DXR is a code search and navigation tool aimed at making sense of large projects. It supports full-text and regex searches as well as structural queries.

Implementation

Mercurial (5216dd412535)

VCS Links

Line Code
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094
/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */
/* ***** BEGIN LICENSE BLOCK *****
 * Version: MPL 1.1/GPL 2.0/LGPL 2.1
 *
 * The contents of this file are subject to the Mozilla Public License Version
 * 1.1 (the "License"); you may not use this file except in compliance with
 * the License. You may obtain a copy of the License at
 * http://www.mozilla.org/MPL/
 *
 * Software distributed under the License is distributed on an "AS IS" basis,
 * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
 * for the specific language governing rights and limitations under the
 * License.
 *
 * The Original Code is mozilla.org code.
 *
 * The Initial Developer of the Original Code is
 *   Mozilla Corporation.
 * Portions created by the Initial Developer are Copyright (C) 2010
 * the Initial Developer. All Rights Reserved.
 *
 * Contributor(s):
 *   Vladimir Vukicevic <vladimir@pobox.com>
 *   Mark Steele <mwsteele@gmail.com>
 *   Bas Schouten <bschouten@mozilla.com>
 *
 * Alternatively, the contents of this file may be used under the terms of
 * either the GNU General Public License Version 2 or later (the "GPL"), or
 * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
 * in which case the provisions of the GPL or the LGPL are applicable instead
 * of those above. If you wish to allow use of your version of this file only
 * under the terms of either the GPL or the LGPL, and not to allow others to
 * use your version of this file under the terms of the MPL, indicate your
 * decision by deleting the provisions above and replace them with the notice
 * and other provisions required by the GPL or the LGPL. If you do not delete
 * the provisions above, a recipient may use your version of this file under
 * the terms of any one of the MPL, the GPL or the LGPL.
 *
 * ***** END LICENSE BLOCK ***** */

#ifndef GLCONTEXT_H_
#define GLCONTEXT_H_

#include <stdio.h>
#include <string.h>
#include <ctype.h>

#ifdef WIN32
#include <windows.h>
#endif

#include "GLDefs.h"
#include "gfxASurface.h"
#include "gfxImageSurface.h"
#include "gfxContext.h"
#include "gfxRect.h"
#include "nsISupportsImpl.h"
#include "prlink.h"

#include "nsDataHashtable.h"
#include "nsHashKeys.h"
#include "nsRegion.h"
#include "nsAutoPtr.h"
#include "nsThreadUtils.h"

#if defined(MOZ_PLATFORM_MAEMO) || defined(ANDROID)
#define USE_GLES2 1
#endif

typedef char realGLboolean;

#include "GLContextSymbols.h"

namespace mozilla {
namespace gl {

class GLContext;

class LibrarySymbolLoader
{
public:
    PRBool OpenLibrary(const char *library);

    typedef PRFuncPtr (GLAPIENTRY * PlatformLookupFunction) (const char *);

    enum {
        MAX_SYMBOL_NAMES = 5,
        MAX_SYMBOL_LENGTH = 128
    };

    typedef struct {
        PRFuncPtr *symPointer;
        const char *symNames[MAX_SYMBOL_NAMES];
    } SymLoadStruct;

    PRBool LoadSymbols(SymLoadStruct *firstStruct,
                       PRBool tryplatform = PR_FALSE,
                       const char *prefix = nsnull);

    /*
     * Static version of the functions in this class
     */
    static PRFuncPtr LookupSymbol(PRLibrary *lib,
                                  const char *symname,
                                  PlatformLookupFunction lookupFunction = nsnull);
    static PRBool LoadSymbols(PRLibrary *lib,
                              SymLoadStruct *firstStruct,
                              PlatformLookupFunction lookupFunction = nsnull,
                              const char *prefix = nsnull);
protected:
    LibrarySymbolLoader() {
        mLibrary = nsnull;
        mLookupFunc = nsnull;
    }

    PRLibrary *mLibrary;
    PlatformLookupFunction mLookupFunc;
};

enum ShaderProgramType {
    RGBALayerProgramType,
    BGRALayerProgramType,
    RGBXLayerProgramType,
    BGRXLayerProgramType,
    RGBARectLayerProgramType,
    ColorLayerProgramType,
    YCbCrLayerProgramType,
    ComponentAlphaPass1ProgramType,
    ComponentAlphaPass2ProgramType,
    Copy2DProgramType,
    Copy2DRectProgramType,
    NumProgramTypes
};


/**
 * A TextureImage encapsulates a surface that can be drawn to by a
 * Thebes gfxContext and (hopefully efficiently!) synchronized to a
 * texture in the server.  TextureImages are associated with one and
 * only one GLContext.
 *
 * Implementation note: TextureImages attempt to unify two categories
 * of backends
 *
 *  (1) proxy to server-side object that can be bound to a texture;
 *      e.g. Pixmap on X11.
 *
 *  (2) efficient manager of texture memory; e.g. by having clients draw
 *      into a scratch buffer which is then uploaded with
 *      glTexSubImage2D().
 */
class TextureImage
{
    NS_INLINE_DECL_REFCOUNTING(TextureImage)
public:
    typedef gfxASurface::gfxContentType ContentType;

    virtual ~TextureImage() {}

    /**
     * Returns a gfxASurface for updating |aRegion| of the client's
     * image if successul, NULL if not.  |aRegion|'s bounds must fit
     * within Size(); its coordinate space (if any) is ignored.  If
     * the update begins successfully, the returned gfxASurface is
     * owned by this.  Otherwise, NULL is returned.
     *
     * |aRegion| is an inout param: the returned region is what the
     * client must repaint.  Category (1) regions above can
     * efficiently handle repaints to "scattered" regions, while (2)
     * can only efficiently handle repaints to rects.
     *
     * Painting the returned surface outside of |aRegion| results 
     * in undefined behavior.
     *
     * BeginUpdate() calls cannot be "nested", and each successful
     * BeginUpdate() must be followed by exactly one EndUpdate() (see
     * below).  Failure to do so can leave this in a possibly
     * inconsistent state.  Unsuccessful BeginUpdate()s must not be
     * followed by EndUpdate().
     */
    virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion) = 0;
    /**
     * Finish the active update and synchronize with the server, if
     * necessary.
     *
     * BeginUpdate() must have been called exactly once before
     * EndUpdate().
     */
    virtual void EndUpdate() = 0;

    /**
     * Set this TextureImage's size, and ensure a texture has been
     * allocated.  Must not be called between BeginUpdate and EndUpdate.
     * After a resize, the contents are undefined.
     *
     * If this isn't implemented by a subclass, it will just perform
     * a dummy BeginUpdate/EndUpdate pair.
     */
    virtual void Resize(const nsIntSize& aSize) {
        mSize = aSize;
        nsIntRegion r(nsIntRect(0, 0, aSize.width, aSize.height));
        BeginUpdate(r);
        EndUpdate();
    }

    virtual bool DirectUpdate(gfxASurface *aSurf, const nsIntRegion& aRegion) =0;

    /**
     * Return this TextureImage's texture ID for use with GL APIs.
     * Callers are responsible for properly binding the texture etc.
     *
     * The texture is only texture complete after either Resize
     * or a matching pair of BeginUpdate/EndUpdate have been called.
     * Otherwise, a texture ID may be returned, but the texture
     * may not be texture complete.
     */
    GLuint Texture() { return mTexture; }

    /**
     * Returns the shader program type that should be used to render
     * this texture. Only valid after a matching BeginUpdate/EndUpdate
     * pair have been called.
     */
    virtual ShaderProgramType GetShaderProgramType()
    {
         return mShaderType;
    }

    /** Can be called safely at any time. */

    /**
     * If this TextureImage has a permanent gfxASurface backing,
     * return it.  Otherwise return NULL.
     */
    virtual already_AddRefed<gfxASurface> GetBackingSurface()
    { return NULL; }

    const nsIntSize& GetSize() const { return mSize; }
    ContentType GetContentType() const { return mContentType; }
    virtual PRBool InUpdate() const = 0;
    GLenum GetWrapMode() const { return mWrapMode; }

    PRBool IsRGB() const { return mIsRGBFormat; }

protected:
    friend class GLContext;

    /**
     * After the ctor, the TextureImage is invalid.  Implementations
     * must allocate resources successfully before returning the new
     * TextureImage from GLContext::CreateTextureImage().  That is,
     * clients must not be given partially-constructed TextureImages.
     */
    TextureImage(GLuint aTexture, const nsIntSize& aSize,
                 GLenum aWrapMode, ContentType aContentType,
                 PRBool aIsRGB = PR_FALSE)
        : mTexture(aTexture)
        , mSize(aSize)
        , mWrapMode(aWrapMode)
        , mContentType(aContentType)
        , mIsRGBFormat(aIsRGB)
    {}

    GLuint mTexture;
    nsIntSize mSize;
    GLenum mWrapMode;
    ContentType mContentType;
    PRPackedBool mIsRGBFormat;
    ShaderProgramType mShaderType;
};

/**
 * BasicTextureImage is the baseline TextureImage implementation ---
 * it updates its texture by allocating a scratch buffer for the
 * client to draw into, then using glTexSubImage2D() to upload the new
 * pixels.  Platforms must provide the code to create a new surface
 * into which the updated pixels will be drawn, and the code to
 * convert the update surface's pixels into an image on which we can
 * glTexSubImage2D().
 */
class BasicTextureImage
    : public TextureImage
{
public:
    typedef gfxASurface::gfxImageFormat ImageFormat;
    virtual ~BasicTextureImage();

    BasicTextureImage(GLuint aTexture,
                      const nsIntSize& aSize,
                      GLenum aWrapMode,
                      ContentType aContentType,
                      GLContext* aContext)
        : TextureImage(aTexture, aSize, aWrapMode, aContentType)
        , mTextureInited(PR_FALSE)
        , mGLContext(aContext)
        , mUpdateOffset(0, 0)
    {}

    virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion);
    virtual void EndUpdate();
    virtual bool DirectUpdate(gfxASurface *aSurf, const nsIntRegion& aRegion);

    // Returns a surface to draw into
    virtual already_AddRefed<gfxASurface>
      GetSurfaceForUpdate(const gfxIntSize& aSize, ImageFormat aFmt);

    // Call when drawing into the update surface is complete.
    // Returns true if textures should be upload with a relative 
    // offset - See UploadSurfaceToTexture.
    virtual bool FinishedSurfaceUpdate();

    // Call after surface data has been uploaded to a texture.
    virtual void FinishedSurfaceUpload();

    virtual PRBool InUpdate() const { return !!mUpdateSurface; }

    virtual void Resize(const nsIntSize& aSize);
protected:

    PRBool mTextureInited;
    GLContext* mGLContext;
    nsRefPtr<gfxASurface> mUpdateSurface;
    nsIntRegion mUpdateRegion;

    // The offset into the update surface at which the update rect is located.
    nsIntPoint mUpdateOffset;
};

struct THEBES_API ContextFormat
{
    static const ContextFormat BasicRGBA32Format;

    enum StandardContextFormat {
        Empty,
        BasicRGBA32,
        StrictBasicRGBA32,
        BasicRGB24,
        StrictBasicRGB24,
        BasicRGB16_565,
        StrictBasicRGB16_565
    };

    ContextFormat() {
        memset(this, 0, sizeof(*this));
    }

    ContextFormat(const StandardContextFormat cf) {
        memset(this, 0, sizeof(*this));
        switch (cf) {
        case BasicRGBA32:
            red = green = blue = alpha = 8;
            minRed = minGreen = minBlue = minAlpha = 1;
            break;

        case StrictBasicRGBA32:
            red = green = blue = alpha = 8;
            minRed = minGreen = minBlue = minAlpha = 8;
            break;

        case BasicRGB24:
            red = green = blue = 8;
            minRed = minGreen = minBlue = 1;
            break;

        case StrictBasicRGB24:
            red = green = blue = 8;
            minRed = minGreen = minBlue = 8;
            break;

        case StrictBasicRGB16_565:
            red = minRed = 5;
            green = minGreen = 6;
            blue = minBlue = 5;
            break;

        default:
            break;
        }
    }

    int depth, minDepth;
    int stencil, minStencil;
    int red, minRed;
    int green, minGreen;
    int blue, minBlue;
    int alpha, minAlpha;

    int colorBits() const { return red + green + blue; }
};

class GLContext
    : public LibrarySymbolLoader
{
    THEBES_INLINE_DECL_THREADSAFE_REFCOUNTING(GLContext)
public:
    GLContext(const ContextFormat& aFormat,
              PRBool aIsOffscreen = PR_FALSE,
              GLContext *aSharedContext = nsnull)
      : mInitialized(PR_FALSE),
        mIsOffscreen(aIsOffscreen),
#ifdef USE_GLES2
        mIsGLES2(PR_TRUE),
#else
        mIsGLES2(PR_FALSE),
#endif
        mIsGlobalSharedContext(PR_FALSE),
        mWindowOriginBottomLeft(PR_FALSE),
        mVendor(-1),
        mDebugMode(0),
        mCreationFormat(aFormat),
        mSharedContext(aSharedContext),
        mOffscreenTexture(0),
        mBlitProgram(0),
        mBlitFramebuffer(0),
        mOffscreenFBO(0),
        mOffscreenDepthRB(0),
        mOffscreenStencilRB(0)
#ifdef DEBUG
        , mGLError(LOCAL_GL_NO_ERROR)
#endif
    {
        mUserData.Init();
    }

    virtual ~GLContext() {
        NS_ASSERTION(IsDestroyed(), "GLContext implementation must call MarkDestroyed in destructor!");
#ifdef DEBUG
        if (mSharedContext) {
            GLContext *tip = mSharedContext;
            while (tip->mSharedContext)
                tip = tip->mSharedContext;
            tip->SharedContextDestroyed(this);
            tip->ReportOutstandingNames();
        }
#endif
    }

    enum GLContextType {
        ContextTypeUnknown,
        ContextTypeWGL,
        ContextTypeCGL,
        ContextTypeGLX,
        ContextTypeEGL,
        ContextTypeOSMesa
    };

    virtual GLContextType GetContextType() { return ContextTypeUnknown; }

    virtual PRBool MakeCurrentImpl(PRBool aForce = PR_FALSE) = 0;

    PRBool MakeCurrent(PRBool aForce = PR_FALSE) {
#ifdef DEBUG
        sCurrentGLContext = this;
#endif
        return MakeCurrentImpl(aForce);
    }

    virtual PRBool SetupLookupFunction() = 0;

    virtual void WindowDestroyed() {}

    void *GetUserData(void *aKey) {
        void *result = nsnull;
        mUserData.Get(aKey, &result);
        return result;
    }

    void SetUserData(void *aKey, void *aValue) {
        mUserData.Put(aKey, aValue);
    }

    // Mark this context as destroyed.  This will NULL out all
    // the GL function pointers!
    void THEBES_API MarkDestroyed();

    PRBool IsDestroyed() {
        // MarkDestroyed will mark all these as null.
        return mSymbols.fUseProgram == nsnull;
    }

    enum NativeDataType {
      NativeGLContext,
      NativeImageSurface,
      NativeThebesSurface,
      NativeDataTypeMax
    };

    virtual void *GetNativeData(NativeDataType aType) { return NULL; }
    GLContext *GetSharedContext() { return mSharedContext; }

    PRBool IsGlobalSharedContext() { return mIsGlobalSharedContext; }
    void SetIsGlobalSharedContext(PRBool aIsOne) { mIsGlobalSharedContext = aIsOne; }

    const ContextFormat& CreationFormat() { return mCreationFormat; }
    const ContextFormat& ActualFormat() { return mActualFormat; }

    /**
     * If this GL context has a D3D texture share handle, returns non-null.
     */
    virtual void *GetD3DShareHandle() { return nsnull; }

    /**
     * If this context is double-buffered, returns TRUE.
     */
    virtual PRBool IsDoubleBuffered() { return PR_FALSE; }

    /**
     * If this context is the GLES2 API, returns TRUE.
     * This means that various GLES2 restrictions might be in effect (modulo
     * extensions).
     */
    PRBool IsGLES2() const {
        return mIsGLES2;
    }
    
    /**
     * Returns PR_TRUE if either this is the GLES2 API, or had the GL_ARB_ES2_compatibility extension
     */
    PRBool HasES2Compatibility() const {
        return mIsGLES2 || IsExtensionSupported(ARB_ES2_compatibility);
    }

    enum {
        VendorIntel,
        VendorNVIDIA,
        VendorATI,
        VendorQualcomm,
        VendorOther
    };

    int Vendor() const {
        return mVendor;
    }

    /**
     * Returns PR_TRUE if the window coordinate origin is the bottom
     * left corener.  If PR_FALSE, it is the top left corner.
     *
     * This needs to be taken into account when calling glViewport
     * and glScissor when drawing directly to a window.  If this is
     * PR_FALSE, the y coordinate given to those functions should be
     * (windowHeight - (desiredHeight + desiredY)).
     *
     * This should only be done when drawing directly to a window;
     * when drawing to a FBO, the origin is always the bottom left.
     *
     * See FixWindowCoordinateRect().
     */
    PRBool IsWindowOriginBottomLeft() {
        return mWindowOriginBottomLeft;
    }

    /**
     * Fix up the rectangle given in aRect, taking into account
     * window height aWindowHeight and whether windows have their
     * natural origin in the bottom left or not.
     */
    nsIntRect& FixWindowCoordinateRect(nsIntRect& aRect, int aWindowHeight) {
        if (!mWindowOriginBottomLeft) {
            aRect.y = aWindowHeight - (aRect.height + aRect.y);
        }
        return aRect;
    }

    /**
     * If this context wraps a double-buffered target, swap the back
     * and front buffers.  It should be assumed that after a swap, the
     * contents of the new back buffer are undefined.
     */
    virtual PRBool SwapBuffers() { return PR_FALSE; }

    /**
     * Defines a two-dimensional texture image for context target surface
     */
    virtual PRBool BindTexImage() { return PR_FALSE; }
    /*
     * Releases a color buffer that is being used as a texture
     */
    virtual PRBool ReleaseTexImage() { return PR_FALSE; }

    /*
     * Offscreen support API
     */

    /*
     * Bind aOffscreen's color buffer as a texture to the TEXTURE_2D
     * target.  Returns TRUE on success, otherwise FALSE.  If
     * aOffscreen is not an offscreen context, returns FALSE.  If
     * BindOffscreenNeedsTexture() returns TRUE, then you should have
     * a 2D texture name bound whose image will be replaced by the
     * contents of the offscreen context.  If it returns FALSE,
     * the current 2D texture binding will be replaced.
     *
     * After a successul call to BindTex2DOffscreen, UnbindTex2DOffscreen
     * *must* be called once rendering is complete.
     *
     * The same texture unit must be active for Bind/Unbind of a given
     * context.
     */
    virtual PRBool BindOffscreenNeedsTexture(GLContext *aOffscreen) {
        return aOffscreen->mOffscreenTexture == 0;
    }

    virtual PRBool BindTex2DOffscreen(GLContext *aOffscreen) {
        if (aOffscreen->GetContextType() != GetContextType()) {
          return PR_FALSE;
        }

        if (!aOffscreen->mOffscreenFBO) {
            return PR_FALSE;
        }

        if (!aOffscreen->mSharedContext ||
            aOffscreen->mSharedContext != mSharedContext)
        {
            return PR_FALSE;
        }

        fBindTexture(LOCAL_GL_TEXTURE_2D, aOffscreen->mOffscreenTexture);

        return PR_TRUE;
    }

    virtual void UnbindTex2DOffscreen(GLContext *aOffscreen) { }

    PRBool IsOffscreen() {
        return mIsOffscreen;
    }

    /*
     * Resize the current offscreen buffer.  Returns true on success.
     * If it returns false, the context should be treated as unusable
     * and should be recreated.  After the resize, the viewport is not
     * changed; glViewport should be called as appropriate.
     *
     * Only valid if IsOffscreen() returns true.
     */
    virtual PRBool ResizeOffscreen(const gfxIntSize& aNewSize) {
        if (mOffscreenFBO)
            return ResizeOffscreenFBO(aNewSize);
        return PR_FALSE;
    }

    /*
     * Return size of this offscreen context.
     *
     * Only valid if IsOffscreen() returns true.
     */
    gfxIntSize OffscreenSize() {
        return mOffscreenSize;
    }

    /*
     * In some cases, we have to allocate a bigger offscreen buffer
     * than what's requested.  This is the bigger size.
     *
     * Only valid if IsOffscreen() returns true.
     */
    gfxIntSize OffscreenActualSize() {
        return mOffscreenActualSize;
    }

    /*
     * If this context is FBO-backed, return the FBO or the color
     * buffer texture.  If the context is not FBO-backed, 0 is
     * returned (which is also a valid FBO binding).
     *
     * Only valid if IsOffscreen() returns true.
     */
    GLuint GetOffscreenFBO() {
        return mOffscreenFBO;
    }
    GLuint GetOffscreenTexture() {
        return mOffscreenTexture;
    }

    virtual PRBool TextureImageSupportsGetBackingSurface() {
        return PR_FALSE;
    }

    virtual PRBool RenewSurface() { return PR_FALSE; }

    /**`
     * Return a valid, allocated TextureImage of |aSize| with
     * |aContentType|.  The TextureImage's texture is configured to
     * use |aWrapMode| (usually GL_CLAMP_TO_EDGE or GL_REPEAT) and by
     * default, GL_LINEAR filtering.  Specify
     * |aUseNearestFilter=PR_TRUE| for GL_NEAREST filtering.  Return
     * NULL if creating the TextureImage fails.
     *
     * The returned TextureImage may only be used with this GLContext.
     * Attempting to use the returned TextureImage after this
     * GLContext is destroyed will result in undefined (and likely
     * crashy) behavior.
     */
    virtual already_AddRefed<TextureImage>
    CreateTextureImage(const nsIntSize& aSize,
                       TextureImage::ContentType aContentType,
                       GLenum aWrapMode,
                       PRBool aUseNearestFilter=PR_FALSE);

    /**
     * Read the image data contained in aTexture, and return it as an ImageSurface.
     * If GL_RGBA is given as the format, a ImageFormatARGB32 surface is returned.
     * Not implemented yet:
     * If GL_RGB is given as the format, a ImageFormatRGB24 surface is returned.
     * If GL_LUMINANCE is given as the format, a ImageFormatA8 surface is returned.
     *
     * THIS IS EXPENSIVE.  It is ridiculously expensive.  Only do this
     * if you absolutely positively must, and never in any performance
     * critical path.
     */
    already_AddRefed<gfxImageSurface> ReadTextureImage(GLuint aTexture,
                                                       const gfxIntSize& aSize,
                                                       GLenum aTextureFormat);

    /**
     * Call ReadPixels into an existing gfxImageSurface for the given bounds.
     * The image surface must be using image format RGBA32 or RGB24.
     */
    void THEBES_API ReadPixelsIntoImageSurface(GLint aX, GLint aY,
                                    GLsizei aWidth, GLsizei aHeight,
                                    gfxImageSurface *aDest);

    /**
     * Copy a rectangle from one TextureImage into another.  The
     * source and destination are given in integer coordinates, and
     * will be converted to texture coordinates.
     *
     * For the source texture, the wrap modes DO apply -- it's valid
     * to use REPEAT or PAD and expect appropriate behaviour if the source
     * rectangle extends beyond its bounds.
     *
     * For the destination texture, the wrap modes DO NOT apply -- the
     * destination will be clipped by the bounds of the texture.
     *
     * Note: calling this function will cause the following OpenGL state
     * to be changed:
     *
     *   - current program
     *   - framebuffer binding
     *   - viewport
     *   - blend state (will be enabled at end)
     *   - scissor state (will be enabled at end)
     *   - vertex attrib 0 and 1 (pointer and enable state [enable state will be disabled at exit])
     *   - array buffer binding (will be 0)
     *   - active texture (will be 0)
     *   - texture 0 binding
     */
    void BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect,
                          TextureImage *aDst, const nsIntRect& aDstRect);

    /**
     * Creates a RGB/RGBA texture (or uses one provided) and uploads the surface
     * contents to it within aSrcRect.
     *
     * aSrcRect.x/y will be uploaded to 0/0 in the texture, and the size
     * of the texture with be aSrcRect.width/height.
     *
     * If an existing texture is passed through aTexture, it is assumed it
     * has already been initialised with glTexImage2D (or this function),
     * and that its size is equal to or greater than aSrcRect + aDstPoint.
     * You can alternatively set the overwrite flag to true and have a new
     * texture memory block allocated.
     *
     * The aDstPoint parameter is ignored if no texture was provided
     * or aOverwrite is true.
     *
     * \param aSurface Surface to upload. 
     * \param aDstRegion Region of texture to upload to.
     * \param aTexture Texture to use, or 0 to have one created for you.
     * \param aOverwrite Over an existing texture with a new one.
     * \param aSrcPoint Offset into aSrc where the region's bound's 
     *  TopLeft() sits.
     * \param aPixelBuffer Pass true to upload texture data with an
     *  offset from the base data (generally for pixel buffer objects), 
     *  otherwise textures are upload with an absolute pointer to the data.
     * \return Shader program needed to render this texture.
     */
    ShaderProgramType UploadSurfaceToTexture(gfxASurface *aSurface, 
                                             const nsIntRegion& aDstRegion,
                                             GLuint& aTexture,
                                             bool aOverwrite = false,
                                             const nsIntPoint& aSrcPoint = nsIntPoint(0, 0),
                                             bool aPixelBuffer = PR_FALSE);

#ifndef MOZ_ENABLE_LIBXUL
    virtual ShaderProgramType UploadSurfaceToTextureExternal(gfxASurface *aSurface, 
                                                             const nsIntRect& aSrcRect,
                                                             GLuint& aTexture,
                                                             bool aOverwrite = false,
                                                             const nsIntPoint& aDstPoint = nsIntPoint(0, 0),
                                                             bool aPixelBuffer = PR_FALSE)
    {
      return UploadSurfaceToTexture(aSurface, aSrcRect, aTexture, aOverwrite,
                                    aDstPoint, aPixelBuffer);
    }
#endif

    /** Helper for DecomposeIntoNoRepeatTriangles
     */
    struct RectTriangles {
        RectTriangles() : numRects(0) { }

        void addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
                     GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1);

        int numRects;
        /* max is 4 rectangles, each made up of 2 triangles (3 2-coord vertices each) */
        GLfloat vertexCoords[4*3*2*2];
        GLfloat texCoords[4*3*2*2];
    };

    /**
     * Decompose drawing the possibly-wrapped aTexCoordRect rectangle
     * of a texture of aTexSize into one or more rectangles (represented
     * as 2 triangles) and associated tex coordinates, such that
     * we don't have to use the REPEAT wrap mode.
     *
     * The resulting triangle vertex coordinates will be in the space of
     * (0.0, 0.0) to (1.0, 1.0) -- transform the coordinates appropriately
     * if you need a different space.
     *
     * The resulting vertex coordinates should be drawn using GL_TRIANGLES,
     * and rects.numRects * 3 * 6
     */
    static void DecomposeIntoNoRepeatTriangles(const nsIntRect& aTexCoordRect,
                                               const nsIntSize& aTexSize,
                                               RectTriangles& aRects);

    /**
     * Known GL extensions that can be queried by
     * IsExtensionSupported.  The results of this are cached, and as
     * such it's safe to use this even in performance critical code.
     * If you add to this array, remember to add to the string names
     * in GLContext.cpp.
     */
    enum GLExtensions {
        EXT_framebuffer_object,
        ARB_framebuffer_object,
        ARB_texture_rectangle,
        EXT_bgra,
        EXT_texture_format_BGRA8888,
        OES_depth24,
        OES_depth32,
        OES_stencil8,
        OES_texture_npot,
        OES_depth_texture,
        OES_packed_depth_stencil,
        IMG_read_format,
        EXT_read_format_bgra,
        APPLE_client_storage,
        ARB_texture_non_power_of_two,
        ARB_pixel_buffer_object,
        ARB_ES2_compatibility,
        Extensions_Max
    };

    PRBool IsExtensionSupported(GLExtensions aKnownExtension) const {
        return mAvailableExtensions[aKnownExtension];
    }

    // Shared code for GL extensions and GLX extensions.
    static PRBool ListHasExtension(const GLubyte *extensions,
                                   const char *extension);

    GLint GetMaxTextureSize() { return mMaxTextureSize; }

protected:
    PRPackedBool mInitialized;
    PRPackedBool mIsOffscreen;
    PRPackedBool mIsGLES2;
    PRPackedBool mIsGlobalSharedContext;
    PRPackedBool mWindowOriginBottomLeft;

    PRInt32 mVendor;

    enum {
        DebugEnabled = 1 << 0,
        DebugTrace = 1 << 1,
        DebugAbortOnError = 1 << 2
    };

    PRUint32 mDebugMode;

    ContextFormat mCreationFormat;
    nsRefPtr<GLContext> mSharedContext;

    GLContextSymbols mSymbols;

#ifdef DEBUG
    // this should be thread-local, but that is slightly annoying to implement because on Mac
    // we don't have any __thread-like keyword. So for now, MOZ_GL_DEBUG assumes (and asserts)
    // that only the main thread is doing OpenGL calls.
    static THEBES_API GLContext* sCurrentGLContext;
#endif

    void UpdateActualFormat();
    ContextFormat mActualFormat;

    gfxIntSize mOffscreenSize;
    gfxIntSize mOffscreenActualSize;
    GLuint mOffscreenTexture;

    // lazy-initialized things
    GLuint mBlitProgram, mBlitFramebuffer;
    void UseBlitProgram();
    void SetBlitFramebufferForDestTexture(GLuint aTexture);

    // helper to create/resize an offscreen FBO,
    // for offscreen implementations that use FBOs.
    PRBool ResizeOffscreenFBO(const gfxIntSize& aSize);
    void DeleteOffscreenFBO();
    GLuint mOffscreenFBO;
    GLuint mOffscreenDepthRB;
    GLuint mOffscreenStencilRB;

    // this should just be a std::bitset, but that ended up breaking
    // MacOS X builds; see bug 584919.  We can replace this with one
    // later on.
    template<size_t setlen>
    struct ExtensionBitset {
        ExtensionBitset() {
            for (size_t i = 0; i < setlen; ++i)
                values[i] = false;
        }

        bool& operator[](size_t index) {
            NS_ASSERTION(index < setlen, "out of range");
            return values[index];
        }

        const bool& operator[](size_t index) const {
            return const_cast<ExtensionBitset*>(this)->operator[](index);
        }

        bool values[setlen];
    };
    ExtensionBitset<Extensions_Max> mAvailableExtensions;

    // Clear to transparent black, with 0 depth and stencil,
    // while preserving current ClearColor etc. values.
    // Useful for resizing offscreen buffers.
    void ClearSafely();

    nsDataHashtable<nsVoidPtrHashKey, void*> mUserData;

    void SetIsGLES2(PRBool aIsGLES2) {
        NS_ASSERTION(!mInitialized, "SetIsGLES2 can only be called before initialization!");
        mIsGLES2 = aIsGLES2;
    }

    PRBool InitWithPrefix(const char *prefix, PRBool trygl);

    void InitExtensions();
    PRBool IsExtensionSupported(const char *extension);

    virtual already_AddRefed<TextureImage>
    CreateBasicTextureImage(GLuint aTexture,
                            const nsIntSize& aSize,
                            GLenum aWrapMode,
                            TextureImage::ContentType aContentType,
                            GLContext* aContext)
    {
        nsRefPtr<BasicTextureImage> teximage(
            new BasicTextureImage(aTexture, aSize, aWrapMode, aContentType, aContext));
        return teximage.forget();
    }

protected:
    nsTArray<nsIntRect> mViewportStack;
    nsTArray<nsIntRect> mScissorStack;

    GLint mMaxTextureSize;

public:

#ifdef DEBUG

#ifndef MOZ_FUNCTION_NAME
# ifdef __GNUC__
#  define MOZ_FUNCTION_NAME __PRETTY_FUNCTION__
# elif defined(_MSC_VER)
#  define MOZ_FUNCTION_NAME __FUNCTION__
# else
#  define MOZ_FUNCTION_NAME __func__  // defined in C99, supported in various C++ compilers. Just raw function name.
# endif
#endif

protected:
    GLenum mGLError;

public:
    void BeforeGLCall(const char* glFunction) {
        if (mDebugMode) {
            // since the static member variable sCurrentGLContext is not thread-local as it should,
            // we have to assert that we're in the main thread. Note that sCurrentGLContext is only used
            // for the OpenGL debug mode.
            if (!NS_IsMainThread()) {
                NS_ERROR("OpenGL call from non-main thread. While this is fine in itself, "
                         "the OpenGL debug mode, which is currently enabled, doesn't support this. "
                         "It needs to be patched by making GLContext::sCurrentGLContext be thread-local.\n");
                NS_ABORT();
            }
            if (mDebugMode & DebugTrace)
                printf_stderr("[gl:%p] > %s\n", this, glFunction);
            if (this != sCurrentGLContext) {
                printf_stderr("Fatal: %s called on non-current context %p. "
                              "The current context for this thread is %p.\n",
                               glFunction, this, sCurrentGLContext);
                NS_ABORT();
            }
        }
    }

    void AfterGLCall(const char* glFunction) {
        if (mDebugMode) {
            // calling fFinish() immediately after every GL call makes sure that if this GL command crashes,
            // the stack trace will actually point to it. Otherwise, OpenGL being an asynchronous API, stack traces
            // tend to be meaningless
            mSymbols.fFinish();
            mGLError = mSymbols.fGetError();
            if (mDebugMode & DebugTrace)
                printf_stderr("[gl:%p] < %s [0x%04x]\n", this, glFunction, mGLError);
            if (mGLError != LOCAL_GL_NO_ERROR) {
                printf_stderr("GL ERROR: %s generated GL error 0x%x.", glFunction, mGLError);
                if (mDebugMode & DebugAbortOnError)
                    NS_ABORT();
            }
        }
    }

#define BEFORE_GL_CALL do {                     \
    BeforeGLCall(MOZ_FUNCTION_NAME);            \
} while (0)
    
#define AFTER_GL_CALL do {                      \
    AfterGLCall(MOZ_FUNCTION_NAME);             \
} while (0)

#else

#define BEFORE_GL_CALL do { } while (0)
#define AFTER_GL_CALL do { } while (0)

#endif

    /*** In GL debug mode, we completely override glGetError ***/

    GLenum fGetError() {
#ifdef DEBUG
        // debug mode ends up eating the error in AFTER_GL_CALL
        if (mDebugMode) {
            GLenum err = mGLError;
            mGLError = LOCAL_GL_NO_ERROR;
            return err;
        }
#endif

        return mSymbols.fGetError();
    }


    /*** Scissor functions ***/

protected:

    // only does the glScissor call, no ScissorRect business
    void raw_fScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
        BEFORE_GL_CALL;
        mSymbols.fScissor(x, y, width, height);
        AFTER_GL_CALL;
    }

public:

    // but let GL-using code use that instead, updating the ScissorRect
    void fScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
        ScissorRect().SetRect(x, y, width, height);
        raw_fScissor(x, y, width, height);
    }

    nsIntRect& ScissorRect() {
        return mScissorStack[mScissorStack.Length()-1];
    }

    void PushScissorRect() {
        nsIntRect copy(ScissorRect());
        mScissorStack.AppendElement(copy);
    }

    void PushScissorRect(const nsIntRect& aRect) {
        mScissorStack.AppendElement(aRect);
        raw_fScissor(aRect.x, aRect.y, aRect.width, aRect.height);
    }

    void PopScissorRect() {
        if (mScissorStack.Length() < 2) {
            NS_WARNING("PopScissorRect with Length < 2!");
            return;
        }

        nsIntRect thisRect = ScissorRect();
        mScissorStack.TruncateLength(mScissorStack.Length() - 1);
        if (thisRect != ScissorRect()) {
            raw_fScissor(ScissorRect().x, ScissorRect().y,
                              ScissorRect().width, ScissorRect().height);
        }
    }

    /*** Viewport functions ***/

protected:

    // only does the glViewport call, no ViewportRect business
    void raw_fViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
        BEFORE_GL_CALL;
        mSymbols.fViewport(x, y, width, height);
        AFTER_GL_CALL;
    }

public:

    void fViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
        ViewportRect().SetRect(x, y, width, height);
        raw_fViewport(x, y, width, height);
    }

    nsIntRect& ViewportRect() {
        return mViewportStack[mViewportStack.Length()-1];
    }

    void PushViewportRect() {
        nsIntRect copy(ViewportRect());
        mViewportStack.AppendElement(copy);
    }

    void PushViewportRect(const nsIntRect& aRect) {
        mViewportStack.AppendElement(aRect);
        raw_fViewport(aRect.x, aRect.y, aRect.width, aRect.height);
    }

    void PopViewportRect() {
        if (mViewportStack.Length() < 2) {
            NS_WARNING("PopViewportRect with Length < 2!");
            return;
        }

        nsIntRect thisRect = ViewportRect();
        mViewportStack.TruncateLength(mViewportStack.Length() - 1);
        if (thisRect != ViewportRect()) {
            raw_fViewport(ViewportRect().x, ViewportRect().y,
                          ViewportRect().width, ViewportRect().height);
        }
    }

    /*** other GL functions ***/

    void fActiveTexture(GLenum texture) {
        BEFORE_GL_CALL;
        mSymbols.fActiveTexture(texture);
        AFTER_GL_CALL;
    }

    void fAttachShader(GLuint program, GLuint shader) {
        BEFORE_GL_CALL;
        mSymbols.fAttachShader(program, shader);
        AFTER_GL_CALL;
    }

    void fBindAttribLocation(GLuint program, GLuint index, const GLchar* name) {
        BEFORE_GL_CALL;
        mSymbols.fBindAttribLocation(program, index, name);
        AFTER_GL_CALL;
    }

    void fBindBuffer(GLenum target, GLuint buffer) {
        BEFORE_GL_CALL;
        mSymbols.fBindBuffer(target, buffer);
        AFTER_GL_CALL;
    }

    void fBindTexture(GLenum target, GLuint texture) {
        BEFORE_GL_CALL;
        mSymbols.fBindTexture(target, texture);
        AFTER_GL_CALL;
    }

    void fBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
        BEFORE_GL_CALL;
        mSymbols.fBlendColor(red, green, blue, alpha);
        AFTER_GL_CALL;
    }

    void fBlendEquation(GLenum mode) {
        BEFORE_GL_CALL;
        mSymbols.fBlendEquation(mode);
        AFTER_GL_CALL;
    }

    void fBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
        BEFORE_GL_CALL;
        mSymbols.fBlendEquationSeparate(modeRGB, modeAlpha);
        AFTER_GL_CALL;
    }

    void fBlendFunc(GLenum sfactor, GLenum dfactor) {
        BEFORE_GL_CALL;
        mSymbols.fBlendFunc(sfactor, dfactor);
        AFTER_GL_CALL;
    }

    void fBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) {
        BEFORE_GL_CALL;
        mSymbols.fBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
        AFTER_GL_CALL;
    }

    void fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) {
        BEFORE_GL_CALL;
        mSymbols.fBufferData(target, size, data, usage);
        AFTER_GL_CALL;
    }

    void fBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) {
        BEFORE_GL_CALL;
        mSymbols.fBufferSubData(target, offset, size, data);
        AFTER_GL_CALL;
    }

    void fClear(GLbitfield mask) {
        BEFORE_GL_CALL;
        mSymbols.fClear(mask);
        AFTER_GL_CALL;
    }

    void fClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a) {
        BEFORE_GL_CALL;
        mSymbols.fClearColor(r, g, b, a);
        AFTER_GL_CALL;
    }

    void fClearStencil(GLint s) {
        BEFORE_GL_CALL;
        mSymbols.fClearStencil(s);
        AFTER_GL_CALL;
    }

    void fColorMask(realGLboolean red, realGLboolean green, realGLboolean blue, realGLboolean alpha) {
        BEFORE_GL_CALL;
        mSymbols.fColorMask(red, green, blue, alpha);
        AFTER_GL_CALL;
    }

    void fCullFace(GLenum mode) {
        BEFORE_GL_CALL;
        mSymbols.fCullFace(mode);
        AFTER_GL_CALL;
    }

    void fDetachShader(GLuint program, GLuint shader) {
        BEFORE_GL_CALL;
        mSymbols.fDetachShader(program, shader);
        AFTER_GL_CALL;
    }

    void fDepthFunc(GLenum func) {
        BEFORE_GL_CALL;
        mSymbols.fDepthFunc(func);
        AFTER_GL_CALL;
    }

    void fDepthMask(realGLboolean flag) {
        BEFORE_GL_CALL;
        mSymbols.fDepthMask(flag);
        AFTER_GL_CALL;
    }

    void fDisable(GLenum capability) {
        BEFORE_GL_CALL;
        mSymbols.fDisable(capability);
        AFTER_GL_CALL;
    }

    void fDisableVertexAttribArray(GLuint index) {
        BEFORE_GL_CALL;
        mSymbols.fDisableVertexAttribArray(index);
        AFTER_GL_CALL;
    }

    void fDrawArrays(GLenum mode, GLint first, GLsizei count) {
        BEFORE_GL_CALL;
        mSymbols.fDrawArrays(mode, first, count);
        AFTER_GL_CALL;
    }

    void fDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {
        BEFORE_GL_CALL;
        mSymbols.fDrawElements(mode, count, type, indices);
        AFTER_GL_CALL;
    }

    void fEnable(GLenum capability) {
        BEFORE_GL_CALL;
        mSymbols.fEnable(capability);
        AFTER_GL_CALL;
    }

    void fEnableVertexAttribArray(GLuint index) {
        BEFORE_GL_CALL;
        mSymbols.fEnableVertexAttribArray(index);
        AFTER_GL_CALL;
    }

    void fFinish() {
        BEFORE_GL_CALL;
        mSymbols.fFinish();
        AFTER_GL_CALL;
    }

    void fFlush() {
        BEFORE_GL_CALL;
        mSymbols.fFlush();
        AFTER_GL_CALL;
    }

    void fFrontFace(GLenum face) {
        BEFORE_GL_CALL;
        mSymbols.fFrontFace(face);
        AFTER_GL_CALL;
    }

    void fGetActiveAttrib(GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name) {
        BEFORE_GL_CALL;
        mSymbols.fGetActiveAttrib(program, index, maxLength, length, size, type, name);
        AFTER_GL_CALL;
    }

    void fGetActiveUniform(GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name) {
        BEFORE_GL_CALL;
        mSymbols.fGetActiveUniform(program, index, maxLength, length, size, type, name);
        AFTER_GL_CALL;
    }

    void fGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) {
        BEFORE_GL_CALL;
        mSymbols.fGetAttachedShaders(program, maxCount, count, shaders);
        AFTER_GL_CALL;
    }

    GLint fGetAttribLocation (GLuint program, const GLchar* name) {
        BEFORE_GL_CALL;
        GLint retval = mSymbols.fGetAttribLocation(program, name);
        AFTER_GL_CALL;
        return retval;
    }

    void fGetIntegerv(GLenum pname, GLint *params) {
        BEFORE_GL_CALL;
        mSymbols.fGetIntegerv(pname, params);
        AFTER_GL_CALL;
    }

    void fGetFloatv(GLenum pname, GLfloat *params) {
        BEFORE_GL_CALL;
        mSymbols.fGetFloatv(pname, params);
        AFTER_GL_CALL;
    }

    void fGetBooleanv(GLenum pname, realGLboolean *params) {
        BEFORE_GL_CALL;
        mSymbols.fGetBooleanv(pname, params);
        AFTER_GL_CALL;
    }

    void fGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
        BEFORE_GL_CALL;
        mSymbols.fGetBufferParameteriv(target, pname, params);
        AFTER_GL_CALL;
    }

    void fGenerateMipmap(GLenum target) {
        BEFORE_GL_CALL;
        mSymbols.fGenerateMipmap(target);
        AFTER_GL_CALL;
    }

    void fGetProgramiv(GLuint program, GLenum pname, GLint* param) {
        BEFORE_GL_CALL;
        mSymbols.fGetProgramiv(program, pname, param);
        AFTER_GL_CALL;
    }

    void fGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
        BEFORE_GL_CALL;
        mSymbols.fGetProgramInfoLog(program, bufSize, length, infoLog);
        AFTER_GL_CALL;
    }

    void fTexParameteri(GLenum target, GLenum pname, GLint param) {
        BEFORE_GL_CALL;
        mSymbols.fTexParameteri(target, pname, param);
        AFTER_GL_CALL;
    }

    void fTexParameterf(GLenum target, GLenum pname, GLfloat param) {
        BEFORE_GL_CALL;
        mSymbols.fTexParameterf(target, pname, param);
        AFTER_GL_CALL;
    }

    const GLubyte* fGetString(GLenum name) {
        BEFORE_GL_CALL;
        const GLubyte *result = mSymbols.fGetString(name);
        AFTER_GL_CALL;
        return result;
    }

    void fGetTexParameterfv(GLenum target, GLenum pname, const GLfloat *params) {
        BEFORE_GL_CALL;
        mSymbols.fGetTexParameterfv(target, pname, params);
        AFTER_GL_CALL;
    }

    void fGetTexParameteriv(GLenum target, GLenum pname, const GLint *params) {
        BEFORE_GL_CALL;
        mSymbols.fGetTexParameteriv(target, pname, params);
        AFTER_GL_CALL;
    }

    void fGetUniformfv(GLuint program, GLint location, GLfloat* params) {
        BEFORE_GL_CALL;
        mSymbols.fGetUniformfv(program, location, params);
        AFTER_GL_CALL;
    }

    void fGetUniformiv(GLuint program, GLint location, GLint* params) {
        BEFORE_GL_CALL;
        mSymbols.fGetUniformiv(program, location, params);
        AFTER_GL_CALL;
    }

    GLint fGetUniformLocation (GLint programObj, const GLchar* name) {
        BEFORE_GL_CALL;
        GLint retval = mSymbols.fGetUniformLocation(programObj, name);
        AFTER_GL_CALL;
        return retval;
    }

    void fGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* retval) {
        BEFORE_GL_CALL;
        mSymbols.fGetVertexAttribfv(index, pname, retval);
        AFTER_GL_CALL;
    }

    void fGetVertexAttribiv(GLuint index, GLenum pname, GLint* retval) {
        BEFORE_GL_CALL;
        mSymbols.fGetVertexAttribiv(index, pname, retval);
        AFTER_GL_CALL;
    }

    void fHint(GLenum target, GLenum mode) {
        BEFORE_GL_CALL;
        mSymbols.fHint(target, mode);
        AFTER_GL_CALL;
    }

    realGLboolean fIsBuffer(GLuint buffer) {
        BEFORE_GL_CALL;
        realGLboolean retval = mSymbols.fIsBuffer(buffer);
        AFTER_GL_CALL;
        return retval;
    }

    realGLboolean fIsEnabled (GLenum capability) {
        BEFORE_GL_CALL;
        realGLboolean retval = mSymbols.fIsEnabled(capability);
        AFTER_GL_CALL;
        return retval;
    }

    realGLboolean fIsProgram (GLuint program) {
        BEFORE_GL_CALL;
        realGLboolean retval = mSymbols.fIsProgram(program);
        AFTER_GL_CALL;
        return retval;
    }

    realGLboolean fIsShader (GLuint shader) {
        BEFORE_GL_CALL;
        realGLboolean retval = mSymbols.fIsShader(shader);
        AFTER_GL_CALL;
        return retval;
    }

    realGLboolean fIsTexture (GLuint texture) {
        BEFORE_GL_CALL;
        realGLboolean retval = mSymbols.fIsTexture(texture);
        AFTER_GL_CALL;
        return retval;
    }

    void fLineWidth(GLfloat width) {
        BEFORE_GL_CALL;
        mSymbols.fLineWidth(width);
        AFTER_GL_CALL;
    }

    void fLinkProgram(GLuint program) {
        BEFORE_GL_CALL;
        mSymbols.fLinkProgram(program);
        AFTER_GL_CALL;
    }

    void fPixelStorei(GLenum pname, GLint param) {
        BEFORE_GL_CALL;
        mSymbols.fPixelStorei(pname, param);
        AFTER_GL_CALL;
    }

    void fPolygonOffset(GLfloat factor, GLfloat bias) {
        BEFORE_GL_CALL;
        mSymbols.fPolygonOffset(factor, bias);
        AFTER_GL_CALL;
    }

    void fReadBuffer(GLenum mode) {
        BEFORE_GL_CALL;
        mSymbols.fReadBuffer(mode);
        AFTER_GL_CALL;
    }

    void fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {
        BEFORE_GL_CALL;
        mSymbols.fReadPixels(x, y, width, height, format, type, pixels);
        AFTER_GL_CALL;
    }

    void fSampleCoverage(GLclampf value, realGLboolean invert) {
        BEFORE_GL_CALL;
        mSymbols.fSampleCoverage(value, invert);
        AFTER_GL_CALL;
    }

    void fStencilFunc(GLenum func, GLint ref, GLuint mask) {
        BEFORE_GL_CALL;
        mSymbols.fStencilFunc(func, ref, mask);
        AFTER_GL_CALL;
    }

    void fStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) {
        BEFORE_GL_CALL;
        mSymbols.fStencilFuncSeparate(frontfunc, backfunc, ref, mask);
        AFTER_GL_CALL;
    }

    void fStencilMask(GLuint mask) {
        BEFORE_GL_CALL;
        mSymbols.fStencilMask(mask);
        AFTER_GL_CALL;
    }

    void fStencilMaskSeparate(GLenum face, GLuint mask) {
        BEFORE_GL_CALL;
        mSymbols.fStencilMaskSeparate(face, mask);
        AFTER_GL_CALL;
    }

    void fStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
        BEFORE_GL_CALL;
        mSymbols.fStencilOp(fail, zfail, zpass);
        AFTER_GL_CALL;
    }

    void fStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) {
        BEFORE_GL_CALL;
        mSymbols.fStencilOpSeparate(face, sfail, dpfail, dppass);
        AFTER_GL_CALL;
    }

    void fTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {
        BEFORE_GL_CALL;
        mSymbols.fTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
        AFTER_GL_CALL;
    }

    void fTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels) {
        BEFORE_GL_CALL;
        mSymbols.fTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
        AFTER_GL_CALL;
    }

    void fUniform1f(GLint location, GLfloat v0) {
        BEFORE_GL_CALL;
        mSymbols.fUniform1f(location, v0);
        AFTER_GL_CALL;
    }

    void fUniform1fv(GLint location, GLsizei count, const GLfloat* value) {
        BEFORE_GL_CALL;
        mSymbols.fUniform1fv(location, count, value);
        AFTER_GL_CALL;
    }

    void fUniform1i(GLint location, GLint v0) {
        BEFORE_GL_CALL;
        mSymbols.fUniform1i(location, v0);
        AFTER_GL_CALL;
    }

    void fUniform1iv(GLint location, GLsizei count, const GLint* value) {
        BEFORE_GL_CALL;
        mSymbols.fUniform1iv(location, count, value);
        AFTER_GL_CALL;
    }

    void fUniform2f(GLint location, GLfloat v0, GLfloat v1) {
        BEFORE_GL_CALL;
        mSymbols.fUniform2f(location, v0, v1);
        AFTER_GL_CALL;
    }

    void fUniform2fv(GLint location, GLsizei count, const GLfloat* value) {
        BEFORE_GL_CALL;
        mSymbols.fUniform2fv(location, count, value);
        AFTER_GL_CALL;
    }

    void fUniform2i(GLint location, GLint v0, GLint v1) {
        BEFORE_GL_CALL;
        mSymbols.fUniform2i(location, v0, v1);
        AFTER_GL_CALL;
    }

    void fUniform2iv(GLint location, GLsizei count, const GLint* value) {
        BEFORE_GL_CALL;
        mSymbols.fUniform2iv(location, count, value);
        AFTER_GL_CALL;
    }

    void fUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
        BEFORE_GL_CALL;
        mSymbols.fUniform3f(location, v0, v1, v2);
        AFTER_GL_CALL;
    }

    void fUniform3fv(GLint location, GLsizei count, const GLfloat* value) {
        BEFORE_GL_CALL;
        mSymbols.fUniform3fv(location, count, value);
        AFTER_GL_CALL;
    }

    void fUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {
        BEFORE_GL_CALL;
        mSymbols.fUniform3i(location, v0, v1, v2);
        AFTER_GL_CALL;
    }

    void fUniform3iv(GLint location, GLsizei count, const GLint* value) {
        BEFORE_GL_CALL;
        mSymbols.fUniform3iv(location, count, value);
        AFTER_GL_CALL;
    }

    void fUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {
        BEFORE_GL_CALL;
        mSymbols.fUniform4f(location, v0, v1, v2, v3);
        AFTER_GL_CALL;
    }

    void fUniform4fv(GLint location, GLsizei count, const GLfloat* value) {
        BEFORE_GL_CALL;
        mSymbols.fUniform4fv(location, count, value);
        AFTER_GL_CALL;
    }

    void fUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
        BEFORE_GL_CALL;
        mSymbols.fUniform4i(location, v0, v1, v2, v3);
        AFTER_GL_CALL;
    }

    void fUniform4iv(GLint location, GLsizei count, const GLint* value) {
        BEFORE_GL_CALL;
        mSymbols.fUniform4iv(location, count, value);
        AFTER_GL_CALL;
    }

    void fUniformMatrix2fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
        BEFORE_GL_CALL;
        mSymbols.fUniformMatrix2fv(location, count, transpose, value);
        AFTER_GL_CALL;
    }

    void fUniformMatrix3fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
        BEFORE_GL_CALL;
        mSymbols.fUniformMatrix3fv(location, count, transpose, value);
        AFTER_GL_CALL;
    }

    void fUniformMatrix4fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
        BEFORE_GL_CALL;
        mSymbols.fUniformMatrix4fv(location, count, transpose, value);
        AFTER_GL_CALL;
    }

    void fUseProgram(GLuint program) {
        BEFORE_GL_CALL;
        mSymbols.fUseProgram(program);
        AFTER_GL_CALL;
    }

    void fValidateProgram(GLuint program) {
        BEFORE_GL_CALL;
        mSymbols.fValidateProgram(program);
        AFTER_GL_CALL;
    }

    void fVertexAttribPointer(GLuint index, GLint size, GLenum type, realGLboolean normalized, GLsizei stride, const GLvoid* pointer) {
        BEFORE_GL_CALL;
        mSymbols.fVertexAttribPointer(index, size, type, normalized, stride, pointer);
        AFTER_GL_CALL;
    }

    void fVertexAttrib1f(GLuint index, GLfloat x) {
        BEFORE_GL_CALL;
        mSymbols.fVertexAttrib1f(index, x);
        AFTER_GL_CALL;
    }

    void fVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) {
        BEFORE_GL_CALL;
        mSymbols.fVertexAttrib2f(index, x, y);
        AFTER_GL_CALL;
    }

    void fVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) {
        BEFORE_GL_CALL;
        mSymbols.fVertexAttrib3f(index, x, y, z);
        AFTER_GL_CALL;
    }

    void fVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
        BEFORE_GL_CALL;
        mSymbols.fVertexAttrib4f(index, x, y, z, w);
        AFTER_GL_CALL;
    }

    void fVertexAttrib1fv(GLuint index, const GLfloat* v) {
        BEFORE_GL_CALL;
        mSymbols.fVertexAttrib1fv(index, v);
        AFTER_GL_CALL;
    }

    void fVertexAttrib2fv(GLuint index, const GLfloat* v) {
        BEFORE_GL_CALL;
        mSymbols.fVertexAttrib2fv(index, v);
        AFTER_GL_CALL;
    }

    void fVertexAttrib3fv(GLuint index, const GLfloat* v) {
        BEFORE_GL_CALL;
        mSymbols.fVertexAttrib3fv(index, v);
        AFTER_GL_CALL;
    }

    void fVertexAttrib4fv(GLuint index, const GLfloat* v) {
        BEFORE_GL_CALL;
        mSymbols.fVertexAttrib4fv(index, v);
        AFTER_GL_CALL;
    }

    void fCompileShader(GLuint shader) {
        BEFORE_GL_CALL;
        mSymbols.fCompileShader(shader);
        AFTER_GL_CALL;
    }

    void fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {
        BEFORE_GL_CALL;
        mSymbols.fCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
        AFTER_GL_CALL;
    }

    void fCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
        BEFORE_GL_CALL;
        mSymbols.fCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
        AFTER_GL_CALL;
    }

    void fGetShaderiv(GLuint shader, GLenum pname, GLint* param) {
        BEFORE_GL_CALL;
        mSymbols.fGetShaderiv(shader, pname, param);
        AFTER_GL_CALL;
    }

    void fGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
        BEFORE_GL_CALL;
        mSymbols.fGetShaderInfoLog(shader, bufSize, length, infoLog);
        AFTER_GL_CALL;
    }

    void fGetShaderSource(GLint obj, GLsizei maxLength, GLsizei* length, GLchar* source) {
        BEFORE_GL_CALL;
        mSymbols.fGetShaderSource(obj, maxLength, length, source);
        AFTER_GL_CALL;
    }

    void fShaderSource(GLuint shader, GLsizei count, const GLchar** strings, const GLint* lengths) {
        BEFORE_GL_CALL;
        mSymbols.fShaderSource(shader, count, strings, lengths);
        AFTER_GL_CALL;
    }

    void fBindFramebuffer(GLenum target, GLuint framebuffer) {
        BEFORE_GL_CALL;
        mSymbols.fBindFramebuffer(target, framebuffer);
        AFTER_GL_CALL;
    }

    void fBindRenderbuffer(GLenum target, GLuint renderbuffer) {
        BEFORE_GL_CALL;
        mSymbols.fBindRenderbuffer(target, renderbuffer);
        AFTER_GL_CALL;
    }

    GLenum fCheckFramebufferStatus (GLenum target) {
        BEFORE_GL_CALL;
        GLenum retval = mSymbols.fCheckFramebufferStatus(target);
        AFTER_GL_CALL;
        return retval;
    }

    void fFramebufferRenderbuffer(GLenum target, GLenum attachmentPoint, GLenum renderbufferTarget, GLuint renderbuffer) {
        BEFORE_GL_CALL;
        mSymbols.fFramebufferRenderbuffer(target, attachmentPoint, renderbufferTarget, renderbuffer);
        AFTER_GL_CALL;
    }

    void fFramebufferTexture2D(GLenum target, GLenum attachmentPoint, GLenum textureTarget, GLuint texture, GLint level) {
        BEFORE_GL_CALL;
        mSymbols.fFramebufferTexture2D(target, attachmentPoint, textureTarget, texture, level);
        AFTER_GL_CALL;
    }

    void fGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* value) {
        BEFORE_GL_CALL;
        mSymbols.fGetFramebufferAttachmentParameteriv(target, attachment, pname, value);
        AFTER_GL_CALL;
    }

    void fGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* value) {
        BEFORE_GL_CALL;
        mSymbols.fGetRenderbufferParameteriv(target, pname, value);
        AFTER_GL_CALL;
    }

    realGLboolean fIsFramebuffer (GLuint framebuffer) {
        BEFORE_GL_CALL;
        realGLboolean retval = mSymbols.fIsFramebuffer(framebuffer);
        AFTER_GL_CALL;
        return retval;
    }

    realGLboolean fIsRenderbuffer (GLuint renderbuffer) {
        BEFORE_GL_CALL;
        realGLboolean retval = mSymbols.fIsRenderbuffer(renderbuffer);
        AFTER_GL_CALL;
        return retval;
    }

    void fRenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height) {
        BEFORE_GL_CALL;
        mSymbols.fRenderbufferStorage(target, internalFormat, width, height);
        AFTER_GL_CALL;
    }

    void fDepthRange(GLclampf a, GLclampf b) {
        BEFORE_GL_CALL;
        if (mIsGLES2) {
            mSymbols.fDepthRangef(a, b);
        } else {
            mSymbols.fDepthRange(a, b);
        }
        AFTER_GL_CALL;
    }

    void fClearDepth(GLclampf v) {
        BEFORE_GL_CALL;
        if (mIsGLES2) {
            mSymbols.fClearDepthf(v);
        } else {
            mSymbols.fClearDepth(v);
        }
        AFTER_GL_CALL;
    }

    void* fMapBuffer(GLenum target, GLenum access) {
        BEFORE_GL_CALL;
        void *ret = mSymbols.fMapBuffer(target, access);
        AFTER_GL_CALL;
        return ret;
    }

    realGLboolean fUnmapBuffer(GLenum target) {
        BEFORE_GL_CALL;
        realGLboolean ret = mSymbols.fUnmapBuffer(target);
        AFTER_GL_CALL;
        return ret;
    }


#ifdef DEBUG
     GLContext *TrackingContext() {
         GLContext *tip = this;
         while (tip->mSharedContext)
             tip = tip->mSharedContext;
         return tip;
     }

#define TRACKING_CONTEXT(a) do { TrackingContext()->a; } while (0)
#else
#define TRACKING_CONTEXT(a) do {} while (0)
#endif

     GLuint GLAPIENTRY fCreateProgram() {
         BEFORE_GL_CALL;
         GLuint ret = mSymbols.fCreateProgram();
         AFTER_GL_CALL;
         TRACKING_CONTEXT(CreatedProgram(this, ret));
         return ret;
     }

     GLuint GLAPIENTRY fCreateShader(GLenum t) {
         BEFORE_GL_CALL;
         GLuint ret = mSymbols.fCreateShader(t);
         AFTER_GL_CALL;
         TRACKING_CONTEXT(CreatedShader(this, ret));
         return ret;
     }

     void GLAPIENTRY fGenBuffers(GLsizei n, GLuint* names) {
         BEFORE_GL_CALL;
         mSymbols.fGenBuffers(n, names);
         AFTER_GL_CALL;
         TRACKING_CONTEXT(CreatedBuffers(this, n, names));
     }

     void GLAPIENTRY fGenTextures(GLsizei n, GLuint* names) {
         BEFORE_GL_CALL;
         mSymbols.fGenTextures(n, names);
         AFTER_GL_CALL;
         TRACKING_CONTEXT(CreatedTextures(this, n, names));
     }

     void GLAPIENTRY fGenFramebuffers(GLsizei n, GLuint* names) {
         BEFORE_GL_CALL;
         mSymbols.fGenFramebuffers(n, names);
         AFTER_GL_CALL;
         TRACKING_CONTEXT(CreatedFramebuffers(this, n, names));
     }

     void GLAPIENTRY fGenRenderbuffers(GLsizei n, GLuint* names) {
         BEFORE_GL_CALL;
         mSymbols.fGenRenderbuffers(n, names);
         AFTER_GL_CALL;
         TRACKING_CONTEXT(CreatedRenderbuffers(this, n, names));
     }

     void GLAPIENTRY fDeleteProgram(GLuint program) {
         BEFORE_GL_CALL;
         mSymbols.fDeleteProgram(program);
         AFTER_GL_CALL;
         TRACKING_CONTEXT(DeletedProgram(this, program));
     }

     void GLAPIENTRY fDeleteShader(GLuint shader) {
         BEFORE_GL_CALL;
         mSymbols.fDeleteShader(shader);
         AFTER_GL_CALL;
         TRACKING_CONTEXT(DeletedShader(this, shader));
     }

     void GLAPIENTRY fDeleteBuffers(GLsizei n, GLuint *names) {
         BEFORE_GL_CALL;
         mSymbols.fDeleteBuffers(n, names);
         AFTER_GL_CALL;
         TRACKING_CONTEXT(DeletedBuffers(this, n, names));
     }

     void GLAPIENTRY fDeleteTextures(GLsizei n, GLuint *names) {
         BEFORE_GL_CALL;
         mSymbols.fDeleteTextures(n, names);
         AFTER_GL_CALL;
         TRACKING_CONTEXT(DeletedTextures(this, n, names));
     }

     void GLAPIENTRY fDeleteFramebuffers(GLsizei n, GLuint *names) {
         BEFORE_GL_CALL;
         if (n == 1 && *names == 0) {
            /* Deleting framebuffer 0 causes hangs on the DROID. See bug 623228 */
         } else {
            mSymbols.fDeleteFramebuffers(n, names);
         }
         AFTER_GL_CALL;
         TRACKING_CONTEXT(DeletedFramebuffers(this, n, names));
     }

     void GLAPIENTRY fDeleteRenderbuffers(GLsizei n, GLuint *names) {
         BEFORE_GL_CALL;
         mSymbols.fDeleteRenderbuffers(n, names);
         AFTER_GL_CALL;
         TRACKING_CONTEXT(DeletedRenderbuffers(this, n, names));
     }
#ifdef DEBUG
    void THEBES_API CreatedProgram(GLContext *aOrigin, GLuint aName);
    void THEBES_API CreatedShader(GLContext *aOrigin, GLuint aName);
    void THEBES_API CreatedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
    void THEBES_API CreatedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
    void THEBES_API CreatedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
    void THEBES_API CreatedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
    void THEBES_API DeletedProgram(GLContext *aOrigin, GLuint aName);
    void THEBES_API DeletedShader(GLContext *aOrigin, GLuint aName);
    void THEBES_API DeletedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
    void THEBES_API DeletedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
    void THEBES_API DeletedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
    void THEBES_API DeletedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);

    void SharedContextDestroyed(GLContext *aChild);
    void ReportOutstandingNames();

    struct NamedResource {
        NamedResource()
            : origin(nsnull), name(0), originDeleted(PR_FALSE)
        { }

        NamedResource(GLContext *aOrigin, GLuint aName)
            : origin(aOrigin), name(aName), originDeleted(PR_FALSE)
        { }

        GLContext *origin;
        GLuint name;
        PRBool originDeleted;

        // for sorting
        bool operator<(const NamedResource& aOther) const {
            if (intptr_t(origin) < intptr_t(aOther.origin))
                return true;
            if (name < aOther.name)
                return true;
            return false;
        }
        bool operator==(const NamedResource& aOther) const {
            return origin == aOther.origin &&
                name == aOther.name &&
                originDeleted == aOther.originDeleted;
        }
    };

    nsTArray<NamedResource> mTrackedPrograms;
    nsTArray<NamedResource> mTrackedShaders;
    nsTArray<NamedResource> mTrackedTextures;
    nsTArray<NamedResource> mTrackedFramebuffers;
    nsTArray<NamedResource> mTrackedRenderbuffers;
    nsTArray<NamedResource> mTrackedBuffers;
#endif

};

inline PRBool
DoesVendorStringMatch(const char* aVendorString, const char *aWantedVendor)
{
    const char *occurrence = strstr(aVendorString, aWantedVendor);

    // aWantedVendor not found
    if (!occurrence)
        return PR_FALSE;

    // aWantedVendor preceded by alpha character
    if (occurrence != aVendorString && isalpha(*(occurrence-1)))
        return PR_FALSE;

    // aWantedVendor followed by alpha character
    const char *afterOccurrence = occurrence + strlen(aWantedVendor);
    if (isalpha(*afterOccurrence))
        return PR_FALSE;

    return PR_TRUE;
}

} /* namespace gl */
} /* namespace mozilla */

#endif /* GLCONTEXT_H_ */