribs = numVertexAttribs;
    m_context->reshape(canvas()->width(), canvas()->height());
    m_context->viewport(0, 0, canvas()->width(), canvas()->height());
}

WebGLRenderingContext::~WebGLRenderingContext()
{
    detachAndRemoveAllObjects();
}

void WebGLRenderingContext::markContextChanged()
{
#if USE(ACCELERATED_COMPOSITING)
    RenderBox* renderBox = canvas()->renderBox();
    if (renderBox && renderBox->hasLayer() && renderBox->layer()->hasAcceleratedCompositing())
        renderBox->layer()->rendererContentChanged();
    else {
#endif
        if (!m_markedCanvasDirty) {
            // Make sure the canvas's image buffer is allocated.
            canvas()->buffer();
            canvas()->willDraw(FloatRect(0, 0, canvas()->width(), canvas()->height()));
            m_markedCanvasDirty = true;
        }
#if USE(ACCELERATED_COMPOSITING)
    }
#endif
}

void WebGLRenderingContext::beginPaint()
{
    if (m_markedCanvasDirty) {
        m_context->beginPaint(this);
    }
}

void WebGLRenderingContext::endPaint()
{
    if (m_markedCanvasDirty) {
        m_markedCanvasDirty = false;
        m_context->endPaint();
    }
}

void WebGLRenderingContext::reshape(int width, int height)
{
    if (m_needsUpdate) {
#if USE(ACCELERATED_COMPOSITING)
        RenderBox* renderBox = canvas()->renderBox();
        if (renderBox && renderBox->hasLayer())
            renderBox->layer()->rendererContentChanged();
#endif
        m_needsUpdate = false;
    }
    
    m_context->reshape(width, height);
}

int WebGLRenderingContext::sizeInBytes(int type, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    int result = m_context->sizeInBytes(type);
    if (result <= 0)
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);

    return result;
}

void WebGLRenderingContext::activeTexture(unsigned long texture, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if ((texture - GraphicsContext3D::TEXTURE0) > sizeof(m_textureUnits) / sizeof(TextureUnitState)) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return;
    }
    m_activeTextureUnit = texture - GraphicsContext3D::TEXTURE0;
    m_context->activeTexture(texture);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::attachShader(WebGLProgram* program, WebGLShader* shader, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!program || program->context() != this || !shader || shader->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    m_context->attachShader(program, shader);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::bindAttribLocation(WebGLProgram* program, unsigned long index, const String& name, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!program || program->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }
    m_context->bindAttribLocation(program, index, name);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::bindBuffer(unsigned long target, WebGLBuffer* buffer, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (buffer && buffer->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (target == GraphicsContext3D::ARRAY_BUFFER)
        m_boundArrayBuffer = buffer;
    else if (target == GraphicsContext3D::ELEMENT_ARRAY_BUFFER)
        m_boundElementArrayBuffer = buffer;
    else {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return;
    }

    m_context->bindBuffer(target, buffer);
    cleanupAfterGraphicsCall(false);
}


void WebGLRenderingContext::bindFramebuffer(unsigned long target, WebGLFramebuffer* buffer, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (buffer && buffer->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }
    if (target != GraphicsContext3D::FRAMEBUFFER) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return;
    }
    m_framebufferBinding = buffer;
    m_context->bindFramebuffer(target, buffer);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::bindRenderbuffer(unsigned long target, WebGLRenderbuffer* renderBuffer, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (renderBuffer && renderBuffer->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }
    if (target != GraphicsContext3D::RENDERBUFFER) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return;
    }
    m_renderbufferBinding = renderBuffer;
    m_context->bindRenderbuffer(target, renderBuffer);
    cleanupAfterGraphicsCall(false);
}


void WebGLRenderingContext::bindTexture(unsigned long target, WebGLTexture* texture, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (texture && texture->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }
    if (target == GraphicsContext3D::TEXTURE_2D)
        m_textureUnits[m_activeTextureUnit].m_texture2DBinding = texture;
    else if (target == GraphicsContext3D::TEXTURE_CUBE_MAP)
        m_textureUnits[m_activeTextureUnit].m_textureCubeMapBinding = texture;
    else {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return;
    }
    m_context->bindTexture(target, texture);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::blendColor(double red, double green, double blue, double alpha)
{
    m_context->blendColor(red, green, blue, alpha);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::blendEquation( unsigned long mode )
{
    m_context->blendEquation(mode);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::blendEquationSeparate(unsigned long modeRGB, unsigned long modeAlpha)
{
    m_context->blendEquationSeparate(modeRGB, modeAlpha);
    cleanupAfterGraphicsCall(false);
}


void WebGLRenderingContext::blendFunc(unsigned long sfactor, unsigned long dfactor)
{
    m_context->blendFunc(sfactor, dfactor);
    cleanupAfterGraphicsCall(false);
}       

void WebGLRenderingContext::blendFuncSeparate(unsigned long srcRGB, unsigned long dstRGB, unsigned long srcAlpha, unsigned long dstAlpha)
{
    m_context->blendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::bufferData(unsigned long target, int size, unsigned long usage, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (target == GraphicsContext3D::ELEMENT_ARRAY_BUFFER && m_boundElementArrayBuffer) {
        if (!m_boundElementArrayBuffer->associateBufferData(target, size)) {
            m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
            return;
        }
    } else if (target == GraphicsContext3D::ARRAY_BUFFER && m_boundArrayBuffer) {
        if (!m_boundArrayBuffer->associateBufferData(target, size)) {
            m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
            return;
        }
    } else {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return;
    }

    m_context->bufferData(target, size, usage);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::bufferData(unsigned long target, WebGLArray* data, unsigned long usage, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (target == GraphicsContext3D::ELEMENT_ARRAY_BUFFER && m_boundElementArrayBuffer) {
        if (!m_boundElementArrayBuffer->associateBufferData(target, data)) {
            m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
            return;
        }
    } else if (target == GraphicsContext3D::ARRAY_BUFFER && m_boundArrayBuffer) {
        if (!m_boundArrayBuffer->associateBufferData(target, data)) {
            m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
            return;
        }
    } else {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return;
    }

    m_context->bufferData(target, data, usage);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::bufferSubData(unsigned long target, long offset, WebGLArray* data, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (target == GraphicsContext3D::ELEMENT_ARRAY_BUFFER && m_boundElementArrayBuffer) {
        if (!m_boundElementArrayBuffer->associateBufferSubData(target, offset, data)) {
            m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
            return;
        }
    } else if (target == GraphicsContext3D::ARRAY_BUFFER && m_boundArrayBuffer) {
        if (!m_boundArrayBuffer->associateBufferSubData(target, offset, data)) {
            m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
            return;
        }
    } else {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return;
    }

    m_context->bufferSubData(target, offset, data);
    cleanupAfterGraphicsCall(false);
}

unsigned long WebGLRenderingContext::checkFramebufferStatus(unsigned long target)
{
    return m_context->checkFramebufferStatus(target);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::clear(unsigned long mask)
{
    m_context->clear(mask);
    cleanupAfterGraphicsCall(true);
}

void WebGLRenderingContext::clearColor(double r, double g, double b, double a)
{
    if (isnan(r))
        r = 0;
    if (isnan(g))
        g = 0;
    if (isnan(b))
        b = 0;
    if (isnan(a))
        a = 1;
    m_context->clearColor(r, g, b, a);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::clearDepth(double depth)
{
    m_context->clearDepth(depth);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::clearStencil(long s)
{
    m_context->clearStencil(s);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::colorMask(bool red, bool green, bool blue, bool alpha)
{
    m_context->colorMask(red, green, blue, alpha);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::compileShader(WebGLShader* shader, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!shader || shader->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }
    m_context->compileShader(shader);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::copyTexImage2D(unsigned long target, long level, unsigned long internalformat, long x, long y, unsigned long width, unsigned long height, long border)
{
    m_context->copyTexImage2D(target, level, internalformat, x, y, width, height, border);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::copyTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, long x, long y, unsigned long width, unsigned long height)
{
    m_context->copyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
    cleanupAfterGraphicsCall(false);
}

PassRefPtr<WebGLBuffer> WebGLRenderingContext::createBuffer()
{
    RefPtr<WebGLBuffer> o = WebGLBuffer::create(this);
    addObject(o.get());
    return o;
}
        
PassRefPtr<WebGLFramebuffer> WebGLRenderingContext::createFramebuffer()
{
    RefPtr<WebGLFramebuffer> o = WebGLFramebuffer::create(this);
    addObject(o.get());
    return o;
}

PassRefPtr<WebGLTexture> WebGLRenderingContext::createTexture()
{
    RefPtr<WebGLTexture> o = WebGLTexture::create(this);
    addObject(o.get());
    return o;
}

PassRefPtr<WebGLProgram> WebGLRenderingContext::createProgram()
{
    RefPtr<WebGLProgram> o = WebGLProgram::create(this);
    addObject(o.get());
    return o;
}

PassRefPtr<WebGLRenderbuffer> WebGLRenderingContext::createRenderbuffer()
{
    RefPtr<WebGLRenderbuffer> o = WebGLRenderbuffer::create(this);
    addObject(o.get());
    return o;
}

PassRefPtr<WebGLShader> WebGLRenderingContext::createShader(unsigned long type, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (type != GraphicsContext3D::VERTEX_SHADER && type != GraphicsContext3D::FRAGMENT_SHADER) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return 0;
    }
    
    RefPtr<WebGLShader> o = WebGLShader::create(this, static_cast<GraphicsContext3D::WebGLEnumType>(type));
    addObject(o.get());
    return o;
}

void WebGLRenderingContext::cullFace(unsigned long mode)
{
    m_context->cullFace(mode);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::deleteBuffer(WebGLBuffer* buffer)
{
    if (!buffer)
        return;
    
    buffer->deleteObject();
}

void WebGLRenderingContext::deleteFramebuffer(WebGLFramebuffer* framebuffer)
{
    if (!framebuffer)
        return;
    
    framebuffer->deleteObject();
}

void WebGLRenderingContext::deleteProgram(WebGLProgram* program)
{
    if (!program)
        return;
    
    program->deleteObject();
}

void WebGLRenderingContext::deleteRenderbuffer(WebGLRenderbuffer* renderbuffer)
{
    if (!renderbuffer)
        return;
    
    renderbuffer->deleteObject();
}

void WebGLRenderingContext::deleteShader(WebGLShader* shader)
{
    if (!shader)
        return;
    
    shader->deleteObject();
}

void WebGLRenderingContext::deleteTexture(WebGLTexture* texture)
{
    if (!texture)
        return;
    
    texture->deleteObject();
}

void WebGLRenderingContext::depthFunc(unsigned long func)
{
    m_context->depthFunc(func);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::depthMask(bool flag)
{
    m_context->depthMask(flag);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::depthRange(double zNear, double zFar)
{
    m_context->depthRange(zNear, zFar);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::detachShader(WebGLProgram* program, WebGLShader* shader, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!program || program->context() != this || !shader || shader->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }
    m_context->detachShader(program, shader);
    cleanupAfterGraphicsCall(false);
}


void WebGLRenderingContext::disable(unsigned long cap)
{
    m_context->disable(cap);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::disableVertexAttribArray(unsigned long index, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (index >= m_maxVertexAttribs) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    
    if (index < m_vertexAttribState.size())
        m_vertexAttribState[index].enabled = false;
    
    m_context->disableVertexAttribArray(index);
    cleanupAfterGraphicsCall(false);
}

bool WebGLRenderingContext::validateElementArraySize(unsigned long count, unsigned long type, long offset)
{
    if (!m_boundElementArrayBuffer)
        return false;

    if (offset < 0)
        return false;

    unsigned long uoffset = static_cast<unsigned long>(offset);

    if (type == GraphicsContext3D::UNSIGNED_SHORT) {
        // For an unsigned short array, offset must be divisible by 2 for alignment reasons.
        if (uoffset & 1)
            return false;

        // Make uoffset an element offset.
        uoffset /= 2;

        unsigned long n = m_boundElementArrayBuffer->byteLength(GraphicsContext3D::ELEMENT_ARRAY_BUFFER) / 2;
        if (uoffset > n || count > n - uoffset)
            return false;
    } else if (type == GraphicsContext3D::UNSIGNED_BYTE) {
        unsigned long n = m_boundElementArrayBuffer->byteLength(GraphicsContext3D::ELEMENT_ARRAY_BUFFER);
        if (uoffset > n || count > n - uoffset)
            return false;
    }
    return true;
}

bool WebGLRenderingContext::validateIndexArrayConservative(unsigned long type, long& numElementsRequired)
{
    // Performs conservative validation by caching a maximum index of
    // the given type per element array buffer. If all of the bound
    // array buffers have enough elements to satisfy that maximum
    // index, skips the expensive per-draw-call iteration in
    // validateIndexArrayPrecise.

    long maxIndex = m_boundElementArrayBuffer->getCachedMaxIndex(type);
    if (maxIndex < 0) {
        // Compute the maximum index in the entire buffer for the given type of index.
        switch (type) {
        case GraphicsContext3D::UNSIGNED_BYTE: {
            unsigned numElements = m_boundElementArrayBuffer->byteLength(GraphicsContext3D::ELEMENT_ARRAY_BUFFER);
            const unsigned char* p = static_cast<const unsigned char*>(m_boundElementArrayBuffer->elementArrayBuffer()->data());
            for (unsigned i = 0; i < numElements; i++)
                maxIndex = max(maxIndex, static_cast<long>(p[i]));
            break;
        }
        case GraphicsContext3D::UNSIGNED_SHORT: {
            unsigned numElements = m_boundElementArrayBuffer->byteLength(GraphicsContext3D::ELEMENT_ARRAY_BUFFER) / sizeof(unsigned short);
            const unsigned short* p = static_cast<const unsigned short*>(m_boundElementArrayBuffer->elementArrayBuffer()->data());
            for (unsigned i = 0; i < numElements; i++)
                maxIndex = max(maxIndex, static_cast<long>(p[i]));
            break;
        }
        default:
            return false;
        }
        m_boundElementArrayBuffer->setCachedMaxIndex(type, maxIndex);
    }

    if (maxIndex >= 0) {
        // The number of required elements is one more than the maximum
        // index that will be accessed.
        numElementsRequired = maxIndex + 1;
        return true;
    }

    return false;
}

bool WebGLRenderingContext::validateIndexArrayPrecise(unsigned long count, unsigned long type, long offset, long& numElementsRequired)
{
    long lastIndex = -1;

    if (!m_boundElementArrayBuffer)
        return false;

    unsigned long uoffset = static_cast<unsigned long>(offset);
    unsigned long n = count;

    if (type == GraphicsContext3D::UNSIGNED_SHORT) {
        // Make uoffset an element offset.
        uoffset /= 2;
        const unsigned short* p = static_cast<const unsigned short*>(m_boundElementArrayBuffer->elementArrayBuffer()->data()) + uoffset;
        while (n-- > 0) {
            if (*p > lastIndex)
                lastIndex = *p;
            ++p;
        }
    } else if (type == GraphicsContext3D::UNSIGNED_BYTE) {
        const unsigned char* p = static_cast<const unsigned char*>(m_boundElementArrayBuffer->elementArrayBuffer()->data()) + uoffset;
        while (n-- > 0) {
            if (*p > lastIndex)
                lastIndex = *p;
            ++p;
        }
    }    
        
    // Then set the last index in the index array and make sure it is valid.
    numElementsRequired = lastIndex + 1;
    return numElementsRequired > 0;
}

bool WebGLRenderingContext::validateRenderingState(long numElementsRequired)
{
    // Look in each enabled vertex attrib and find the smallest buffer size
    long smallestNumElements = LONG_MAX;
    for (unsigned i = 0; i < m_vertexAttribState.size(); ++i) {
        const VertexAttribState& state = m_vertexAttribState[i];
        if (state.enabled && state.numElements < smallestNumElements)
            smallestNumElements = state.numElements;
    }
    
    if (smallestNumElements == LONG_MAX)
        smallestNumElements = 0;
    
    return numElementsRequired <= smallestNumElements;
}

void WebGLRenderingContext::drawArrays(unsigned long mode, long first, long count, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    // Ensure we have a valid rendering state
    if (first < 0 || count < 0 || !validateRenderingState(first + count)) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }
    
    m_context->drawArrays(mode, first, count);
    cleanupAfterGraphicsCall(true);
}

void WebGLRenderingContext::drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    // Ensure we have a valid rendering state
    long numElements;
    
    if (offset < 0 || !validateElementArraySize(count, type, offset)) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!validateIndexArrayConservative(type, numElements) || !validateRenderingState(numElements))
        if (!validateIndexArrayPrecise(count, type, offset, numElements) || !validateRenderingState(numElements)) {
            m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
            return;
        }
    
    m_context->drawElements(mode, count, type, offset);
    cleanupAfterGraphicsCall(true);
}

void WebGLRenderingContext::enable(unsigned long cap)
{
    m_context->enable(cap);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::enableVertexAttribArray(unsigned long index, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (index >= m_maxVertexAttribs) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    
    if (index >= m_vertexAttribState.size())
        m_vertexAttribState.resize(index + 1);
        
    m_vertexAttribState[index].enabled = true;
    
    m_context->enableVertexAttribArray(index);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::finish()
{
    m_context->finish();
    cleanupAfterGraphicsCall(true);
}


void WebGLRenderingContext::flush()
{
    m_context->flush();
    cleanupAfterGraphicsCall(true);
}

void WebGLRenderingContext::framebufferRenderbuffer(unsigned long target, unsigned long attachment, unsigned long renderbuffertarget, WebGLRenderbuffer* buffer, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (buffer && buffer->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }       
    // Don't allow the default framebuffer to be mutated; all current
    // implementations use an FBO internally in place of the default
    // FBO.
    if (!m_framebufferBinding || !m_framebufferBinding->object()) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }
    if (buffer->object()) {
        bool isConflicted = false;
        bool isDepthOrStencil = true;
        switch (attachment) {
        case GraphicsContext3D::DEPTH_ATTACHMENT:
            if (m_framebufferBinding->isDepthStencilAttached() || m_framebufferBinding->isStencilAttached())
                isConflicted = true;
            if (buffer->getInternalformat() != GraphicsContext3D::DEPTH_COMPONENT16)
                isConflicted = true;
            break;
        case GraphicsContext3D::STENCIL_ATTACHMENT:
            if (m_framebufferBinding->isDepthStencilAttached() || m_framebufferBinding->isDepthAttached())
                isConflicted = true;
            if (buffer->getInternalformat() != GraphicsContext3D::STENCIL_INDEX8)
                isConflicted = true;
            break;
        case GraphicsContext3D::DEPTH_STENCIL_ATTACHMENT:
            if (m_framebufferBinding->isDepthAttached() || m_framebufferBinding->isStencilAttached())
                isConflicted = true;
            if (buffer->getInternalformat() != GraphicsContext3D::DEPTH_STENCIL)
                isConflicted = true;
            break;
        default:
            isDepthOrStencil = false;
        }
        if (isConflicted) {
            m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
            return;
        }
        if (isDepthOrStencil)
            m_framebufferBinding->setIsAttached(attachment, true);
    } else { // Detach
        switch (attachment) {
        case GraphicsContext3D::DEPTH_ATTACHMENT:
        case GraphicsContext3D::STENCIL_ATTACHMENT:
        case GraphicsContext3D::DEPTH_STENCIL_ATTACHMENT:
            m_framebufferBinding->setIsAttached(attachment, false);
        }
    }
    m_context->framebufferRenderbuffer(target, attachment, renderbuffertarget, buffer);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::framebufferTexture2D(unsigned long target, unsigned long attachment, unsigned long textarget, WebGLTexture* texture, long level, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (texture && texture->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }
    // Don't allow the default framebuffer to be mutated; all current
    // implementations use an FBO internally in place of the default
    // FBO.
    if (!m_framebufferBinding || !m_framebufferBinding->object()) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }
    m_context->framebufferTexture2D(target, attachment, textarget, texture, level);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::frontFace(unsigned long mode)
{
    m_context->frontFace(mode);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::generateMipmap(unsigned long target)
{
    m_context->generateMipmap(target);
    cleanupAfterGraphicsCall(false);
}

PassRefPtr<WebGLActiveInfo> WebGLRenderingContext::getActiveAttrib(WebGLProgram* program, unsigned long index, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    ActiveInfo info;
    if (!program || program->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return 0;
    }
    if (!m_context->getActiveAttrib(program, index, info)) {
        return 0;
    }
    return WebGLActiveInfo::create(info.name, info.type, info.size);
}

PassRefPtr<WebGLActiveInfo> WebGLRenderingContext::getActiveUniform(WebGLProgram* program, unsigned long index, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    ActiveInfo info;
    if (!program || program->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return 0;
    }
    if (!m_context->getActiveUniform(program, index, info)) {
        return 0;
    }
    return WebGLActiveInfo::create(info.name, info.type, info.size);
}

int WebGLRenderingContext::getAttribLocation(WebGLProgram* program, const String& name)
{
    return m_context->getAttribLocation(program, name);
}

WebGLGetInfo WebGLRenderingContext::getBufferParameter(unsigned long target, unsigned long pname, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (target != GraphicsContext3D::ARRAY_BUFFER && target != GraphicsContext3D::ELEMENT_ARRAY_BUFFER) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return WebGLGetInfo();
    }

    if (pname != GraphicsContext3D::BUFFER_SIZE && pname != GraphicsContext3D::BUFFER_USAGE) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return WebGLGetInfo();
    }

    WebGLStateRestorer(this, false);
    int value;
    m_context->getBufferParameteriv(target, pname, &value);
    if (pname == GraphicsContext3D::BUFFER_SIZE)
        return WebGLGetInfo(static_cast<long>(value));
    else
        return WebGLGetInfo(static_cast<unsigned long>(value));
}

PassRefPtr<WebGLContextAttributes> WebGLRenderingContext::getContextAttributes()
{
    // We always need to return a new WebGLContextAttributes object to
    // prevent the user from mutating any cached version.
    return WebGLContextAttributes::create(m_context->getContextAttributes());
}

unsigned long WebGLRenderingContext::getError()
{
    return m_context->getError();
}

WebGLGetInfo WebGLRenderingContext::getFramebufferAttachmentParameter(unsigned long target, unsigned long attachment, unsigned long pname, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (target != GraphicsContext3D::FRAMEBUFFER
        || (attachment != GraphicsContext3D::COLOR_ATTACHMENT0
            && attachment != GraphicsContext3D::DEPTH_ATTACHMENT
            && attachment != GraphicsContext3D::STENCIL_ATTACHMENT
            && attachment != GraphicsContext3D::DEPTH_STENCIL_ATTACHMENT)
        || (pname != GraphicsContext3D::FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
            && pname != GraphicsContext3D::FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
            && pname != GraphicsContext3D::FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
            && pname != GraphicsContext3D::FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE)) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return WebGLGetInfo();
    }

    if (pname != GraphicsContext3D::FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) {
        WebGLStateRestorer(this, false);
        int value;
        m_context->getFramebufferAttachmentParameteriv(target, attachment, pname, &value);
        if (pname == GraphicsContext3D::FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)
            return WebGLGetInfo(static_cast<unsigned long>(value));
        else
            return WebGLGetInfo(static_cast<long>(value));
    } else {
        WebGLStateRestorer(this, false);
        int type = 0;
        m_context->getFramebufferAttachmentParameteriv(target, attachment, GraphicsContext3D::FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
        int value = 0;
        m_context->getFramebufferAttachmentParameteriv(target, attachment, GraphicsContext3D::FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &value);
        // FIXME: should consider canonicalizing these objects
        switch (type) {
        case GraphicsContext3D::RENDERBUFFER: {
            RefPtr<WebGLRenderbuffer> tmp = WebGLRenderbuffer::create(this, value);
            addObject(tmp.get());
            return WebGLGetInfo(PassRefPtr<WebGLRenderbuffer>(tmp));
        }
        case GraphicsContext3D::TEXTURE: {
            RefPtr<WebGLTexture> tmp = WebGLTexture::create(this, value);
            addObject(tmp.get());
            return WebGLGetInfo(PassRefPtr<WebGLTexture>(tmp));
        }
        default:
            // FIXME: raise exception?
            return WebGLGetInfo();
        }
    }
}

WebGLGetInfo WebGLRenderingContext::getParameter(unsigned long pname, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    WebGLStateRestorer(this, false);
    switch (pname) {
    case GraphicsContext3D::ACTIVE_TEXTURE:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::ALIASED_LINE_WIDTH_RANGE:
        return getWebGLFloatArrayParameter(pname);
    case GraphicsContext3D::ALIASED_POINT_SIZE_RANGE:
        return getWebGLFloatArrayParameter(pname);
    case GraphicsContext3D::ALPHA_BITS:
        return getLongParameter(pname);
    case GraphicsContext3D::ARRAY_BUFFER_BINDING:
        return WebGLGetInfo(PassRefPtr<WebGLBuffer>(m_boundArrayBuffer));
    case GraphicsContext3D::BLEND:
        return getBooleanParameter(pname);
    case GraphicsContext3D::BLEND_COLOR:
        return getWebGLFloatArrayParameter(pname);
    case GraphicsContext3D::BLEND_DST_ALPHA:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::BLEND_DST_RGB:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::BLEND_EQUATION_ALPHA:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::BLEND_EQUATION_RGB:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::BLEND_SRC_ALPHA:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::BLEND_SRC_RGB:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::BLUE_BITS:
        return getLongParameter(pname);
    case GraphicsContext3D::COLOR_CLEAR_VALUE:
        return getWebGLFloatArrayParameter(pname);
    case GraphicsContext3D::COLOR_WRITEMASK:
        return getWebGLUnsignedByteArrayParameter(pname);
    case GraphicsContext3D::COMPRESSED_TEXTURE_FORMATS:
        // Defined as null in the spec
        return WebGLGetInfo();
    case GraphicsContext3D::CULL_FACE:
        return getBooleanParameter(pname);
    case GraphicsContext3D::CULL_FACE_MODE:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::CURRENT_PROGRAM:
        return WebGLGetInfo(PassRefPtr<WebGLProgram>(m_currentProgram));
    case GraphicsContext3D::DEPTH_BITS:
        return getLongParameter(pname);
    case GraphicsContext3D::DEPTH_CLEAR_VALUE:
        return getFloatParameter(pname);
    case GraphicsContext3D::DEPTH_FUNC:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::DEPTH_RANGE:
        return getWebGLFloatArrayParameter(pname);
    case GraphicsContext3D::DEPTH_TEST:
        return getBooleanParameter(pname);
    case GraphicsContext3D::DEPTH_WRITEMASK:
        return getBooleanParameter(pname);
    case GraphicsContext3D::DITHER:
        return getBooleanParameter(pname);
    case GraphicsContext3D::ELEMENT_ARRAY_BUFFER_BINDING:
        return WebGLGetInfo(PassRefPtr<WebGLBuffer>(m_boundElementArrayBuffer));
    case GraphicsContext3D::FRAMEBUFFER_BINDING:
        return WebGLGetInfo(PassRefPtr<WebGLFramebuffer>(m_framebufferBinding));
    case GraphicsContext3D::FRONT_FACE:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::GENERATE_MIPMAP_HINT:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::GREEN_BITS:
        return getLongParameter(pname);
    case GraphicsContext3D::LINE_WIDTH:
        return getFloatParameter(pname);
    case GraphicsContext3D::MAX_COMBINED_TEXTURE_IMAGE_UNITS:
        return getLongParameter(pname);
    case GraphicsContext3D::MAX_CUBE_MAP_TEXTURE_SIZE:
        return getLongParameter(pname);
    case GraphicsContext3D::MAX_FRAGMENT_UNIFORM_VECTORS:
        return getLongParameter(pname);
    case GraphicsContext3D::MAX_RENDERBUFFER_SIZE:
        return getLongParameter(pname);
    case GraphicsContext3D::MAX_TEXTURE_IMAGE_UNITS:
        return getLongParameter(pname);
    case GraphicsContext3D::MAX_TEXTURE_SIZE:
        return getLongParameter(pname);
    case GraphicsContext3D::MAX_VARYING_VECTORS:
        return getLongParameter(pname);
    case GraphicsContext3D::MAX_VERTEX_ATTRIBS:
        return getLongParameter(pname);
    case GraphicsContext3D::MAX_VERTEX_TEXTURE_IMAGE_UNITS:
        return getLongParameter(pname);
    case GraphicsContext3D::MAX_VERTEX_UNIFORM_VECTORS:
        return getLongParameter(pname);
    case GraphicsContext3D::MAX_VIEWPORT_DIMS:
        return getWebGLIntArrayParameter(pname);
    case GraphicsContext3D::NUM_COMPRESSED_TEXTURE_FORMATS:
        return getLongParameter(pname);
    case GraphicsContext3D::NUM_SHADER_BINARY_FORMATS:
        // FIXME: should we always return 0 for this?
        return getLongParameter(pname);
    case GraphicsContext3D::PACK_ALIGNMENT:
        return getLongParameter(pname);
    case GraphicsContext3D::POLYGON_OFFSET_FACTOR:
        return getFloatParameter(pname);
    case GraphicsContext3D::POLYGON_OFFSET_FILL:
        return getBooleanParameter(pname);
    case GraphicsContext3D::POLYGON_OFFSET_UNITS:
        return getFloatParameter(pname);
    case GraphicsContext3D::RED_BITS:
        return getLongParameter(pname);
    case GraphicsContext3D::RENDERBUFFER_BINDING:
        return WebGLGetInfo(PassRefPtr<WebGLRenderbuffer>(m_renderbufferBinding));
    case GraphicsContext3D::SAMPLE_BUFFERS:
        return getLongParameter(pname);
    case GraphicsContext3D::SAMPLE_COVERAGE_INVERT:
        return getBooleanParameter(pname);
    case GraphicsContext3D::SAMPLE_COVERAGE_VALUE:
        return getFloatParameter(pname);
    case GraphicsContext3D::SAMPLES:
        return getLongParameter(pname);
    case GraphicsContext3D::SCISSOR_BOX:
        return getWebGLIntArrayParameter(pname);
    case GraphicsContext3D::SCISSOR_TEST:
        return getBooleanParameter(pname);
    case GraphicsContext3D::STENCIL_BACK_FAIL:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::STENCIL_BACK_FUNC:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::STENCIL_BACK_PASS_DEPTH_FAIL:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::STENCIL_BACK_PASS_DEPTH_PASS:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::STENCIL_BACK_REF:
        return getLongParameter(pname);
    case GraphicsContext3D::STENCIL_BACK_VALUE_MASK:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::STENCIL_BACK_WRITEMASK:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::STENCIL_BITS:
        return getLongParameter(pname);
    case GraphicsContext3D::STENCIL_CLEAR_VALUE:
        return getLongParameter(pname);
    case GraphicsContext3D::STENCIL_FAIL:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::STENCIL_FUNC:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::STENCIL_PASS_DEPTH_FAIL:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::STENCIL_PASS_DEPTH_PASS:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::STENCIL_REF:
        return getLongParameter(pname);
    case GraphicsContext3D::STENCIL_TEST:
        return getBooleanParameter(pname);
    case GraphicsContext3D::STENCIL_VALUE_MASK:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::STENCIL_WRITEMASK:
        return getUnsignedLongParameter(pname);
    case GraphicsContext3D::SUBPIXEL_BITS:
        return getLongParameter(pname);
    case GraphicsContext3D::TEXTURE_BINDING_2D:
        return WebGLGetInfo(PassRefPtr<WebGLTexture>(m_textureUnits[m_activeTextureUnit].m_texture2DBinding));
    case GraphicsContext3D::TEXTURE_BINDING_CUBE_MAP:
        return WebGLGetInfo(PassRefPtr<WebGLTexture>(m_textureUnits[m_activeTextureUnit].m_textureCubeMapBinding));
    case GraphicsContext3D::UNPACK_ALIGNMENT:
        // FIXME: should this be "long" in the spec?
        return getIntParameter(pname);
    case GraphicsContext3D::VIEWPORT:
        return getWebGLIntArrayParameter(pname);
    default:
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return WebGLGetInfo();
    }
}

WebGLGetInfo WebGLRenderingContext::getProgramParameter(WebGLProgram* program, unsigned long pname, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!program || program->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return WebGLGetInfo();
    }

    WebGLStateRestorer(this, false);
    int value = 0;
    switch (pname) {
    case GraphicsContext3D::DELETE_STATUS:
    case GraphicsContext3D::LINK_STATUS:
    case GraphicsContext3D::VALIDATE_STATUS:
        m_context->getProgramiv(program, pname, &value);
        return WebGLGetInfo(static_cast<bool>(value));
    case GraphicsContext3D::INFO_LOG_LENGTH:
    case GraphicsContext3D::ATTACHED_SHADERS:
    case GraphicsContext3D::ACTIVE_ATTRIBUTES:
    case GraphicsContext3D::ACTIVE_ATTRIBUTE_MAX_LENGTH:
    case GraphicsContext3D::ACTIVE_UNIFORMS:
    case GraphicsContext3D::ACTIVE_UNIFORM_MAX_LENGTH:
        m_context->getProgramiv(program, pname, &value);
        return WebGLGetInfo(static_cast<long>(value));
    default:
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return WebGLGetInfo();
    }
}

String WebGLRenderingContext::getProgramInfoLog(WebGLProgram* program, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!program || program->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return "";
    }
    WebGLStateRestorer(this, false);
    return m_context->getProgramInfoLog(program);
}

WebGLGetInfo WebGLRenderingContext::getRenderbufferParameter(unsigned long target, unsigned long pname, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (target != GraphicsContext3D::RENDERBUFFER) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return WebGLGetInfo();
    }

    WebGLStateRestorer(this, false);
    int value = 0;
    switch (pname) {
    case GraphicsContext3D::RENDERBUFFER_WIDTH:
    case GraphicsContext3D::RENDERBUFFER_HEIGHT:
    case GraphicsContext3D::RENDERBUFFER_RED_SIZE:
    case GraphicsContext3D::RENDERBUFFER_GREEN_SIZE:
    case GraphicsContext3D::RENDERBUFFER_BLUE_SIZE:
    case GraphicsContext3D::RENDERBUFFER_ALPHA_SIZE:
    case GraphicsContext3D::RENDERBUFFER_DEPTH_SIZE:
    case GraphicsContext3D::RENDERBUFFER_STENCIL_SIZE:
        m_context->getRenderbufferParameteriv(target, pname, &value);
        return WebGLGetInfo(static_cast<long>(value));
    case GraphicsContext3D::RENDERBUFFER_INTERNAL_FORMAT:
        if (!m_renderbufferBinding) {
            m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
            return WebGLGetInfo();
        }
        return WebGLGetInfo(m_renderbufferBinding->getInternalformat());
    default:
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return WebGLGetInfo();
    }
}

WebGLGetInfo WebGLRenderingContext::getShaderParameter(WebGLShader* shader, unsigned long pname, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!shader || shader->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return WebGLGetInfo();
    }
    WebGLStateRestorer(this, false);
    int value = 0;
    switch (pname) {
    case GraphicsContext3D::DELETE_STATUS:
    case GraphicsContext3D::COMPILE_STATUS:
        m_context->getShaderiv(shader, pname, &value);
        return WebGLGetInfo(static_cast<bool>(value));
    case GraphicsContext3D::SHADER_TYPE:
        m_context->getShaderiv(shader, pname, &value);
        return WebGLGetInfo(static_cast<unsigned long>(value));
    case GraphicsContext3D::INFO_LOG_LENGTH:
    case GraphicsContext3D::SHADER_SOURCE_LENGTH:
        m_context->getShaderiv(shader, pname, &value);
        return WebGLGetInfo(static_cast<long>(value));
    default:
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return WebGLGetInfo();
    }
}

String WebGLRenderingContext::getShaderInfoLog(WebGLShader* shader, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!shader || shader->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return "";
    }
    WebGLStateRestorer(this, false);
    return m_context->getShaderInfoLog(shader);
}

String WebGLRenderingContext::getShaderSource(WebGLShader* shader, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!shader || shader->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return "";
    }
    WebGLStateRestorer(this, false);
    return m_context->getShaderSource(shader);
}

String WebGLRenderingContext::getString(unsigned long name)
{
    WebGLStateRestorer(this, false);
    return m_context->getString(name);
}

WebGLGetInfo WebGLRenderingContext::getTexParameter(unsigned long target, unsigned long pname, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (target != GraphicsContext3D::TEXTURE_2D
        && target != GraphicsContext3D::TEXTURE_CUBE_MAP) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return WebGLGetInfo();
    }
    WebGLStateRestorer(this, false);
    int value = 0;
    switch (pname) {
    case GraphicsContext3D::TEXTURE_MAG_FILTER:
    case GraphicsContext3D::TEXTURE_MIN_FILTER:
    case GraphicsContext3D::TEXTURE_WRAP_S:
    case GraphicsContext3D::TEXTURE_WRAP_T:
        m_context->getTexParameteriv(target, pname, &value);
        return WebGLGetInfo(static_cast<unsigned long>(value));
    default:
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return WebGLGetInfo();
    }
}

WebGLGetInfo WebGLRenderingContext::getUniform(WebGLProgram* program, const WebGLUniformLocation* uniformLocation, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!program || uniformLocation->program() != program || program->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return WebGLGetInfo();
    }
    long location = uniformLocation->location();
    
    WebGLStateRestorer(this, false);
    // FIXME: make this more efficient using WebGLUniformLocation and caching types in it
    int activeUniforms = 0;
    m_context->getProgramiv(program, GraphicsContext3D::ACTIVE_UNIFORMS, &activeUniforms);
    for (int i = 0; i < activeUniforms; i++) {
        ActiveInfo info;
        if (!m_context->getActiveUniform(program, i, info))
            return WebGLGetInfo();
        // Now need to look this up by name again to find its location
        long loc = m_context->getUniformLocation(program, info.name);
        if (loc == location) {
            // Found it. Use the type in the ActiveInfo to determine the return type.
            GraphicsContext3D::WebGLEnumType baseType;
            unsigned length;
            switch (info.type) {
                case GraphicsContext3D::BOOL:
                    baseType = GraphicsContext3D::BOOL;
                    length = 1;
                    break;
                case GraphicsContext3D::BOOL_VEC2:
                    baseType = GraphicsContext3D::BOOL;
                    length = 2;
                    break;
                case GraphicsContext3D::BOOL_VEC3:
                    baseType = GraphicsContext3D::BOOL;
                    length = 3;
                    break;
                case GraphicsContext3D::BOOL_VEC4:
                    baseType = GraphicsContext3D::BOOL;
                    length = 4;
                    break;
                case GraphicsContext3D::INT:
                    baseType = GraphicsContext3D::INT;
                    length = 1;
                    break;
                case GraphicsContext3D::INT_VEC2:
                    baseType = GraphicsContext3D::INT;
                    length = 2;
                    break;
                case GraphicsContext3D::INT_VEC3:
                    baseType = GraphicsContext3D::INT;
                    length = 3;
                    break;
                case GraphicsContext3D::INT_VEC4:
                    baseType = GraphicsContext3D::INT;
                    length = 4;
                    break;
                case GraphicsContext3D::FLOAT:
                    baseType = GraphicsContext3D::FLOAT;
                    length = 1;
                    break;
                case GraphicsContext3D::FLOAT_VEC2:
                    baseType = GraphicsContext3D::FLOAT;
                    length = 2;
                    break;
                case GraphicsContext3D::FLOAT_VEC3:
                    baseType = GraphicsContext3D::FLOAT;
                    length = 3;
                    break;
                case GraphicsContext3D::FLOAT_VEC4:
                    baseType = GraphicsContext3D::FLOAT;
                    length = 4;
                    break;
                case GraphicsContext3D::FLOAT_MAT2:
                    baseType = GraphicsContext3D::FLOAT;
                    length = 4;
                    break;
                case GraphicsContext3D::FLOAT_MAT3:
                    baseType = GraphicsContext3D::FLOAT;
                    length = 9;
                    break;
                case GraphicsContext3D::FLOAT_MAT4:
                    baseType = GraphicsContext3D::FLOAT;
                    length = 16;
                    break;
                default:
                    // Can't handle this type
                    // FIXME: what to do about samplers?
                    m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
                    return WebGLGetInfo();
            }
            switch (baseType) {
            case GraphicsContext3D::FLOAT: {
                float value[16] = {0};
                m_context->getUniformfv(program, location, value);
                if (length == 1)
                    return WebGLGetInfo(value[0]);
                else
                    return WebGLGetInfo(WebGLFloatArray::create(value, length));
            }
            case GraphicsContext3D::INT: {
                int value[16] = {0};
                m_context->getUniformiv(program, location, value);
                if (length == 1)
                    return WebGLGetInfo(static_cast<long>(value[0]));
                else
                    return WebGLGetInfo(WebGLIntArray::create(value, length));
            }
            case GraphicsContext3D::BOOL: {
                int value[16] = {0};
                m_context->getUniformiv(program, location, value);
                if (length == 1)
                    return WebGLGetInfo(static_cast<bool>(value[0]));
                else {
                    unsigned char boolValue[16] = {0};
                    for (unsigned j = 0; j < length; j++)
                        boolValue[j] = static_cast<bool>(value[j]);
                    return WebGLGetInfo(WebGLUnsignedByteArray::create(boolValue, length));
                }
            }
            default:
                notImplemented();
            }
        }
    }
    // If we get here, something went wrong in our unfortunately complex logic above
    m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
    return WebGLGetInfo();
}

PassRefPtr<WebGLUniformLocation> WebGLRenderingContext::getUniformLocation(WebGLProgram* program, const String& name, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!program || program->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return 0;
    }
    WebGLStateRestorer(this, false);
    long uniformLocation = m_context->getUniformLocation(program, name);
    if (uniformLocation == -1)
        return 0;
    return WebGLUniformLocation::create(program, uniformLocation);
}

WebGLGetInfo WebGLRenderingContext::getVertexAttrib(unsigned long index, unsigned long pname, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    WebGLStateRestorer(this, false);
    switch (pname) {
    case GraphicsContext3D::VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: {
        int name = 0;
        m_context->getVertexAttribiv(index, pname, &name);
        if (name == 0)
            return WebGLGetInfo();
        RefPtr<WebGLBuffer> tmp = WebGLBuffer::create(this, name);
        addObject(tmp.get());
        return WebGLGetInfo(PassRefPtr<WebGLBuffer>(tmp));
    }
    case GraphicsContext3D::VERTEX_ATTRIB_ARRAY_ENABLED:
    case GraphicsContext3D::VERTEX_ATTRIB_ARRAY_NORMALIZED: {
        int value = 0;
        m_context->getVertexAttribiv(index, pname, &value);
        return WebGLGetInfo(static_cast<bool>(value));
    }
    case GraphicsContext3D::VERTEX_ATTRIB_ARRAY_SIZE:
    case GraphicsContext3D::VERTEX_ATTRIB_ARRAY_STRIDE: {
        int value = 0;
        m_context->getVertexAttribiv(index, pname, &value);
        return WebGLGetInfo(static_cast<long>(value));
    }
    case GraphicsContext3D::VERTEX_ATTRIB_ARRAY_TYPE: {
        int value = 0;
        m_context->getVertexAttribiv(index, pname, &value);
        return WebGLGetInfo(static_cast<unsigned long>(value));
    }
    case GraphicsContext3D::CURRENT_VERTEX_ATTRIB: {
        float value[4] = {0};
        m_context->getVertexAttribfv(index, pname, value);
        return WebGLGetInfo(WebGLFloatArray::create(value, 4));
    }
    default: {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
        return WebGLGetInfo();
    }
    }
}

long WebGLRenderingContext::getVertexAttribOffset(unsigned long index, unsigned long pname)
{
    long result = m_context->getVertexAttribOffset(index, pname);
    cleanupAfterGraphicsCall(false);
    return result;
}

void WebGLRenderingContext::hint(unsigned long target, unsigned long mode)
{
    m_context->hint(target, mode);
    cleanupAfterGraphicsCall(false);
}

bool WebGLRenderingContext::isBuffer(WebGLBuffer* buffer)
{
    if (!buffer)
        return false;

    return m_context->isBuffer(buffer);
}

bool WebGLRenderingContext::isEnabled(unsigned long cap)
{
    return m_context->isEnabled(cap);
}

bool WebGLRenderingContext::isFramebuffer(WebGLFramebuffer* framebuffer)
{
    if (!framebuffer)
        return false;

    return m_context->isFramebuffer(framebuffer);
}

bool WebGLRenderingContext::isProgram(WebGLProgram* program)
{
    if (!program)
        return false;

    return m_context->isProgram(program);
}

bool WebGLRenderingContext::isRenderbuffer(WebGLRenderbuffer* renderbuffer)
{
    if (!renderbuffer)
        return false;

    return m_context->isRenderbuffer(renderbuffer);
}

bool WebGLRenderingContext::isShader(WebGLShader* shader)
{
    if (!shader)
        return false;

    return m_context->isShader(shader);
}

bool WebGLRenderingContext::isTexture(WebGLTexture* texture)
{
    if (!texture)
        return false;

    return m_context->isTexture(texture);
}

void WebGLRenderingContext::lineWidth(double width)
{
    m_context->lineWidth((float) width);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::linkProgram(WebGLProgram* program, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!program || program->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }
        
    m_context->linkProgram(program);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::pixelStorei(unsigned long pname, long param)
{
    m_context->pixelStorei(pname, param);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::polygonOffset(double factor, double units)
{
    m_context->polygonOffset((float) factor, (float) units);
    cleanupAfterGraphicsCall(false);
}

PassRefPtr<WebGLArray> WebGLRenderingContext::readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long type)
{
    RefPtr<WebGLArray> array = m_context->readPixels(x, y, width, height, format, type);
    cleanupAfterGraphicsCall(false);
    return array;
}

void WebGLRenderingContext::releaseShaderCompiler()
{
    m_context->releaseShaderCompiler();
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::renderbufferStorage(unsigned long target, unsigned long internalformat, unsigned long width, unsigned long height)
{
    switch (internalformat) {
    case GraphicsContext3D::DEPTH_COMPONENT16:
    case GraphicsContext3D::RGBA4:
    case GraphicsContext3D::RGB5_A1:
    case GraphicsContext3D::RGB565:
    case GraphicsContext3D::STENCIL_INDEX8:
    case GraphicsContext3D::DEPTH_STENCIL:
        m_context->renderbufferStorage(target, internalformat, width, height);
        if (m_renderbufferBinding)
            m_renderbufferBinding->setInternalformat(internalformat);
        cleanupAfterGraphicsCall(false);
        break;
    default:
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_ENUM);
    }
}

void WebGLRenderingContext::sampleCoverage(double value, bool invert)
{
    m_context->sampleCoverage((float) value, invert);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::scissor(long x, long y, unsigned long width, unsigned long height)
{
    m_context->scissor(x, y, width, height);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::shaderSource(WebGLShader* shader, const String& string, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!shader || shader->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }
    m_context->shaderSource(shader, string);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::stencilFunc(unsigned long func, long ref, unsigned long mask)
{
    m_context->stencilFunc(func, ref, mask);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::stencilFuncSeparate(unsigned long face, unsigned long func, long ref, unsigned long mask)
{
    m_context->stencilFuncSeparate(face, func, ref, mask);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::stencilMask(unsigned long mask)
{
    m_context->stencilMask(mask);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::stencilMaskSeparate(unsigned long face, unsigned long mask)
{
    m_context->stencilMaskSeparate(face, mask);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::stencilOp(unsigned long fail, unsigned long zfail, unsigned long zpass)
{
    m_context->stencilOp(fail, zfail, zpass);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::stencilOpSeparate(unsigned long face, unsigned long fail, unsigned long zfail, unsigned long zpass)
{
    m_context->stencilOpSeparate(face, fail, zfail, zpass);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::texImage2D(unsigned target, unsigned level, unsigned internalformat,
                                          unsigned width, unsigned height, unsigned border,
                                          unsigned format, unsigned type, WebGLArray* pixels, ExceptionCode& ec)
{
    // FIXME: For now we ignore any errors returned
    // FIXME: Need to make sure passed buffer has enough bytes to define the texture
    ec = 0;
    m_context->texImage2D(target, level, internalformat, width, height,
                          border, format, type, pixels ? pixels->baseAddress() : 0);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::texImage2D(unsigned target, unsigned level, ImageData* pixels,
                                       bool flipY, bool premultiplyAlpha, ExceptionCode& ec)
{
    // FIXME: For now we ignore any errors returned
    ec = 0;
    Vector<uint8_t> data;
    m_context->extractImageData(pixels, flipY, premultiplyAlpha, data);
    m_context->texImage2D(target, level, GraphicsContext3D::RGBA, pixels->width(), pixels->height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, data.data());
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::texImage2D(unsigned target, unsigned level, HTMLImageElement* image,
                                       bool flipY, bool premultiplyAlpha, ExceptionCode& ec)
{
    ec = 0;
    if (!image) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    CachedImage* cachedImage = image->cachedImage();
    if (!cachedImage) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    // FIXME: For now we ignore any errors returned
    m_context->texImage2D(target, level, cachedImage->image(), flipY, premultiplyAlpha);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::texImage2D(unsigned target, unsigned level, HTMLCanvasElement* canvas,
                                          bool flipY, bool premultiplyAlpha, ExceptionCode& ec)
{
    ec = 0;
    if (!canvas) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    ImageBuffer* buffer = canvas->buffer();
    if (!buffer) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    // FIXME: For now we ignore any errors returned
    m_context->texImage2D(target, level, buffer->image(), flipY, premultiplyAlpha);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::texImage2D(unsigned target, unsigned level, HTMLVideoElement* video,
                                          bool flipY, bool premultiplyAlpha, ExceptionCode& ec)
{
    // FIXME: Need implement this call
    UNUSED_PARAM(target);
    UNUSED_PARAM(level);
    UNUSED_PARAM(video);
    UNUSED_PARAM(flipY);
    UNUSED_PARAM(premultiplyAlpha);
    
    ec = 0;
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::texParameterf(unsigned target, unsigned pname, float param)
{
    m_context->texParameterf(target, pname, param);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::texParameteri(unsigned target, unsigned pname, int param)
{
    m_context->texParameteri(target, pname, param);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
                                             unsigned width, unsigned height,
                                             unsigned format, unsigned type, WebGLArray* pixels, ExceptionCode& ec)
{
    // FIXME: For now we ignore any errors returned
    // FIXME: Need to make sure passed buffer has enough bytes to define the texture
    ec = 0;
    m_context->texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels ? pixels->baseAddress() : 0);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
                                          ImageData* pixels, bool flipY, bool premultiplyAlpha, ExceptionCode& ec)
{
    // FIXME: For now we ignore any errors returned
    ec = 0;
    Vector<uint8_t> data;
    m_context->extractImageData(pixels, flipY, premultiplyAlpha, data);
    m_context->texSubImage2D(target, level, xoffset, yoffset, pixels->width(), pixels->height(), GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, data.data());
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
                                          HTMLImageElement* image, bool flipY, bool premultiplyAlpha, ExceptionCode& ec)
{
    // FIXME: For now we ignore any errors returned
    ec = 0;
    if (!image) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    
    CachedImage* cachedImage = image->cachedImage();
    if (!cachedImage) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    m_context->texSubImage2D(target, level, xoffset, yoffset, cachedImage->image(), flipY, premultiplyAlpha);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
                                          HTMLCanvasElement* canvas, bool flipY, bool premultiplyAlpha, ExceptionCode& ec)
{
    ec = 0;
    if (!canvas) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    
    ImageBuffer* buffer = canvas->buffer();
    if (!buffer) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    
    // FIXME: For now we ignore any errors returned
    m_context->texSubImage2D(target, level, xoffset, yoffset, buffer->image(), flipY, premultiplyAlpha);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
                                          HTMLVideoElement* video, bool flipY, bool premultiplyAlpha, ExceptionCode& ec)
{
    // FIXME: Need to implement this call
    UNUSED_PARAM(target);
    UNUSED_PARAM(level);
    UNUSED_PARAM(xoffset);
    UNUSED_PARAM(yoffset);
    UNUSED_PARAM(video);
    UNUSED_PARAM(flipY);
    UNUSED_PARAM(premultiplyAlpha);
    ec = 0;
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform1f(const WebGLUniformLocation* location, float x, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    m_context->uniform1f(location->location(), x);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform1fv(const WebGLUniformLocation* location, WebGLFloatArray* v, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    m_context->uniform1fv(location->location(), v->data(), v->length());
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform1fv(const WebGLUniformLocation* location, float* v, int size, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    m_context->uniform1fv(location->location(), v, size);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform1i(const WebGLUniformLocation* location, int x, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    m_context->uniform1i(location->location(), x);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform1iv(const WebGLUniformLocation* location, WebGLIntArray* v, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    m_context->uniform1iv(location->location(), v->data(), v->length());
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform1iv(const WebGLUniformLocation* location, int* v, int size, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    m_context->uniform1iv(location->location(), v, size);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform2f(const WebGLUniformLocation* location, float x, float y, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    m_context->uniform2f(location->location(), x, y);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform2fv(const WebGLUniformLocation* location, WebGLFloatArray* v, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 2
    m_context->uniform2fv(location->location(), v->data(), v->length() / 2);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform2fv(const WebGLUniformLocation* location, float* v, int size, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 2
    m_context->uniform2fv(location->location(), v, size / 2);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform2i(const WebGLUniformLocation* location, int x, int y, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    m_context->uniform2i(location->location(), x, y);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform2iv(const WebGLUniformLocation* location, WebGLIntArray* v, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 2
    m_context->uniform2iv(location->location(), v->data(), v->length() / 2);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform2iv(const WebGLUniformLocation* location, int* v, int size, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 2
    m_context->uniform2iv(location->location(), v, size / 2);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform3f(const WebGLUniformLocation* location, float x, float y, float z, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    m_context->uniform3f(location->location(), x, y, z);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform3fv(const WebGLUniformLocation* location, WebGLFloatArray* v, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 3
    m_context->uniform3fv(location->location(), v->data(), v->length() / 3);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform3fv(const WebGLUniformLocation* location, float* v, int size, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 3
    m_context->uniform3fv(location->location(), v, size / 3);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform3i(const WebGLUniformLocation* location, int x, int y, int z, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    m_context->uniform3i(location->location(), x, y, z);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform3iv(const WebGLUniformLocation* location, WebGLIntArray* v, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 3
    m_context->uniform3iv(location->location(), v->data(), v->length() / 3);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform3iv(const WebGLUniformLocation* location, int* v, int size, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 3
    m_context->uniform3iv(location->location(), v, size / 3);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform4f(const WebGLUniformLocation* location, float x, float y, float z, float w, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    m_context->uniform4f(location->location(), x, y, z, w);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform4fv(const WebGLUniformLocation* location, WebGLFloatArray* v, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 4
    m_context->uniform4fv(location->location(), v->data(), v->length() / 4);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform4fv(const WebGLUniformLocation* location, float* v, int size, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 4
    m_context->uniform4fv(location->location(), v, size / 4);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform4i(const WebGLUniformLocation* location, int x, int y, int z, int w, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    m_context->uniform4i(location->location(), x, y, z, w);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform4iv(const WebGLUniformLocation* location, WebGLIntArray* v, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 4
    m_context->uniform4iv(location->location(), v->data(), v->length() / 4);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniform4iv(const WebGLUniformLocation* location, int* v, int size, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 4
    m_context->uniform4iv(location->location(), v, size / 4);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniformMatrix2fv(const WebGLUniformLocation* location, bool transpose, WebGLFloatArray* v, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 4
    m_context->uniformMatrix2fv(location->location(), transpose, v->data(), v->length() / 4);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniformMatrix2fv(const WebGLUniformLocation* location, bool transpose, float* v, int size, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 4
    m_context->uniformMatrix2fv(location->location(), transpose, v, size / 4);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniformMatrix3fv(const WebGLUniformLocation* location, bool transpose, WebGLFloatArray* v, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 9
    m_context->uniformMatrix3fv(location->location(), transpose, v->data(), v->length() / 9);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniformMatrix3fv(const WebGLUniformLocation* location, bool transpose, float* v, int size, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 9
    m_context->uniformMatrix3fv(location->location(), transpose, v, size / 9);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniformMatrix4fv(const WebGLUniformLocation* location, bool transpose, WebGLFloatArray* v, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 16
    m_context->uniformMatrix4fv(location->location(), transpose, v->data(), v->length() / 16);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::uniformMatrix4fv(const WebGLUniformLocation* location, bool transpose, float* v, int size, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!location) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }

    if (location->program() != m_currentProgram) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }

    if (!v) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    // FIXME: length needs to be a multiple of 16
    m_context->uniformMatrix4fv(location->location(), transpose, v, size / 16);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::useProgram(WebGLProgram* program, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!program || program->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
        
    m_currentProgram = program;
    m_context->useProgram(program);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::validateProgram(WebGLProgram* program, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!program || program->context() != this) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_OPERATION);
        return;
    }
        
    m_context->validateProgram(program);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::vertexAttrib1f(unsigned long indx, float v0)
{
    m_context->vertexAttrib1f(indx, v0);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::vertexAttrib1fv(unsigned long indx, WebGLFloatArray* v)
{
    // FIXME: Need to make sure array is big enough for attribute being set
    m_context->vertexAttrib1fv(indx, v->data());
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::vertexAttrib1fv(unsigned long indx, float* v, int size)
{
    // FIXME: Need to make sure array is big enough for attribute being set
    UNUSED_PARAM(size);
    
    m_context->vertexAttrib1fv(indx, v);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::vertexAttrib2f(unsigned long indx, float v0, float v1)
{
    m_context->vertexAttrib2f(indx, v0, v1);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::vertexAttrib2fv(unsigned long indx, WebGLFloatArray* v)
{
    // FIXME: Need to make sure array is big enough for attribute being set
    m_context->vertexAttrib2fv(indx, v->data());
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::vertexAttrib2fv(unsigned long indx, float* v, int size)
{
    // FIXME: Need to make sure array is big enough for attribute being set
    UNUSED_PARAM(size);
    
    m_context->vertexAttrib2fv(indx, v);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::vertexAttrib3f(unsigned long indx, float v0, float v1, float v2)
{
    m_context->vertexAttrib3f(indx, v0, v1, v2);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::vertexAttrib3fv(unsigned long indx, WebGLFloatArray* v)
{
    // FIXME: Need to make sure array is big enough for attribute being set
    m_context->vertexAttrib3fv(indx, v->data());
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::vertexAttrib3fv(unsigned long indx, float* v, int size)
{
    // FIXME: Need to make sure array is big enough for attribute being set
    UNUSED_PARAM(size);
    
    m_context->vertexAttrib3fv(indx, v);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::vertexAttrib4f(unsigned long indx, float v0, float v1, float v2, float v3)
{
    m_context->vertexAttrib4f(indx, v0, v1, v2, v3);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::vertexAttrib4fv(unsigned long indx, WebGLFloatArray* v)
{
    // FIXME: Need to make sure array is big enough for attribute being set
    m_context->vertexAttrib4fv(indx, v->data());
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::vertexAttrib4fv(unsigned long indx, float* v, int size)
{
    // FIXME: Need to make sure array is big enough for attribute being set
    UNUSED_PARAM(size);
    
    m_context->vertexAttrib4fv(indx, v);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::vertexAttribPointer(unsigned long indx, long size, unsigned long type, bool normalized, unsigned long stride, unsigned long offset, ExceptionCode& ec)
{
    UNUSED_PARAM(ec);
    if (!m_boundArrayBuffer || indx >= m_maxVertexAttribs) {
        m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
        return;
    }
    
    if (indx >= m_vertexAttribState.size())
        m_vertexAttribState.resize(indx + 1);

    // Determine the number of elements the bound buffer can hold, given the offset, size, type and stride
    long bytesPerElement = size * sizeInBytes(type, ec);
    if (bytesPerElement <= 0)
        return;
    long validatedStride = bytesPerElement;
    if (stride != 0) {
        if ((long) stride < bytesPerElement) {
            m_context->synthesizeGLError(GraphicsContext3D::INVALID_VALUE);
            return;
        }
        
        validatedStride = stride;
    }
        
    // Avoid off-by-one errors in numElements computation.
    // For the last element, we will only touch the data for the
    // element and nothing beyond it.
    long bytesRemaining = m_boundArrayBuffer->byteLength(GraphicsContext3D::ARRAY_BUFFER) - offset;
    if (bytesRemaining < bytesPerElement)
        m_vertexAttribState[indx].numElements = 0;
    else
        m_vertexAttribState[indx].numElements = 1 + (bytesRemaining - bytesPerElement) / validatedStride;

    m_context->vertexAttribPointer(indx, size, type, normalized, stride, offset);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::viewport(long x, long y, unsigned long width, unsigned long height)
{
    if (isnan(x))
        x = 0;
    if (isnan(y))
        y = 0;
    if (isnan(width))
        width = 100;
    if (isnan(height))
        height = 100;
    m_context->viewport(x, y, width, height);
    cleanupAfterGraphicsCall(false);
}

void WebGLRenderingContext::removeObject(CanvasObject* object)
{
    m_canvasObjects.remove(object);
}

void WebGLRenderingContext::addObject(CanvasObject* object)
{
    removeObject(object);
    m_canvasObjects.add(object);
}

void WebGLRenderingContext::detachAndRemoveAllObjects()
{
    HashSet<RefPtr<CanvasObject> >::iterator pend = m_canvasObjects.end();
    for (HashSet<RefPtr<CanvasObject> >::iterator it = m_canvasObjects.begin(); it != pend; ++it)
        (*it)->detachContext();
        
    m_canvasObjects.clear();
}

WebGLGetInfo WebGLRenderingContext::getBooleanParameter(unsigned long pname)
{
    unsigned char value;
    m_context->getBooleanv(pname, &value);
    return WebGLGetInfo(static_cast<bool>(value));
}

WebGLGetInfo WebGLRenderingContext::getFloatParameter(unsigned long pname)
{
    float value;
    m_context->getFloatv(pname, &value);
    return WebGLGetInfo(static_cast<float>(value));
}

WebGLGetInfo WebGLRenderingContext::getIntParameter(unsigned long pname)
{
    return getLongParameter(pname);
}

WebGLGetInfo WebGLRenderingContext::getLongParameter(unsigned long pname)
{
    int value;
    m_context->getIntegerv(pname, &value);
    return WebGLGetInfo(static_cast<long>(value));
}

WebGLGetInfo WebGLRenderingContext::getUnsignedLongParameter(unsigned long pname)
{
    int value;
    m_context->getIntegerv(pname, &value);
    return WebGLGetInfo(static_cast<unsigned long>(value));
}

WebGLGetInfo WebGLRenderingContext::getWebGLFloatArrayParameter(unsigned long pname)
{
    float value[4] = {0};
    m_context->getFloatv(pname, value);
    unsigned length = 0;
    switch (pname) {
    case GraphicsContext3D::ALIASED_POINT_SIZE_RANGE:
    case GraphicsContext3D::ALIASED_LINE_WIDTH_RANGE:
    case GraphicsContext3D::DEPTH_RANGE:
        length = 2;
        break;
    case GraphicsContext3D::BLEND_COLOR:
    case GraphicsContext3D::COLOR_CLEAR_VALUE:
        length = 4;
        break;
    default:
        notImplemented();
    }
    return WebGLGetInfo(WebGLFloatArray::create(value, length));
}

WebGLGetInfo WebGLRenderingContext::getWebGLIntArrayParameter(unsigned long pname)
{
    int value[4] = {0};
    m_context->getIntegerv(pname, value);
    unsigned length = 0;
    switch (pname) {
    case GraphicsContext3D::MAX_VIEWPORT_DIMS:
        length = 2;
        break;
    case GraphicsContext3D::SCISSOR_BOX:
    case GraphicsContext3D::VIEWPORT:
        length = 4;
        break;
    default:
        notImplemented();
    }
    return WebGLGetInfo(WebGLIntArray::create(value, length));
}

WebGLGetInfo WebGLRenderingContext::getWebGLUnsignedByteArrayParameter(unsigned long pname)
{
    unsigned char value[4] = {0};
    m_context->getBooleanv(pname, value);
    unsigned length = 0;
    switch (pname) {
    case GraphicsContext3D::COLOR_WRITEMASK:
        length = 4;
        break;
    default:
        notImplemented();
    }
    return WebGLGetInfo(WebGLUnsignedByteArray::create(value, length));
}

} // namespace WebCore

#endif // ENABLE(3D_CANVAS)

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