summaryrefslogtreecommitdiffstats
path: root/gfx/gl/GLContext.h
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

#ifndef GLCONTEXT_H_
#define GLCONTEXT_H_

#include <bitset>
#include <stdint.h>
#include <stdio.h>
#include <stack>
#include <vector>

#ifdef DEBUG
#  include <string.h>
#endif

#ifdef GetClassName
#  undef GetClassName
#endif

// Define MOZ_GL_DEBUG unconditionally to enable GL debugging in opt
// builds.
#ifdef DEBUG
#  define MOZ_GL_DEBUG 1
#endif

#include "mozilla/RefPtr.h"
#include "mozilla/UniquePtr.h"
#include "mozilla/ThreadLocal.h"

#include "MozFramebuffer.h"
#include "nsTArray.h"
#include "GLConsts.h"
#include "GLDefs.h"
#include "GLTypes.h"
#include "nsRegionFwd.h"
#include "nsString.h"
#include "GLContextTypes.h"
#include "GLContextSymbols.h"
#include "base/platform_thread.h"  // for PlatformThreadId
#include "mozilla/GenericRefCounted.h"
#include "mozilla/WeakPtr.h"

#ifdef MOZ_WIDGET_ANDROID
#  include "GeckoProfiler.h"
#endif

namespace mozilla {

namespace gl {
class GLBlitHelper;
class GLBlitTextureImageHelper;
class GLLibraryEGL;
class GLReadTexImageHelper;
class SharedSurface;
class SymbolLoader;
struct SymLoadStruct;
}  // namespace gl

namespace layers {
class ColorTextureLayerProgram;
}  // namespace layers

namespace widget {
class CompositorWidget;
}  // namespace widget
}  // namespace mozilla

namespace mozilla {
namespace gl {

enum class GLFeature {
  bind_buffer_offset,
  blend_minmax,
  clear_buffers,
  copy_buffer,
  depth_texture,
  draw_buffers,
  draw_instanced,
  element_index_uint,
  ES2_compatibility,
  ES3_compatibility,
  EXT_color_buffer_float,
  frag_color_float,
  frag_depth,
  framebuffer_blit,
  framebuffer_multisample,
  framebuffer_object,
  framebuffer_object_EXT_OES,
  get_integer_indexed,
  get_integer64_indexed,
  get_query_object_i64v,
  get_query_object_iv,
  gpu_shader4,
  instanced_arrays,
  instanced_non_arrays,
  internalformat_query,
  invalidate_framebuffer,
  map_buffer_range,
  multiview,
  occlusion_query,
  occlusion_query_boolean,
  occlusion_query2,
  packed_depth_stencil,
  prim_restart,
  prim_restart_fixed,
  query_counter,
  query_objects,
  query_time_elapsed,
  read_buffer,
  renderbuffer_color_float,
  renderbuffer_color_half_float,
  robust_buffer_access_behavior,
  robustness,
  sRGB,
  sampler_objects,
  seamless_cube_map_opt_in,
  shader_texture_lod,
  split_framebuffer,
  standard_derivatives,
  sync,
  texture_3D,
  texture_3D_compressed,
  texture_3D_copy,
  texture_compression_bptc,
  texture_compression_rgtc,
  texture_float,
  texture_float_linear,
  texture_half_float,
  texture_half_float_linear,
  texture_non_power_of_two,
  texture_norm16,
  texture_rg,
  texture_storage,
  texture_swizzle,
  transform_feedback2,
  uniform_buffer_object,
  uniform_matrix_nonsquare,
  vertex_array_object,
  EnumMax
};

enum class ContextProfile : uint8_t {
  Unknown = 0,
  OpenGLCore,
  OpenGLCompatibility,
  OpenGLES
};

enum class GLVendor {
  Intel,
  NVIDIA,
  ATI,
  Qualcomm,
  Imagination,
  Nouveau,
  Vivante,
  VMware,
  ARM,
  Other
};

enum class GLRenderer {
  Adreno200,
  Adreno205,
  AdrenoTM200,
  AdrenoTM205,
  AdrenoTM305,
  AdrenoTM320,
  AdrenoTM330,
  AdrenoTM420,
  Mali400MP,
  Mali450MP,
  SGX530,
  SGX540,
  SGX544MP,
  Tegra,
  AndroidEmulator,
  GalliumLlvmpipe,
  IntelHD3000,
  MicrosoftBasicRenderDriver,
  Other
};

class GLContext : public GenericAtomicRefCounted, public SupportsWeakPtr {
 public:
  static MOZ_THREAD_LOCAL(uintptr_t) sCurrentContext;

  const GLContextDesc mDesc;

  bool mImplicitMakeCurrent = false;
  bool mUseTLSIsCurrent;

  class TlsScope final {
    const WeakPtr<GLContext> mGL;
    const bool mWasTlsOk;

   public:
    explicit TlsScope(GLContext* const gl)
        : mGL(gl), mWasTlsOk(gl && gl->mUseTLSIsCurrent) {
      if (mGL) {
        mGL->mUseTLSIsCurrent = true;
      }
    }

    ~TlsScope() {
      if (mGL) {
        mGL->mUseTLSIsCurrent = mWasTlsOk;
      }
    }
  };

  // -----------------------------------------------------------------------------
  // basic getters
 public:
  /**
   * Returns true if the context is using ANGLE. This should only be overridden
   * for an ANGLE implementation.
   */
  virtual bool IsANGLE() const { return false; }

  /**
   * Returns true if the context is using WARP. This should only be overridden
   * for an ANGLE implementation.
   */
  virtual bool IsWARP() const { return false; }

  virtual void GetWSIInfo(nsCString* const out) const = 0;

  /**
   * Return true if we are running on a OpenGL core profile context
   */
  inline bool IsCoreProfile() const {
    MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");

    return mProfile == ContextProfile::OpenGLCore;
  }

  /**
   * Return true if we are running on a OpenGL compatibility profile context
   * (legacy profile 2.1 on Max OS X)
   */
  inline bool IsCompatibilityProfile() const {
    MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");

    return mProfile == ContextProfile::OpenGLCompatibility;
  }

  inline bool IsGLES() const {
    MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");

    return mProfile == ContextProfile::OpenGLES;
  }

  inline bool IsAtLeast(ContextProfile profile, unsigned int version) const {
    MOZ_ASSERT(profile != ContextProfile::Unknown,
               "IsAtLeast: bad <profile> parameter");
    MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
    MOZ_ASSERT(mVersion != 0, "unknown context version");

    if (version > mVersion) {
      return false;
    }

    return profile == mProfile;
  }

  /**
   * Return the version of the context.
   * Example :
   *   If this a OpenGL 2.1, that will return 210
   */
  inline uint32_t Version() const { return mVersion; }

  inline uint32_t ShadingLanguageVersion() const {
    return mShadingLanguageVersion;
  }

  GLVendor Vendor() const { return mVendor; }

  GLRenderer Renderer() const { return mRenderer; }

  bool IsContextLost() const { return mContextLost; }

  bool CheckContextLost() const {
    mTopError = GetError();
    return IsContextLost();
  }

  bool HasPBOState() const { return (!IsGLES() || Version() >= 300); }

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

  virtual GLContextType GetContextType() const = 0;

  virtual bool IsCurrentImpl() const = 0;
  virtual bool MakeCurrentImpl() const = 0;

  bool IsCurrent() const {
    if (mImplicitMakeCurrent) return MakeCurrent();

    return IsCurrentImpl();
  }

  bool MakeCurrent(bool aForce = false) const;

  /**
   * Get the default framebuffer for this context.
   */
  UniquePtr<MozFramebuffer> mOffscreenDefaultFb;

  bool CreateOffscreenDefaultFb(const gfx::IntSize& size);

  virtual GLuint GetDefaultFramebuffer() {
    if (mOffscreenDefaultFb) {
      return mOffscreenDefaultFb->mFB;
    }
    return 0;
  }

  /**
   * mVersion store the OpenGL's version, multiplied by 100. For example, if
   * the context is an OpenGL 2.1 context, mVersion value will be 210.
   */
  uint32_t mVersion = 0;
  ContextProfile mProfile = ContextProfile::Unknown;

  uint32_t mShadingLanguageVersion = 0;

  GLVendor mVendor = GLVendor::Other;
  GLRenderer mRenderer = GLRenderer::Other;

  // -----------------------------------------------------------------------------
  // Extensions management
  /**
   * This mechanism is designed to know if an extension is supported. In the
   * long term, we would like to only use the extension group queries XXX_* to
   * have full compatibility with context version and profiles (especialy the
   * core that officialy don't bring any extensions).
   */

  /**
   * 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 {
    Extension_None = 0,
    AMD_compressed_ATC_texture,
    ANGLE_depth_texture,
    ANGLE_framebuffer_blit,
    ANGLE_framebuffer_multisample,
    ANGLE_instanced_arrays,
    ANGLE_multiview,
    ANGLE_texture_compression_dxt3,
    ANGLE_texture_compression_dxt5,
    ANGLE_timer_query,
    APPLE_client_storage,
    APPLE_fence,
    APPLE_framebuffer_multisample,
    APPLE_sync,
    APPLE_texture_range,
    APPLE_vertex_array_object,
    ARB_ES2_compatibility,
    ARB_ES3_compatibility,
    ARB_color_buffer_float,
    ARB_compatibility,
    ARB_copy_buffer,
    ARB_depth_texture,
    ARB_draw_buffers,
    ARB_draw_instanced,
    ARB_framebuffer_object,
    ARB_framebuffer_sRGB,
    ARB_geometry_shader4,
    ARB_half_float_pixel,
    ARB_instanced_arrays,
    ARB_internalformat_query,
    ARB_invalidate_subdata,
    ARB_map_buffer_range,
    ARB_occlusion_query2,
    ARB_pixel_buffer_object,
    ARB_robust_buffer_access_behavior,
    ARB_robustness,
    ARB_sampler_objects,
    ARB_seamless_cube_map,
    ARB_shader_texture_lod,
    ARB_sync,
    ARB_texture_compression,
    ARB_texture_compression_bptc,
    ARB_texture_compression_rgtc,
    ARB_texture_float,
    ARB_texture_non_power_of_two,
    ARB_texture_rectangle,
    ARB_texture_rg,
    ARB_texture_storage,
    ARB_texture_swizzle,
    ARB_timer_query,
    ARB_transform_feedback2,
    ARB_uniform_buffer_object,
    ARB_vertex_array_object,
    CHROMIUM_color_buffer_float_rgb,
    CHROMIUM_color_buffer_float_rgba,
    EXT_bgra,
    EXT_blend_minmax,
    EXT_color_buffer_float,
    EXT_color_buffer_half_float,
    EXT_copy_texture,
    EXT_disjoint_timer_query,
    EXT_draw_buffers,
    EXT_draw_buffers2,
    EXT_draw_instanced,
    EXT_float_blend,
    EXT_frag_depth,
    EXT_framebuffer_blit,
    EXT_framebuffer_multisample,
    EXT_framebuffer_object,
    EXT_framebuffer_sRGB,
    EXT_gpu_shader4,
    EXT_map_buffer_range,
    EXT_multisampled_render_to_texture,
    EXT_occlusion_query_boolean,
    EXT_packed_depth_stencil,
    EXT_read_format_bgra,
    EXT_robustness,
    EXT_sRGB,
    EXT_sRGB_write_control,
    EXT_shader_texture_lod,
    EXT_texture3D,
    EXT_texture_compression_bptc,
    EXT_texture_compression_dxt1,
    EXT_texture_compression_rgtc,
    EXT_texture_compression_s3tc,
    EXT_texture_compression_s3tc_srgb,
    EXT_texture_filter_anisotropic,
    EXT_texture_format_BGRA8888,
    EXT_texture_norm16,
    EXT_texture_sRGB,
    EXT_texture_storage,
    EXT_timer_query,
    EXT_transform_feedback,
    EXT_unpack_subimage,
    IMG_read_format,
    IMG_texture_compression_pvrtc,
    IMG_texture_npot,
    KHR_debug,
    KHR_parallel_shader_compile,
    KHR_robust_buffer_access_behavior,
    KHR_robustness,
    KHR_texture_compression_astc_hdr,
    KHR_texture_compression_astc_ldr,
    NV_draw_instanced,
    NV_fence,
    NV_framebuffer_blit,
    NV_geometry_program4,
    NV_half_float,
    NV_instanced_arrays,
    NV_primitive_restart,
    NV_texture_barrier,
    NV_transform_feedback,
    NV_transform_feedback2,
    OES_EGL_image,
    OES_EGL_image_external,
    OES_EGL_sync,
    OES_compressed_ETC1_RGB8_texture,
    OES_depth24,
    OES_depth32,
    OES_depth_texture,
    OES_element_index_uint,
    OES_fbo_render_mipmap,
    OES_framebuffer_object,
    OES_packed_depth_stencil,
    OES_rgb8_rgba8,
    OES_standard_derivatives,
    OES_stencil8,
    OES_texture_3D,
    OES_texture_float,
    OES_texture_float_linear,
    OES_texture_half_float,
    OES_texture_half_float_linear,
    OES_texture_npot,
    OES_vertex_array_object,
    OVR_multiview2,
    Extensions_Max,
    Extensions_End
  };

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

 protected:
  void MarkExtensionUnsupported(GLExtensions aKnownExtension) {
    mAvailableExtensions[aKnownExtension] = 0;
  }

  void MarkExtensionSupported(GLExtensions aKnownExtension) {
    mAvailableExtensions[aKnownExtension] = 1;
  }

  std::bitset<Extensions_Max> mAvailableExtensions;

  // -----------------------------------------------------------------------------
  // Feature queries
  /*
   * This mecahnism introduces a new way to check if a OpenGL feature is
   * supported, regardless of whether it is supported by an extension or
   * natively by the context version/profile
   */
 public:
  bool IsSupported(GLFeature feature) const {
    return mAvailableFeatures[size_t(feature)];
  }

  static const char* GetFeatureName(GLFeature feature);

 private:
  std::bitset<size_t(GLFeature::EnumMax)> mAvailableFeatures;

  /**
   * Init features regarding OpenGL extension and context version and profile
   */
  void InitFeatures();

  /**
   * Mark the feature and associated extensions as unsupported
   */
  void MarkUnsupported(GLFeature feature);

  /**
   * Is this feature supported using the core (unsuffixed) symbols?
   */
  bool IsFeatureProvidedByCoreSymbols(GLFeature feature);

  // -----------------------------------------------------------------------------
  // Error handling

 private:
  mutable bool mContextLost = false;
  mutable GLenum mTopError = 0;

 protected:
  void OnContextLostError() const;

 public:
  static std::string GLErrorToString(GLenum aError);

  static bool IsBadCallError(const GLenum err) {
    return !(err == 0 || err == LOCAL_GL_CONTEXT_LOST);
  }

  class LocalErrorScope;

 private:
  mutable std::stack<const LocalErrorScope*> mLocalErrorScopeStack;
  mutable UniquePtr<LocalErrorScope> mDebugErrorScope;

  ////////////////////////////////////
  // Use this safer option.

 public:
  class LocalErrorScope {
    const GLContext& mGL;
    GLenum mOldTop;
    bool mHasBeenChecked;

   public:
    explicit LocalErrorScope(const GLContext& gl)
        : mGL(gl), mHasBeenChecked(false) {
      mGL.mLocalErrorScopeStack.push(this);
      mOldTop = mGL.GetError();
    }

    /// Never returns CONTEXT_LOST.
    GLenum GetError() {
      MOZ_ASSERT(!mHasBeenChecked);
      mHasBeenChecked = true;

      const auto ret = mGL.GetError();
      if (ret == LOCAL_GL_CONTEXT_LOST) return 0;
      return ret;
    }

    ~LocalErrorScope() {
      MOZ_ASSERT(mHasBeenChecked);

      MOZ_ASSERT(!IsBadCallError(mGL.GetError()));

      MOZ_ASSERT(mGL.mLocalErrorScopeStack.top() == this);
      mGL.mLocalErrorScopeStack.pop();

      mGL.mTopError = mOldTop;
    }
  };

  // -

  bool GetPotentialInteger(GLenum pname, GLint* param) {
    LocalErrorScope localError(*this);

    fGetIntegerv(pname, param);

    GLenum err = localError.GetError();
    MOZ_ASSERT_IF(err != LOCAL_GL_NO_ERROR, err == LOCAL_GL_INVALID_ENUM);
    return err == LOCAL_GL_NO_ERROR;
  }

  void DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity,
                     GLsizei length, const GLchar* message);

 private:
  static void GLAPIENTRY StaticDebugCallback(GLenum source, GLenum type,
                                             GLuint id, GLenum severity,
                                             GLsizei length,
                                             const GLchar* message,
                                             const GLvoid* userParam);

  // -----------------------------------------------------------------------------
  // MOZ_GL_DEBUG implementation
 private:
#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

#ifdef MOZ_WIDGET_ANDROID
// Record the name of the GL call for better hang stacks on Android.
#  define ANDROID_ONLY_PROFILER_LABEL AUTO_PROFILER_LABEL(__func__, GRAPHICS);
#else
#  define ANDROID_ONLY_PROFILER_LABEL
#endif

#define BEFORE_GL_CALL                               \
  ANDROID_ONLY_PROFILER_LABEL                        \
  if (MOZ_LIKELY(BeforeGLCall(MOZ_FUNCTION_NAME))) { \
    do {                                             \
  } while (0)

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

  void BeforeGLCall_Debug(const char* funcName) const;
  void AfterGLCall_Debug(const char* funcName) const;
  static void OnImplicitMakeCurrentFailure(const char* funcName);

  bool BeforeGLCall(const char* const funcName) const {
    if (mImplicitMakeCurrent) {
      if (MOZ_UNLIKELY(!MakeCurrent())) {
        if (!mContextLost) {
          OnImplicitMakeCurrentFailure(funcName);
        }
        return false;
      }
    }
    MOZ_GL_ASSERT(this, IsCurrentImpl());

    if (MOZ_UNLIKELY(mDebugFlags)) {
      BeforeGLCall_Debug(funcName);
    }
    return true;
  }

  void AfterGLCall(const char* const funcName) const {
    if (MOZ_UNLIKELY(mDebugFlags)) {
      AfterGLCall_Debug(funcName);
    }
  }

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

  static void AssertNotPassingStackBufferToTheGL(const void* ptr);

#ifdef MOZ_GL_DEBUG

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

#  define ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(ptr) \
    AssertNotPassingStackBufferToTheGL(ptr)

#  define ASSERT_SYMBOL_PRESENT(func)                                    \
    do {                                                                 \
      MOZ_ASSERT(strstr(MOZ_FUNCTION_NAME, #func) != nullptr,            \
                 "Mismatched symbol check.");                            \
      if (MOZ_UNLIKELY(!mSymbols.func)) {                                \
        printf_stderr("RUNTIME ASSERT: Uninitialized GL function: %s\n", \
                      #func);                                            \
        MOZ_CRASH("GFX: Uninitialized GL function");                     \
      }                                                                  \
    } while (0)

#else  // ifdef MOZ_GL_DEBUG

#  define TRACKING_CONTEXT(a) \
    do {                      \
    } while (0)
#  define ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(ptr) \
    do {                                             \
    } while (0)
#  define ASSERT_SYMBOL_PRESENT(func) \
    do {                              \
    } while (0)

#endif  // ifdef MOZ_GL_DEBUG

  // Do whatever setup is necessary to draw to our offscreen FBO, if it's
  // bound.
  void BeforeGLDrawCall() {}

  // Do whatever tear-down is necessary after drawing to our offscreen FBO,
  // if it's bound.
  void AfterGLDrawCall() { mHeavyGLCallsSinceLastFlush = true; }

  // Do whatever setup is necessary to read from our offscreen FBO, if it's
  // bound.
  void BeforeGLReadCall() {}

  // Do whatever tear-down is necessary after reading from our offscreen FBO,
  // if it's bound.
  void AfterGLReadCall() {}

 public:
  void OnSyncCall() const { mSyncGLCallCount++; }

  uint64_t GetSyncCallCount() const { return mSyncGLCallCount; }

  void ResetSyncCallCount(const char* resetReason) const;

  // -----------------------------------------------------------------------------
  // GL official entry points
 public:
  // We smash all errors together, so you never have to loop on this. We
  // guarantee that immediately after this call, there are no errors left.
  // Always returns the top-most error, except if followed by CONTEXT_LOST, then
  // return that instead.
  GLenum GetError() const;

  GLenum fGetError() { return GetError(); }

  GLenum fGetGraphicsResetStatus() const;

  // -

  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 fBeginQuery(GLenum target, GLuint id) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fBeginQuery);
    mSymbols.fBeginQuery(target, id);
    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 fInvalidateFramebuffer(GLenum target, GLsizei numAttachments,
                              const GLenum* attachments) {
    BeforeGLDrawCall();
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fInvalidateFramebuffer);
    mSymbols.fInvalidateFramebuffer(target, numAttachments, attachments);
    AFTER_GL_CALL;
    AfterGLDrawCall();
  }

  void fInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments,
                                 const GLenum* attachments, GLint x, GLint y,
                                 GLsizei width, GLsizei height) {
    BeforeGLDrawCall();
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fInvalidateSubFramebuffer);
    mSymbols.fInvalidateSubFramebuffer(target, numAttachments, attachments, x,
                                       y, width, height);
    AFTER_GL_CALL;
    AfterGLDrawCall();
  }

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

  void fBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat 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;
  }

 private:
  void raw_fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data,
                       GLenum usage) {
    ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(data);
    BEFORE_GL_CALL;
    mSymbols.fBufferData(target, size, data, usage);
    OnSyncCall();
    AFTER_GL_CALL;
    mHeavyGLCallsSinceLastFlush = true;
  }

 public:
  void fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data,
                   GLenum usage) {
    raw_fBufferData(target, size, data, usage);

    // bug 744888
    if (WorkAroundDriverBugs() && !data && Vendor() == GLVendor::NVIDIA) {
      UniquePtr<char[]> buf = MakeUnique<char[]>(1);
      buf[0] = 0;
      fBufferSubData(target, size - 1, 1, buf.get());
    }
  }

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

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

 public:
  void fClear(GLbitfield mask) {
    BeforeGLDrawCall();
    raw_fClear(mask);
    AfterGLDrawCall();
  }

  void fClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth,
                      GLint stencil) {
    BeforeGLDrawCall();
    BEFORE_GL_CALL;
    mSymbols.fClearBufferfi(buffer, drawbuffer, depth, stencil);
    AFTER_GL_CALL;
    AfterGLDrawCall();
  }

  void fClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat* value) {
    BeforeGLDrawCall();
    BEFORE_GL_CALL;
    mSymbols.fClearBufferfv(buffer, drawbuffer, value);
    AFTER_GL_CALL;
    AfterGLDrawCall();
  }

  void fClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value) {
    BeforeGLDrawCall();
    BEFORE_GL_CALL;
    mSymbols.fClearBufferiv(buffer, drawbuffer, value);
    AFTER_GL_CALL;
    AfterGLDrawCall();
  }

  void fClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint* value) {
    BeforeGLDrawCall();
    BEFORE_GL_CALL;
    mSymbols.fClearBufferuiv(buffer, drawbuffer, value);
    AFTER_GL_CALL;
    AfterGLDrawCall();
  }

  void fClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat 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 fClientActiveTexture(GLenum texture) {
    BEFORE_GL_CALL;
    mSymbols.fClientActiveTexture(texture);
    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 fCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
                             GLsizei width, GLsizei height, GLint border,
                             GLsizei imageSize, const GLvoid* pixels) {
    ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
    BEFORE_GL_CALL;
    mSymbols.fCompressedTexImage2D(target, level, internalformat, width, height,
                                   border, imageSize, pixels);
    AFTER_GL_CALL;
    mHeavyGLCallsSinceLastFlush = true;
  }

  void fCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset,
                                GLint yoffset, GLsizei width, GLsizei height,
                                GLenum format, GLsizei imageSize,
                                const GLvoid* pixels) {
    ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
    BEFORE_GL_CALL;
    mSymbols.fCompressedTexSubImage2D(target, level, xoffset, yoffset, width,
                                      height, format, imageSize, pixels);
    AFTER_GL_CALL;
    mHeavyGLCallsSinceLastFlush = true;
  }

  void fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat,
                       GLint x, GLint y, GLsizei width, GLsizei height,
                       GLint border);

  void fCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset,
                          GLint yoffset, GLint x, GLint y, GLsizei width,
                          GLsizei height) {
    BeforeGLReadCall();
    raw_fCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width,
                           height);
    AfterGLReadCall();
  }

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

  void fDebugMessageCallback(GLDEBUGPROC callback, const GLvoid* userParam) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fDebugMessageCallback);
    mSymbols.fDebugMessageCallback(callback, userParam);
    AFTER_GL_CALL;
  }

  void fDebugMessageControl(GLenum source, GLenum type, GLenum severity,
                            GLsizei count, const GLuint* ids,
                            realGLboolean enabled) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fDebugMessageControl);
    mSymbols.fDebugMessageControl(source, type, severity, count, ids, enabled);
    AFTER_GL_CALL;
  }

  void fDebugMessageInsert(GLenum source, GLenum type, GLuint id,
                           GLenum severity, GLsizei length, const GLchar* buf) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fDebugMessageInsert);
    mSymbols.fDebugMessageInsert(source, type, id, severity, length, buf);
    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 fDisableClientState(GLenum capability) {
    BEFORE_GL_CALL;
    mSymbols.fDisableClientState(capability);
    AFTER_GL_CALL;
  }

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

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

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

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

 public:
  void fDrawArrays(GLenum mode, GLint first, GLsizei count) {
    BeforeGLDrawCall();
    raw_fDrawArrays(mode, first, count);
    AfterGLDrawCall();
  }

  void fDrawElements(GLenum mode, GLsizei count, GLenum type,
                     const GLvoid* indices) {
    BeforeGLDrawCall();
    raw_fDrawElements(mode, count, type, indices);
    AfterGLDrawCall();
  }

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

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

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

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

  void fFinish() {
    BEFORE_GL_CALL;
    mSymbols.fFinish();
    OnSyncCall();
    AFTER_GL_CALL;
    mHeavyGLCallsSinceLastFlush = false;
  }

  void fFlush() {
    BEFORE_GL_CALL;
    mSymbols.fFlush();
    AFTER_GL_CALL;
    mHeavyGLCallsSinceLastFlush = false;
  }

  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);
    OnSyncCall();
    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);
    OnSyncCall();
    AFTER_GL_CALL;
  }

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

  GLint fGetAttribLocation(GLuint program, const GLchar* name) {
    GLint retval = 0;
    BEFORE_GL_CALL;
    retval = mSymbols.fGetAttribLocation(program, name);
    OnSyncCall();
    AFTER_GL_CALL;
    return retval;
  }

 private:
  void raw_fGetIntegerv(GLenum pname, GLint* params) const {
    BEFORE_GL_CALL;
    mSymbols.fGetIntegerv(pname, params);
    OnSyncCall();
    AFTER_GL_CALL;
  }

 public:
  void fGetIntegerv(GLenum pname, GLint* params) const;

  template <typename T>
  void GetInt(const GLenum pname, T* const params) const {
    static_assert(sizeof(T) == sizeof(GLint), "Invalid T.");
    fGetIntegerv(pname, reinterpret_cast<GLint*>(params));
  }

  void GetUIntegerv(GLenum pname, GLuint* params) const {
    GetInt(pname, params);
  }

  template <typename T>
  T GetIntAs(GLenum pname) const {
    static_assert(sizeof(T) == sizeof(GLint), "Invalid T.");
    T ret = 0;
    fGetIntegerv(pname, (GLint*)&ret);
    return ret;
  }

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

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

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

  GLuint fGetDebugMessageLog(GLuint count, GLsizei bufsize, GLenum* sources,
                             GLenum* types, GLuint* ids, GLenum* severities,
                             GLsizei* lengths, GLchar* messageLog) {
    GLuint ret = 0;
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetDebugMessageLog);
    ret = mSymbols.fGetDebugMessageLog(count, bufsize, sources, types, ids,
                                       severities, lengths, messageLog);
    OnSyncCall();
    AFTER_GL_CALL;
    return ret;
  }

  void fGetPointerv(GLenum pname, GLvoid** params) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetPointerv);
    mSymbols.fGetPointerv(pname, params);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void fGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize,
                       GLsizei* length, GLchar* label) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetObjectLabel);
    mSymbols.fGetObjectLabel(identifier, name, bufSize, length, label);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void fGetObjectPtrLabel(const GLvoid* ptr, GLsizei bufSize, GLsizei* length,
                          GLchar* label) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetObjectPtrLabel);
    mSymbols.fGetObjectPtrLabel(ptr, bufSize, length, label);
    OnSyncCall();
    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);
    OnSyncCall();
    AFTER_GL_CALL;
  }

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

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

  void fTexParameteriv(GLenum target, GLenum pname, const GLint* params) {
    BEFORE_GL_CALL;
    mSymbols.fTexParameteriv(target, pname, params);
    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) {
    const GLubyte* result = nullptr;
    BEFORE_GL_CALL;
    result = mSymbols.fGetString(name);
    OnSyncCall();
    AFTER_GL_CALL;
    return result;
  }

  void fGetTexImage(GLenum target, GLint level, GLenum format, GLenum type,
                    GLvoid* img) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetTexImage);
    mSymbols.fGetTexImage(target, level, format, type, img);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void fGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname,
                               GLint* params) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetTexLevelParameteriv);
    mSymbols.fGetTexLevelParameteriv(target, level, pname, params);
    OnSyncCall();
    AFTER_GL_CALL;
  }

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

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

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

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

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

  GLint fGetUniformLocation(GLuint programObj, const GLchar* name) {
    GLint retval = 0;
    BEFORE_GL_CALL;
    retval = mSymbols.fGetUniformLocation(programObj, name);
    OnSyncCall();
    AFTER_GL_CALL;
    return retval;
  }

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

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

  void fGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** retval) {
    BEFORE_GL_CALL;
    mSymbols.fGetVertexAttribPointerv(index, pname, retval);
    OnSyncCall();
    AFTER_GL_CALL;
  }

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

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

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

  void SetEnabled(const GLenum cap, const bool val) {
    if (val) {
      fEnable(cap);
    } else {
      fDisable(cap);
    }
  }

  bool PushEnabled(const GLenum cap, const bool newVal) {
    const bool oldVal = fIsEnabled(cap);
    if (oldVal != newVal) {
      SetEnabled(cap, newVal);
    }
    return oldVal;
  }

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

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

  realGLboolean fIsTexture(GLuint texture) {
    realGLboolean retval = false;
    BEFORE_GL_CALL;
    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 fObjectLabel(GLenum identifier, GLuint name, GLsizei length,
                    const GLchar* label) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fObjectLabel);
    mSymbols.fObjectLabel(identifier, name, length, label);
    AFTER_GL_CALL;
  }

  void fObjectPtrLabel(const GLvoid* ptr, GLsizei length, const GLchar* label) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fObjectPtrLabel);
    mSymbols.fObjectPtrLabel(ptr, length, label);
    AFTER_GL_CALL;
  }

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

  void fLoadMatrixf(const GLfloat* matrix) {
    BEFORE_GL_CALL;
    mSymbols.fLoadMatrixf(matrix);
    AFTER_GL_CALL;
  }

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

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

  void fTextureRangeAPPLE(GLenum target, GLsizei length, GLvoid* pointer) {
    ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pointer);
    BEFORE_GL_CALL;
    mSymbols.fTextureRangeAPPLE(target, length, pointer);
    AFTER_GL_CALL;
  }

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

  void fPolygonMode(GLenum face, GLenum mode) {
    BEFORE_GL_CALL;
    mSymbols.fPolygonMode(face, mode);
    AFTER_GL_CALL;
  }

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

  void fPopDebugGroup() {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fPopDebugGroup);
    mSymbols.fPopDebugGroup();
    AFTER_GL_CALL;
  }

  void fPushDebugGroup(GLenum source, GLuint id, GLsizei length,
                       const GLchar* message) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fPushDebugGroup);
    mSymbols.fPushDebugGroup(source, id, length, message);
    AFTER_GL_CALL;
  }

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

  void raw_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);
    OnSyncCall();
    AFTER_GL_CALL;
    mHeavyGLCallsSinceLastFlush = true;
  }

  void fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height,
                   GLenum format, GLenum type, GLvoid* pixels);

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

  void fScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
    if (mScissorRect[0] == x && mScissorRect[1] == y &&
        mScissorRect[2] == width && mScissorRect[3] == height) {
      return;
    }
    mScissorRect[0] = x;
    mScissorRect[1] = y;
    mScissorRect[2] = width;
    mScissorRect[3] = height;
    BEFORE_GL_CALL;
    mSymbols.fScissor(x, y, width, height);
    AFTER_GL_CALL;
  }

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

  void fStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint reference,
                            GLuint mask) {
    BEFORE_GL_CALL;
    mSymbols.fStencilFuncSeparate(frontfunc, backfunc, reference, 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 fTexGeni(GLenum coord, GLenum pname, GLint param) {
    BEFORE_GL_CALL;
    mSymbols.fTexGeni(coord, pname, param);
    AFTER_GL_CALL;
  }

  void fTexGenf(GLenum coord, GLenum pname, GLfloat param) {
    BEFORE_GL_CALL;
    mSymbols.fTexGenf(coord, pname, param);
    AFTER_GL_CALL;
  }

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

 private:
  void raw_fTexImage2D(GLenum target, GLint level, GLint internalformat,
                       GLsizei width, GLsizei height, GLint border,
                       GLenum format, GLenum type, const GLvoid* pixels) {
    ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
    BEFORE_GL_CALL;
    mSymbols.fTexImage2D(target, level, internalformat, width, height, border,
                         format, type, pixels);
    AFTER_GL_CALL;
    mHeavyGLCallsSinceLastFlush = true;
  }

 public:
  void fTexImage2D(GLenum target, GLint level, GLint internalformat,
                   GLsizei width, GLsizei height, GLint border, GLenum format,
                   GLenum type, const GLvoid* pixels);

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

  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 fUniformMatrix2x3fv(GLint location, GLsizei count,
                           realGLboolean transpose, const GLfloat* value) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fUniformMatrix2x3fv);
    mSymbols.fUniformMatrix2x3fv(location, count, transpose, value);
    AFTER_GL_CALL;
  }

  void fUniformMatrix2x4fv(GLint location, GLsizei count,
                           realGLboolean transpose, const GLfloat* value) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fUniformMatrix2x4fv);
    mSymbols.fUniformMatrix2x4fv(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 fUniformMatrix3x2fv(GLint location, GLsizei count,
                           realGLboolean transpose, const GLfloat* value) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fUniformMatrix3x2fv);
    mSymbols.fUniformMatrix3x2fv(location, count, transpose, value);
    AFTER_GL_CALL;
  }

  void fUniformMatrix3x4fv(GLint location, GLsizei count,
                           realGLboolean transpose, const GLfloat* value) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fUniformMatrix3x4fv);
    mSymbols.fUniformMatrix3x4fv(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 fUniformMatrix4x2fv(GLint location, GLsizei count,
                           realGLboolean transpose, const GLfloat* value) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fUniformMatrix4x2fv);
    mSymbols.fUniformMatrix4x2fv(location, count, transpose, value);
    AFTER_GL_CALL;
  }

  void fUniformMatrix4x3fv(GLint location, GLsizei count,
                           realGLboolean transpose, const GLfloat* value) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fUniformMatrix4x3fv);
    mSymbols.fUniformMatrix4x3fv(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 fVertexPointer(GLint size, GLenum type, GLsizei stride,
                      const GLvoid* pointer) {
    BEFORE_GL_CALL;
    mSymbols.fVertexPointer(size, type, stride, pointer);
    AFTER_GL_CALL;
  }

  void fViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
    if (mViewportRect[0] == x && mViewportRect[1] == y &&
        mViewportRect[2] == width && mViewportRect[3] == height) {
      return;
    }
    mViewportRect[0] = x;
    mViewportRect[1] = y;
    mViewportRect[2] = width;
    mViewportRect[3] = height;
    BEFORE_GL_CALL;
    mSymbols.fViewport(x, y, width, height);
    AFTER_GL_CALL;
  }

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

 private:
  friend class SharedSurface_IOSurface;

  void raw_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 raw_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;
  }

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

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

 private:
  void raw_fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
                                     GLint* range, GLint* precision) {
    MOZ_ASSERT(IsGLES());

    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetShaderPrecisionFormat);
    mSymbols.fGetShaderPrecisionFormat(shadertype, precisiontype, range,
                                       precision);
    OnSyncCall();
    AFTER_GL_CALL;
  }

 public:
  void fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
                                 GLint* range, GLint* precision) {
    if (IsGLES()) {
      raw_fGetShaderPrecisionFormat(shadertype, precisiontype, range,
                                    precision);
    } else {
      // Fall back to automatic values because almost all desktop hardware
      // supports the OpenGL standard precisions.
      GetShaderPrecisionFormatNonES2(shadertype, precisiontype, range,
                                     precision);
    }
  }

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

  void fShaderSource(GLuint shader, GLsizei count, const GLchar* const* 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) {
    GLenum retval = 0;
    BEFORE_GL_CALL;
    retval = mSymbols.fCheckFramebufferStatus(target);
    OnSyncCall();
    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;
    if (mNeedsCheckAfterAttachTextureToFb) {
      fCheckFramebufferStatus(target);
    }
  }

  void fFramebufferTextureLayer(GLenum target, GLenum attachment,
                                GLuint texture, GLint level, GLint layer) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fFramebufferTextureLayer);
    mSymbols.fFramebufferTextureLayer(target, attachment, texture, level,
                                      layer);
    AFTER_GL_CALL;
  }

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

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

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

 public:
  realGLboolean fIsRenderbuffer(GLuint renderbuffer) {
    realGLboolean retval = false;
    BEFORE_GL_CALL;
    retval = mSymbols.fIsRenderbuffer(renderbuffer);
    OnSyncCall();
    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;
  }

 private:
  void raw_fDepthRange(GLclampf a, GLclampf b) {
    MOZ_ASSERT(!IsGLES());

    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fDepthRange);
    mSymbols.fDepthRange(a, b);
    AFTER_GL_CALL;
  }

  void raw_fDepthRangef(GLclampf a, GLclampf b) {
    MOZ_ASSERT(IsGLES());

    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fDepthRangef);
    mSymbols.fDepthRangef(a, b);
    AFTER_GL_CALL;
  }

  void raw_fClearDepth(GLclampf v) {
    MOZ_ASSERT(!IsGLES());

    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fClearDepth);
    mSymbols.fClearDepth(v);
    AFTER_GL_CALL;
  }

  void raw_fClearDepthf(GLclampf v) {
    MOZ_ASSERT(IsGLES());

    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fClearDepthf);
    mSymbols.fClearDepthf(v);
    AFTER_GL_CALL;
  }

 public:
  void fDepthRange(GLclampf a, GLclampf b) {
    if (IsGLES()) {
      raw_fDepthRangef(a, b);
    } else {
      raw_fDepthRange(a, b);
    }
  }

  void fClearDepth(GLclampf v) {
    if (IsGLES()) {
      raw_fClearDepthf(v);
    } else {
      raw_fClearDepth(v);
    }
  }

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

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

 private:
  GLuint raw_fCreateProgram() {
    GLuint ret = 0;
    BEFORE_GL_CALL;
    ret = mSymbols.fCreateProgram();
    AFTER_GL_CALL;
    return ret;
  }

  GLuint raw_fCreateShader(GLenum t) {
    GLuint ret = 0;
    BEFORE_GL_CALL;
    ret = mSymbols.fCreateShader(t);
    AFTER_GL_CALL;
    return ret;
  }

  void raw_fGenBuffers(GLsizei n, GLuint* names) {
    BEFORE_GL_CALL;
    mSymbols.fGenBuffers(n, names);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void raw_fGenFramebuffers(GLsizei n, GLuint* names) {
    BEFORE_GL_CALL;
    mSymbols.fGenFramebuffers(n, names);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void raw_fGenRenderbuffers(GLsizei n, GLuint* names) {
    BEFORE_GL_CALL;
    mSymbols.fGenRenderbuffers(n, names);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void raw_fGenTextures(GLsizei n, GLuint* names) {
    BEFORE_GL_CALL;
    mSymbols.fGenTextures(n, names);
    OnSyncCall();
    AFTER_GL_CALL;
  }

 public:
  GLuint fCreateProgram() {
    GLuint ret = raw_fCreateProgram();
    TRACKING_CONTEXT(CreatedProgram(this, ret));
    return ret;
  }

  GLuint fCreateShader(GLenum t) {
    GLuint ret = raw_fCreateShader(t);
    TRACKING_CONTEXT(CreatedShader(this, ret));
    return ret;
  }

  void fGenBuffers(GLsizei n, GLuint* names) {
    raw_fGenBuffers(n, names);
    TRACKING_CONTEXT(CreatedBuffers(this, n, names));
  }

  void fGenFramebuffers(GLsizei n, GLuint* names) {
    raw_fGenFramebuffers(n, names);
    TRACKING_CONTEXT(CreatedFramebuffers(this, n, names));
  }

  void fGenRenderbuffers(GLsizei n, GLuint* names) {
    raw_fGenRenderbuffers(n, names);
    TRACKING_CONTEXT(CreatedRenderbuffers(this, n, names));
  }

  void fGenTextures(GLsizei n, GLuint* names) {
    raw_fGenTextures(n, names);
    TRACKING_CONTEXT(CreatedTextures(this, n, names));
  }

 private:
  void raw_fDeleteProgram(GLuint program) {
    BEFORE_GL_CALL;
    mSymbols.fDeleteProgram(program);
    AFTER_GL_CALL;
  }

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

  void raw_fDeleteBuffers(GLsizei n, const GLuint* names) {
    BEFORE_GL_CALL;
    mSymbols.fDeleteBuffers(n, names);
    AFTER_GL_CALL;
  }

  void raw_fDeleteFramebuffers(GLsizei n, const GLuint* names) {
    BEFORE_GL_CALL;
    mSymbols.fDeleteFramebuffers(n, names);
    AFTER_GL_CALL;
  }

  void raw_fDeleteRenderbuffers(GLsizei n, const GLuint* names) {
    BEFORE_GL_CALL;
    mSymbols.fDeleteRenderbuffers(n, names);
    AFTER_GL_CALL;
  }

  void raw_fDeleteTextures(GLsizei n, const GLuint* names) {
    BEFORE_GL_CALL;
    mSymbols.fDeleteTextures(n, names);
    AFTER_GL_CALL;
  }

 public:
  void fDeleteProgram(GLuint program) {
    raw_fDeleteProgram(program);
    TRACKING_CONTEXT(DeletedProgram(this, program));
  }

  void fDeleteShader(GLuint shader) {
    raw_fDeleteShader(shader);
    TRACKING_CONTEXT(DeletedShader(this, shader));
  }

  void fDeleteBuffers(GLsizei n, const GLuint* names) {
    raw_fDeleteBuffers(n, names);
    TRACKING_CONTEXT(DeletedBuffers(this, n, names));
  }

  void fDeleteFramebuffers(GLsizei n, const GLuint* names);

  void fDeleteRenderbuffers(GLsizei n, const GLuint* names) {
    raw_fDeleteRenderbuffers(n, names);
    TRACKING_CONTEXT(DeletedRenderbuffers(this, n, names));
  }

  void fDeleteTextures(GLsizei n, const GLuint* names) {
#ifdef XP_MACOSX
    // On the Mac the call to fDeleteTextures() triggers a flush. But it
    // happens at the wrong time, which can lead to crashes. To work around
    // this we call fFlush() explicitly ourselves, before the call to
    // fDeleteTextures(). This fixes bug 1666293.
    fFlush();
#endif
    raw_fDeleteTextures(n, names);
    TRACKING_CONTEXT(DeletedTextures(this, n, names));
  }

  // -----------------------------------------------------------------------------
  // Extension ARB_sync (GL)
 public:
  GLsync fFenceSync(GLenum condition, GLbitfield flags) {
    GLsync ret = 0;
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fFenceSync);
    ret = mSymbols.fFenceSync(condition, flags);
    OnSyncCall();
    AFTER_GL_CALL;
    return ret;
  }

  realGLboolean fIsSync(GLsync sync) {
    realGLboolean ret = false;
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fIsSync);
    ret = mSymbols.fIsSync(sync);
    OnSyncCall();
    AFTER_GL_CALL;
    return ret;
  }

  void fDeleteSync(GLsync sync) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fDeleteSync);
    mSymbols.fDeleteSync(sync);
    AFTER_GL_CALL;
  }

  GLenum fClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) {
    GLenum ret = 0;
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fClientWaitSync);
    ret = mSymbols.fClientWaitSync(sync, flags, timeout);
    OnSyncCall();
    AFTER_GL_CALL;
    return ret;
  }

  void fWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fWaitSync);
    mSymbols.fWaitSync(sync, flags, timeout);
    AFTER_GL_CALL;
  }

  void fGetInteger64v(GLenum pname, GLint64* params) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetInteger64v);
    mSymbols.fGetInteger64v(pname, params);
    AFTER_GL_CALL;
  }

  void fGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length,
                  GLint* values) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetSynciv);
    mSymbols.fGetSynciv(sync, pname, bufSize, length, values);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // Extension OES_EGL_image (GLES)
 public:
  void fEGLImageTargetTexture2D(GLenum target, GLeglImage image) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fEGLImageTargetTexture2D);
    mSymbols.fEGLImageTargetTexture2D(target, image);
    AFTER_GL_CALL;
    mHeavyGLCallsSinceLastFlush = true;
  }

  void fEGLImageTargetRenderbufferStorage(GLenum target, GLeglImage image) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fEGLImageTargetRenderbufferStorage);
    mSymbols.fEGLImageTargetRenderbufferStorage(target, image);
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // Package XXX_bind_buffer_offset
 public:
  void fBindBufferOffset(GLenum target, GLuint index, GLuint buffer,
                         GLintptr offset) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fBindBufferOffset);
    mSymbols.fBindBufferOffset(target, index, buffer, offset);
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // Package XXX_draw_buffers
 public:
  void fDrawBuffers(GLsizei n, const GLenum* bufs) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fDrawBuffers);
    mSymbols.fDrawBuffers(n, bufs);
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // Package XXX_draw_instanced
 public:
  void fDrawArraysInstanced(GLenum mode, GLint first, GLsizei count,
                            GLsizei primcount) {
    BeforeGLDrawCall();
    raw_fDrawArraysInstanced(mode, first, count, primcount);
    AfterGLDrawCall();
  }

  void fDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type,
                              const GLvoid* indices, GLsizei primcount) {
    BeforeGLDrawCall();
    raw_fDrawElementsInstanced(mode, count, type, indices, primcount);
    AfterGLDrawCall();
  }

 private:
  void raw_fDrawArraysInstanced(GLenum mode, GLint first, GLsizei count,
                                GLsizei primcount) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fDrawArraysInstanced);
    mSymbols.fDrawArraysInstanced(mode, first, count, primcount);
    AFTER_GL_CALL;
  }

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

  // -----------------------------------------------------------------------------
  // Package XXX_framebuffer_blit
 public:
  // Draw/Read
  void fBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
                        GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
                        GLbitfield mask, GLenum filter) {
    BeforeGLDrawCall();
    BeforeGLReadCall();
    raw_fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1,
                         mask, filter);
    AfterGLReadCall();
    AfterGLDrawCall();
  }

 private:
  void raw_fBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
                            GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
                            GLbitfield mask, GLenum filter) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fBlitFramebuffer);
    mSymbols.fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1,
                              dstY1, mask, filter);
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // Package XXX_framebuffer_multisample
 public:
  void fRenderbufferStorageMultisample(GLenum target, GLsizei samples,
                                       GLenum internalFormat, GLsizei width,
                                       GLsizei height) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fRenderbufferStorageMultisample);
    mSymbols.fRenderbufferStorageMultisample(target, samples, internalFormat,
                                             width, height);
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  //  GL 3.0, GL ES 3.0 & EXT_gpu_shader4
 public:
  void fGetVertexAttribIiv(GLuint index, GLenum pname, GLint* params) {
    ASSERT_SYMBOL_PRESENT(fGetVertexAttribIiv);
    BEFORE_GL_CALL;
    mSymbols.fGetVertexAttribIiv(index, pname, params);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void fGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint* params) {
    ASSERT_SYMBOL_PRESENT(fGetVertexAttribIuiv);
    BEFORE_GL_CALL;
    mSymbols.fGetVertexAttribIuiv(index, pname, params);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void fVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fVertexAttribI4i);
    mSymbols.fVertexAttribI4i(index, x, y, z, w);
    AFTER_GL_CALL;
  }

  void fVertexAttribI4iv(GLuint index, const GLint* v) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fVertexAttribI4iv);
    mSymbols.fVertexAttribI4iv(index, v);
    AFTER_GL_CALL;
  }

  void fVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fVertexAttribI4ui);
    mSymbols.fVertexAttribI4ui(index, x, y, z, w);
    AFTER_GL_CALL;
  }

  void fVertexAttribI4uiv(GLuint index, const GLuint* v) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fVertexAttribI4uiv);
    mSymbols.fVertexAttribI4uiv(index, v);
    AFTER_GL_CALL;
  }

  void fVertexAttribIPointer(GLuint index, GLint size, GLenum type,
                             GLsizei stride, const GLvoid* offset) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fVertexAttribIPointer);
    mSymbols.fVertexAttribIPointer(index, size, type, stride, offset);
    AFTER_GL_CALL;
  }

  void fUniform1ui(GLint location, GLuint v0) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fUniform1ui);
    mSymbols.fUniform1ui(location, v0);
    AFTER_GL_CALL;
  }

  void fUniform2ui(GLint location, GLuint v0, GLuint v1) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fUniform2ui);
    mSymbols.fUniform2ui(location, v0, v1);
    AFTER_GL_CALL;
  }

  void fUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fUniform3ui);
    mSymbols.fUniform3ui(location, v0, v1, v2);
    AFTER_GL_CALL;
  }

  void fUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fUniform4ui);
    mSymbols.fUniform4ui(location, v0, v1, v2, v3);
    AFTER_GL_CALL;
  }

  void fUniform1uiv(GLint location, GLsizei count, const GLuint* value) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fUniform1uiv);
    mSymbols.fUniform1uiv(location, count, value);
    AFTER_GL_CALL;
  }

  void fUniform2uiv(GLint location, GLsizei count, const GLuint* value) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fUniform2uiv);
    mSymbols.fUniform2uiv(location, count, value);
    AFTER_GL_CALL;
  }

  void fUniform3uiv(GLint location, GLsizei count, const GLuint* value) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fUniform3uiv);
    mSymbols.fUniform3uiv(location, count, value);
    AFTER_GL_CALL;
  }

  void fUniform4uiv(GLint location, GLsizei count, const GLuint* value) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fUniform4uiv);
    mSymbols.fUniform4uiv(location, count, value);
    AFTER_GL_CALL;
  }

  GLint fGetFragDataLocation(GLuint program, const GLchar* name) {
    GLint result = 0;
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetFragDataLocation);
    result = mSymbols.fGetFragDataLocation(program, name);
    OnSyncCall();
    AFTER_GL_CALL;
    return result;
  }

  // -----------------------------------------------------------------------------
  // Package XXX_instanced_arrays
 public:
  void fVertexAttribDivisor(GLuint index, GLuint divisor) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fVertexAttribDivisor);
    mSymbols.fVertexAttribDivisor(index, divisor);
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // Feature internalformat_query
 public:
  void fGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname,
                            GLsizei bufSize, GLint* params) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetInternalformativ);
    mSymbols.fGetInternalformativ(target, internalformat, pname, bufSize,
                                  params);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // Package XXX_query_counter
  /**
   * XXX_query_counter:
   *  - depends on XXX_query_objects
   *  - provide all followed entry points
   *  - provide GL_TIMESTAMP
   */
 public:
  void fQueryCounter(GLuint id, GLenum target) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fQueryCounter);
    mSymbols.fQueryCounter(id, target);
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // Package XXX_query_objects
  /**
   * XXX_query_objects:
   *  - provide all followed entry points
   *
   * XXX_occlusion_query2:
   *  - depends on XXX_query_objects
   *  - provide ANY_SAMPLES_PASSED
   *
   * XXX_occlusion_query_boolean:
   *  - depends on XXX_occlusion_query2
   *  - provide ANY_SAMPLES_PASSED_CONSERVATIVE
   */
 public:
  void fDeleteQueries(GLsizei n, const GLuint* names) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fDeleteQueries);
    mSymbols.fDeleteQueries(n, names);
    AFTER_GL_CALL;
    TRACKING_CONTEXT(DeletedQueries(this, n, names));
  }

  void fGenQueries(GLsizei n, GLuint* names) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGenQueries);
    mSymbols.fGenQueries(n, names);
    AFTER_GL_CALL;
    TRACKING_CONTEXT(CreatedQueries(this, n, names));
  }

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

  void fGetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetQueryObjectuiv);
    mSymbols.fGetQueryObjectuiv(id, pname, params);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  realGLboolean fIsQuery(GLuint query) {
    realGLboolean retval = false;
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fIsQuery);
    retval = mSymbols.fIsQuery(query);
    OnSyncCall();
    AFTER_GL_CALL;
    return retval;
  }

  // -----------------------------------------------------------------------------
  // Package XXX_get_query_object_i64v
  /**
   * XXX_get_query_object_i64v:
   *  - depends on XXX_query_objects
   *  - provide the followed entry point
   */
 public:
  void fGetQueryObjecti64v(GLuint id, GLenum pname, GLint64* params) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetQueryObjecti64v);
    mSymbols.fGetQueryObjecti64v(id, pname, params);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void fGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64* params) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetQueryObjectui64v);
    mSymbols.fGetQueryObjectui64v(id, pname, params);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // Package XXX_get_query_object_iv
  /**
   * XXX_get_query_object_iv:
   *  - depends on XXX_query_objects
   *  - provide the followed entry point
   *
   * XXX_occlusion_query:
   *  - depends on XXX_get_query_object_iv
   *  - provide LOCAL_GL_SAMPLES_PASSED
   */
 public:
  void fGetQueryObjectiv(GLuint id, GLenum pname, GLint* params) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetQueryObjectiv);
    mSymbols.fGetQueryObjectiv(id, pname, params);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // GL 4.0, GL ES 3.0, ARB_transform_feedback2, NV_transform_feedback2
 public:
  void fBindBufferBase(GLenum target, GLuint index, GLuint buffer) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fBindBufferBase);
    mSymbols.fBindBufferBase(target, index, buffer);
    AFTER_GL_CALL;
  }

  void fBindBufferRange(GLenum target, GLuint index, GLuint buffer,
                        GLintptr offset, GLsizeiptr size) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fBindBufferRange);
    mSymbols.fBindBufferRange(target, index, buffer, offset, size);
    AFTER_GL_CALL;
  }

  void fGenTransformFeedbacks(GLsizei n, GLuint* ids) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGenTransformFeedbacks);
    mSymbols.fGenTransformFeedbacks(n, ids);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void fDeleteTransformFeedbacks(GLsizei n, const GLuint* ids) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fDeleteTransformFeedbacks);
    mSymbols.fDeleteTransformFeedbacks(n, ids);
    AFTER_GL_CALL;
  }

  realGLboolean fIsTransformFeedback(GLuint id) {
    realGLboolean result = false;
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fIsTransformFeedback);
    result = mSymbols.fIsTransformFeedback(id);
    OnSyncCall();
    AFTER_GL_CALL;
    return result;
  }

  void fBindTransformFeedback(GLenum target, GLuint id) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fBindTransformFeedback);
    mSymbols.fBindTransformFeedback(target, id);
    AFTER_GL_CALL;
  }

  void fBeginTransformFeedback(GLenum primitiveMode) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fBeginTransformFeedback);
    mSymbols.fBeginTransformFeedback(primitiveMode);
    AFTER_GL_CALL;
  }

  void fEndTransformFeedback() {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fEndTransformFeedback);
    mSymbols.fEndTransformFeedback();
    AFTER_GL_CALL;
  }

  void fTransformFeedbackVaryings(GLuint program, GLsizei count,
                                  const GLchar* const* varyings,
                                  GLenum bufferMode) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fTransformFeedbackVaryings);
    mSymbols.fTransformFeedbackVaryings(program, count, varyings, bufferMode);
    AFTER_GL_CALL;
  }

  void fGetTransformFeedbackVarying(GLuint program, GLuint index,
                                    GLsizei bufSize, GLsizei* length,
                                    GLsizei* size, GLenum* type, GLchar* name) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetTransformFeedbackVarying);
    mSymbols.fGetTransformFeedbackVarying(program, index, bufSize, length, size,
                                          type, name);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void fPauseTransformFeedback() {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fPauseTransformFeedback);
    mSymbols.fPauseTransformFeedback();
    AFTER_GL_CALL;
  }

  void fResumeTransformFeedback() {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fResumeTransformFeedback);
    mSymbols.fResumeTransformFeedback();
    AFTER_GL_CALL;
  }

  void fGetIntegeri_v(GLenum param, GLuint index, GLint* values) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetIntegeri_v);
    mSymbols.fGetIntegeri_v(param, index, values);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void fGetInteger64i_v(GLenum target, GLuint index, GLint64* data) {
    ASSERT_SYMBOL_PRESENT(fGetInteger64i_v);
    BEFORE_GL_CALL;
    mSymbols.fGetInteger64i_v(target, index, data);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // Package XXX_vertex_array_object
 public:
  void fBindVertexArray(GLuint array) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fBindVertexArray);
    mSymbols.fBindVertexArray(array);
    AFTER_GL_CALL;
  }

  void fDeleteVertexArrays(GLsizei n, const GLuint* arrays) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fDeleteVertexArrays);
    mSymbols.fDeleteVertexArrays(n, arrays);
    AFTER_GL_CALL;
  }

  void fGenVertexArrays(GLsizei n, GLuint* arrays) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGenVertexArrays);
    mSymbols.fGenVertexArrays(n, arrays);
    AFTER_GL_CALL;
  }

  realGLboolean fIsVertexArray(GLuint array) {
    realGLboolean ret = false;
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fIsVertexArray);
    ret = mSymbols.fIsVertexArray(array);
    OnSyncCall();
    AFTER_GL_CALL;
    return ret;
  }

  // -----------------------------------------------------------------------------
  // Extension NV_fence
 public:
  void fGenFences(GLsizei n, GLuint* fences) {
    ASSERT_SYMBOL_PRESENT(fGenFences);
    BEFORE_GL_CALL;
    mSymbols.fGenFences(n, fences);
    AFTER_GL_CALL;
  }

  void fDeleteFences(GLsizei n, const GLuint* fences) {
    ASSERT_SYMBOL_PRESENT(fDeleteFences);
    BEFORE_GL_CALL;
    mSymbols.fDeleteFences(n, fences);
    AFTER_GL_CALL;
  }

  void fSetFence(GLuint fence, GLenum condition) {
    ASSERT_SYMBOL_PRESENT(fSetFence);
    BEFORE_GL_CALL;
    mSymbols.fSetFence(fence, condition);
    AFTER_GL_CALL;
  }

  realGLboolean fTestFence(GLuint fence) {
    realGLboolean ret = false;
    ASSERT_SYMBOL_PRESENT(fTestFence);
    BEFORE_GL_CALL;
    ret = mSymbols.fTestFence(fence);
    OnSyncCall();
    AFTER_GL_CALL;
    return ret;
  }

  void fFinishFence(GLuint fence) {
    ASSERT_SYMBOL_PRESENT(fFinishFence);
    BEFORE_GL_CALL;
    mSymbols.fFinishFence(fence);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  realGLboolean fIsFence(GLuint fence) {
    realGLboolean ret = false;
    ASSERT_SYMBOL_PRESENT(fIsFence);
    BEFORE_GL_CALL;
    ret = mSymbols.fIsFence(fence);
    OnSyncCall();
    AFTER_GL_CALL;
    return ret;
  }

  void fGetFenceiv(GLuint fence, GLenum pname, GLint* params) {
    ASSERT_SYMBOL_PRESENT(fGetFenceiv);
    BEFORE_GL_CALL;
    mSymbols.fGetFenceiv(fence, pname, params);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // Extension NV_texture_barrier
 public:
  void fTextureBarrier() {
    ASSERT_SYMBOL_PRESENT(fTextureBarrier);
    BEFORE_GL_CALL;
    mSymbols.fTextureBarrier();
    AFTER_GL_CALL;
  }

  // Core GL & Extension ARB_copy_buffer
 public:
  void fCopyBufferSubData(GLenum readtarget, GLenum writetarget,
                          GLintptr readoffset, GLintptr writeoffset,
                          GLsizeiptr size) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fCopyBufferSubData);
    mSymbols.fCopyBufferSubData(readtarget, writetarget, readoffset,
                                writeoffset, size);
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // Core GL & Extension ARB_map_buffer_range
 public:
  void* fMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length,
                        GLbitfield access) {
    void* data = nullptr;
    ASSERT_SYMBOL_PRESENT(fMapBufferRange);
    BEFORE_GL_CALL;
    data = mSymbols.fMapBufferRange(target, offset, length, access);
    OnSyncCall();
    AFTER_GL_CALL;
    return data;
  }

  void fFlushMappedBufferRange(GLenum target, GLintptr offset,
                               GLsizeiptr length) {
    ASSERT_SYMBOL_PRESENT(fFlushMappedBufferRange);
    BEFORE_GL_CALL;
    mSymbols.fFlushMappedBufferRange(target, offset, length);
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // Core GL & Extension ARB_sampler_objects
 public:
  void fGenSamplers(GLsizei count, GLuint* samplers) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGenSamplers);
    mSymbols.fGenSamplers(count, samplers);
    AFTER_GL_CALL;
  }

  void fDeleteSamplers(GLsizei count, const GLuint* samplers) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fDeleteSamplers);
    mSymbols.fDeleteSamplers(count, samplers);
    AFTER_GL_CALL;
  }

  realGLboolean fIsSampler(GLuint sampler) {
    realGLboolean result = false;
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fIsSampler);
    result = mSymbols.fIsSampler(sampler);
    OnSyncCall();
    AFTER_GL_CALL;
    return result;
  }

  void fBindSampler(GLuint unit, GLuint sampler) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fBindSampler);
    mSymbols.fBindSampler(unit, sampler);
    AFTER_GL_CALL;
  }

  void fSamplerParameteri(GLuint sampler, GLenum pname, GLint param) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fSamplerParameteri);
    mSymbols.fSamplerParameteri(sampler, pname, param);
    AFTER_GL_CALL;
  }

  void fSamplerParameteriv(GLuint sampler, GLenum pname, const GLint* param) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fSamplerParameteriv);
    mSymbols.fSamplerParameteriv(sampler, pname, param);
    AFTER_GL_CALL;
  }

  void fSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fSamplerParameterf);
    mSymbols.fSamplerParameterf(sampler, pname, param);
    AFTER_GL_CALL;
  }

  void fSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat* param) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fSamplerParameterfv);
    mSymbols.fSamplerParameterfv(sampler, pname, param);
    AFTER_GL_CALL;
  }

  void fGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint* params) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetSamplerParameteriv);
    mSymbols.fGetSamplerParameteriv(sampler, pname, params);
    AFTER_GL_CALL;
  }

  void fGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat* params) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetSamplerParameterfv);
    mSymbols.fGetSamplerParameterfv(sampler, pname, params);
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // Core GL & Extension ARB_uniform_buffer_object
 public:
  void fGetUniformIndices(GLuint program, GLsizei uniformCount,
                          const GLchar* const* uniformNames,
                          GLuint* uniformIndices) {
    ASSERT_SYMBOL_PRESENT(fGetUniformIndices);
    BEFORE_GL_CALL;
    mSymbols.fGetUniformIndices(program, uniformCount, uniformNames,
                                uniformIndices);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void fGetActiveUniformsiv(GLuint program, GLsizei uniformCount,
                            const GLuint* uniformIndices, GLenum pname,
                            GLint* params) {
    ASSERT_SYMBOL_PRESENT(fGetActiveUniformsiv);
    BEFORE_GL_CALL;
    mSymbols.fGetActiveUniformsiv(program, uniformCount, uniformIndices, pname,
                                  params);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  GLuint fGetUniformBlockIndex(GLuint program, const GLchar* uniformBlockName) {
    GLuint result = 0;
    ASSERT_SYMBOL_PRESENT(fGetUniformBlockIndex);
    BEFORE_GL_CALL;
    result = mSymbols.fGetUniformBlockIndex(program, uniformBlockName);
    OnSyncCall();
    AFTER_GL_CALL;
    return result;
  }

  void fGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex,
                                GLenum pname, GLint* params) {
    ASSERT_SYMBOL_PRESENT(fGetActiveUniformBlockiv);
    BEFORE_GL_CALL;
    mSymbols.fGetActiveUniformBlockiv(program, uniformBlockIndex, pname,
                                      params);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void fGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex,
                                  GLsizei bufSize, GLsizei* length,
                                  GLchar* uniformBlockName) {
    ASSERT_SYMBOL_PRESENT(fGetActiveUniformBlockName);
    BEFORE_GL_CALL;
    mSymbols.fGetActiveUniformBlockName(program, uniformBlockIndex, bufSize,
                                        length, uniformBlockName);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void fUniformBlockBinding(GLuint program, GLuint uniformBlockIndex,
                            GLuint uniformBlockBinding) {
    ASSERT_SYMBOL_PRESENT(fUniformBlockBinding);
    BEFORE_GL_CALL;
    mSymbols.fUniformBlockBinding(program, uniformBlockIndex,
                                  uniformBlockBinding);
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // Core GL 4.2, GL ES 3.0 & Extension ARB_texture_storage/EXT_texture_storage
  void fTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat,
                     GLsizei width, GLsizei height) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fTexStorage2D);
    mSymbols.fTexStorage2D(target, levels, internalformat, width, height);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void fTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat,
                     GLsizei width, GLsizei height, GLsizei depth) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fTexStorage3D);
    mSymbols.fTexStorage3D(target, levels, internalformat, width, height,
                           depth);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // 3D Textures
  void fTexImage3D(GLenum target, GLint level, GLint internalFormat,
                   GLsizei width, GLsizei height, GLsizei depth, GLint border,
                   GLenum format, GLenum type, const GLvoid* data) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fTexImage3D);
    mSymbols.fTexImage3D(target, level, internalFormat, width, height, depth,
                         border, format, type, data);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void fTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
                      GLint zoffset, GLsizei width, GLsizei height,
                      GLsizei depth, GLenum format, GLenum type,
                      const GLvoid* pixels) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fTexSubImage3D);
    mSymbols.fTexSubImage3D(target, level, xoffset, yoffset, zoffset, width,
                            height, depth, format, type, pixels);
    OnSyncCall();
    AFTER_GL_CALL;
  }

  void fCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset,
                          GLint yoffset, GLint zoffset, GLint x, GLint y,
                          GLsizei width, GLsizei height) {
    BeforeGLReadCall();
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fCopyTexSubImage3D);
    mSymbols.fCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y,
                                width, height);
    AFTER_GL_CALL;
    AfterGLReadCall();
  }

  void fCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat,
                             GLsizei width, GLsizei height, GLsizei depth,
                             GLint border, GLsizei imageSize,
                             const GLvoid* data) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fCompressedTexImage3D);
    mSymbols.fCompressedTexImage3D(target, level, internalformat, width, height,
                                   depth, border, imageSize, data);
    AFTER_GL_CALL;
  }

  void fCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset,
                                GLint yoffset, GLint zoffset, GLsizei width,
                                GLsizei height, GLsizei depth, GLenum format,
                                GLsizei imageSize, const GLvoid* data) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fCompressedTexSubImage3D);
    mSymbols.fCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset,
                                      width, height, depth, format, imageSize,
                                      data);
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // GL3+, ES3+

  const GLubyte* fGetStringi(GLenum name, GLuint index) {
    const GLubyte* ret = nullptr;
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fGetStringi);
    ret = mSymbols.fGetStringi(name, index);
    OnSyncCall();
    AFTER_GL_CALL;
    return ret;
  }

  // -----------------------------------------------------------------------------
  // APPLE_framebuffer_multisample

  void fResolveMultisampleFramebufferAPPLE() {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fResolveMultisampleFramebufferAPPLE);
    mSymbols.fResolveMultisampleFramebufferAPPLE();
    AFTER_GL_CALL;
  }

  // -----------------------------------------------------------------------------
  // APPLE_fence

  void fFinishObjectAPPLE(GLenum object, GLint name) {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fFinishObjectAPPLE);
    mSymbols.fFinishObjectAPPLE(object, name);
    AFTER_GL_CALL;
  }

  realGLboolean fTestObjectAPPLE(GLenum object, GLint name) {
    realGLboolean ret = false;
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fTestObjectAPPLE);
    ret = mSymbols.fTestObjectAPPLE(object, name);
    AFTER_GL_CALL;
    return ret;
  }

  // -----------------------------------------------------------------------------
  // prim_restart

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

  // -----------------------------------------------------------------------------
  // multiview

  void fFramebufferTextureMultiview(GLenum target, GLenum attachment,
                                    GLuint texture, GLint level,
                                    GLint baseViewIndex,
                                    GLsizei numViews) const {
    BEFORE_GL_CALL;
    ASSERT_SYMBOL_PRESENT(fFramebufferTextureMultiview);
    mSymbols.fFramebufferTextureMultiview(target, attachment, texture, level,
                                          baseViewIndex, numViews);
    AFTER_GL_CALL;
  }

#undef BEFORE_GL_CALL
#undef AFTER_GL_CALL
#undef ASSERT_SYMBOL_PRESENT
// #undef TRACKING_CONTEXT // Needed in GLContext.cpp
#undef ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL

  // -----------------------------------------------------------------------------
  // Constructor
 protected:
  explicit GLContext(const GLContextDesc&, GLContext* sharedContext = nullptr,
                     bool canUseTLSIsCurrent = false);

  // -----------------------------------------------------------------------------
  // Destructor
 public:
  virtual ~GLContext();

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

 protected:
  virtual void OnMarkDestroyed() {}

  // -----------------------------------------------------------------------------
  // Everything that isn't standard GL APIs
 protected:
  typedef gfx::SurfaceFormat SurfaceFormat;

 public:
  virtual void ReleaseSurface() {}

  bool IsDestroyed() const {
    // MarkDestroyed will mark all these as null.
    return mContextLost && mSymbols.fUseProgram == nullptr;
  }

  GLContext* GetSharedContext() { return mSharedContext; }

  /**
   * Returns true if the thread on which this context was created is the
   * currently executing thread.
   */
  bool IsOwningThreadCurrent();

  static void PlatformStartup();

 public:
  /**
   * 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 bool SwapBuffers() { return false; }

  /**
   * Stores a damage region (in origin bottom left coordinates), which
   * makes the next SwapBuffers call do eglSwapBuffersWithDamage if supported.
   *
   * Note that even if only part of the context is damaged, the entire buffer
   * needs to be filled with up-to-date contents. This region is only a hint
   * telling the system compositor which parts of the buffer were updated.
   */
  virtual void SetDamage(const nsIntRegion& aDamageRegion) {}

  /**
   * Get the buffer age. If it returns 0, that indicates the buffer state is
   * unknown and the entire frame should be redrawn.
   */
  virtual GLint GetBufferAge() const { return 0; }

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

  virtual Maybe<SymbolLoader> GetSymbolLoader() const = 0;

  void BindFB(GLuint fb) {
    fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb);
    MOZ_GL_ASSERT(this, !fb || fIsFramebuffer(fb));
  }

  void BindDrawFB(GLuint fb) {
    fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, fb);
  }

  void BindReadFB(GLuint fb) {
    fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, fb);
  }

  GLuint GetDrawFB() const {
    return GetIntAs<GLuint>(LOCAL_GL_DRAW_FRAMEBUFFER_BINDING_EXT);
  }

  GLuint GetReadFB() const {
    auto bindEnum = LOCAL_GL_READ_FRAMEBUFFER_BINDING_EXT;
    if (!IsSupported(GLFeature::split_framebuffer)) {
      bindEnum = LOCAL_GL_FRAMEBUFFER_BINDING;
    }
    return GetIntAs<GLuint>(bindEnum);
  }

  GLuint GetFB() const {
    const auto ret = GetDrawFB();
    MOZ_ASSERT(ret == GetReadFB());
    return ret;
  }

 private:
  void GetShaderPrecisionFormatNonES2(GLenum shadertype, GLenum precisiontype,
                                      GLint* range, GLint* precision) {
    switch (precisiontype) {
      case LOCAL_GL_LOW_FLOAT:
      case LOCAL_GL_MEDIUM_FLOAT:
      case LOCAL_GL_HIGH_FLOAT:
        // Assume IEEE 754 precision
        range[0] = 127;
        range[1] = 127;
        *precision = 23;
        break;
      case LOCAL_GL_LOW_INT:
      case LOCAL_GL_MEDIUM_INT:
      case LOCAL_GL_HIGH_INT:
        // Some (most) hardware only supports single-precision floating-point
        // numbers, which can accurately represent integers up to +/-16777216
        range[0] = 24;
        range[1] = 24;
        *precision = 0;
        break;
    }
  }

 public:
  virtual GLenum GetPreferredARGB32Format() const { return LOCAL_GL_RGBA; }

  virtual GLenum GetPreferredEGLImageTextureTarget() const {
#ifdef MOZ_WAYLAND
    return LOCAL_GL_TEXTURE_2D;
#else
    return IsExtensionSupported(OES_EGL_image_external)
               ? LOCAL_GL_TEXTURE_EXTERNAL
               : LOCAL_GL_TEXTURE_2D;
#endif
  }

  virtual bool RenewSurface(widget::CompositorWidget* aWidget) { return false; }

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

 public:
  enum {
    DebugFlagEnabled = 1 << 0,
    DebugFlagTrace = 1 << 1,
    DebugFlagAbortOnError = 1 << 2
  };

  const uint8_t mDebugFlags;
  static uint8_t ChooseDebugFlags(CreateContextFlags createFlags);

 protected:
  RefPtr<GLContext> mSharedContext;

  // The thread id which this context was created.
  PlatformThreadId mOwningThreadId;

  GLContextSymbols mSymbols = {};

  UniquePtr<GLBlitHelper> mBlitHelper;
  UniquePtr<GLReadTexImageHelper> mReadTexImageHelper;

 public:
  GLBlitHelper* BlitHelper();
  GLBlitTextureImageHelper* BlitTextureImageHelper();
  GLReadTexImageHelper* ReadTexImageHelper();

  // Assumes shares are created by all sharing with the same global context.
  bool SharesWith(const GLContext* other) const {
    MOZ_ASSERT(!this->mSharedContext || !this->mSharedContext->mSharedContext);
    MOZ_ASSERT(!other->mSharedContext ||
               !other->mSharedContext->mSharedContext);
    MOZ_ASSERT(!this->mSharedContext || !other->mSharedContext ||
               this->mSharedContext == other->mSharedContext);

    const GLContext* thisShared =
        this->mSharedContext ? this->mSharedContext : this;
    const GLContext* otherShared =
        other->mSharedContext ? other->mSharedContext : other;

    return thisShared == otherShared;
  }

  bool IsFramebufferComplete(GLuint fb, GLenum* status = nullptr);

  // Does not check completeness.
  void AttachBuffersToFB(GLuint colorTex, GLuint colorRB, GLuint depthRB,
                         GLuint stencilRB, GLuint fb,
                         GLenum target = LOCAL_GL_TEXTURE_2D);

  // Passing null is fine if the value you'd get is 0.
  bool AssembleOffscreenFBs(const GLuint colorMSRB, const GLuint depthRB,
                            const GLuint stencilRB, const GLuint texture,
                            GLuint* drawFB, GLuint* readFB);

 protected:
  SharedSurface* mLockedSurface = nullptr;

 public:
  void LockSurface(SharedSurface* surf) { mLockedSurface = surf; }

  void UnlockSurface(SharedSurface* surf) {
    MOZ_ASSERT(mLockedSurface == surf);
    mLockedSurface = nullptr;
  }

  SharedSurface* GetLockedSurface() const { return mLockedSurface; }

  bool IsOffscreen() const { return mDesc.isOffscreen; }

  bool WorkAroundDriverBugs() const { return mWorkAroundDriverBugs; }

  bool IsOffscreenSizeAllowed(const gfx::IntSize& aSize) const;

  virtual bool Init();

 private:
  bool InitImpl();
  void LoadMoreSymbols(const SymbolLoader& loader);
  bool LoadExtSymbols(const SymbolLoader& loader, const SymLoadStruct* list,
                      GLExtensions ext);
  bool LoadFeatureSymbols(const SymbolLoader& loader, const SymLoadStruct* list,
                          GLFeature feature);

 protected:
  void InitExtensions();

  GLint mViewportRect[4] = {};
  GLint mScissorRect[4] = {};

  uint32_t mMaxTexOrRbSize = 0;
  GLint mMaxTextureSize = 0;
  GLint mMaxCubeMapTextureSize = 0;
  GLint mMaxRenderbufferSize = 0;
  GLint mMaxViewportDims[2] = {};
  GLsizei mMaxSamples = 0;
  bool mNeedsTextureSizeChecks = false;
  bool mNeedsFlushBeforeDeleteFB = false;
  bool mTextureAllocCrashesOnMapFailure = false;
  bool mNeedsCheckAfterAttachTextureToFb = false;
  const bool mWorkAroundDriverBugs;
  mutable uint64_t mSyncGLCallCount = 0;

  bool IsTextureSizeSafeToPassToDriver(GLenum target, GLsizei width,
                                       GLsizei height) const {
    if (mNeedsTextureSizeChecks) {
      // some drivers incorrectly handle some large texture sizes that are below
      // the max texture size that they report. So we check ourselves against
      // our own values (mMax[CubeMap]TextureSize). see bug 737182 for Mac Intel
      // 2D textures see bug 684882 for Mac Intel cube map textures see bug
      // 814716 for Mesa Nouveau
      GLsizei maxSize =
          target == LOCAL_GL_TEXTURE_CUBE_MAP ||
                  (target >= LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
                   target <= LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)
              ? mMaxCubeMapTextureSize
              : mMaxTextureSize;
      return width <= maxSize && height <= maxSize;
    }
    return true;
  }

 public:
  auto MaxSamples() const { return uint32_t(mMaxSamples); }
  auto MaxTextureSize() const { return uint32_t(mMaxTextureSize); }
  auto MaxRenderbufferSize() const { return uint32_t(mMaxRenderbufferSize); }
  auto MaxTexOrRbSize() const { return mMaxTexOrRbSize; }

#ifdef MOZ_GL_DEBUG
  void CreatedProgram(GLContext* aOrigin, GLuint aName);
  void CreatedShader(GLContext* aOrigin, GLuint aName);
  void CreatedBuffers(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
  void CreatedQueries(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
  void CreatedTextures(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
  void CreatedFramebuffers(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
  void CreatedRenderbuffers(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
  void DeletedProgram(GLContext* aOrigin, GLuint aName);
  void DeletedShader(GLContext* aOrigin, GLuint aName);
  void DeletedBuffers(GLContext* aOrigin, GLsizei aCount, const GLuint* aNames);
  void DeletedQueries(GLContext* aOrigin, GLsizei aCount, const GLuint* aNames);
  void DeletedTextures(GLContext* aOrigin, GLsizei aCount,
                       const GLuint* aNames);
  void DeletedFramebuffers(GLContext* aOrigin, GLsizei aCount,
                           const GLuint* aNames);
  void DeletedRenderbuffers(GLContext* aOrigin, GLsizei aCount,
                            const GLuint* aNames);

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

  struct NamedResource {
    NamedResource() : origin(nullptr), name(0), originDeleted(false) {}

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

    GLContext* origin;
    GLuint name;
    bool 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;
  nsTArray<NamedResource> mTrackedQueries;
#endif

 protected:
  bool mHeavyGLCallsSinceLastFlush = false;

 public:
  void FlushIfHeavyGLCallsSinceLastFlush();
  static bool ShouldSpew();
  static bool ShouldDumpExts();

  // --

  void TexParams_SetClampNoMips(GLenum target = LOCAL_GL_TEXTURE_2D) {
    fTexParameteri(target, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
    fTexParameteri(target, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
    fTexParameteri(target, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_NEAREST);
    fTexParameteri(target, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST);
  }

  // --

  GLuint CreateFramebuffer() {
    GLuint x = 0;
    fGenFramebuffers(1, &x);
    return x;
  }
  GLuint CreateRenderbuffer() {
    GLuint x = 0;
    fGenRenderbuffers(1, &x);
    return x;
  }
  GLuint CreateTexture() {
    GLuint x = 0;
    fGenTextures(1, &x);
    return x;
  }

  void DeleteFramebuffer(const GLuint x) { fDeleteFramebuffers(1, &x); }
  void DeleteRenderbuffer(const GLuint x) { fDeleteRenderbuffers(1, &x); }
  void DeleteTexture(const GLuint x) { fDeleteTextures(1, &x); }
};

bool DoesStringMatch(const char* aString, const char* aWantedString);

void SplitByChar(const nsACString& str, const char delim,
                 std::vector<nsCString>* const out);

template <size_t N>
bool MarkBitfieldByString(const nsACString& str,
                          const char* const (&markStrList)[N],
                          std::bitset<N>* const out_markList) {
  for (size_t i = 0; i < N; i++) {
    if (str.Equals(markStrList[i])) {
      (*out_markList)[i] = 1;
      return true;
    }
  }
  return false;
}

template <size_t N>
void MarkBitfieldByStrings(const std::vector<nsCString>& strList,
                           bool dumpStrings,
                           const char* const (&markStrList)[N],
                           std::bitset<N>* const out_markList) {
  for (auto itr = strList.begin(); itr != strList.end(); ++itr) {
    const nsACString& str = *itr;
    const bool wasMarked = MarkBitfieldByString(str, markStrList, out_markList);
    if (dumpStrings)
      printf_stderr("  %s%s\n", str.BeginReading(), wasMarked ? "(*)" : "");
  }
}

// -

class Renderbuffer final {
 public:
  const WeakPtr<GLContext> weakGl;
  const GLuint name;

 private:
  static GLuint Create(GLContext& gl) {
    GLuint ret = 0;
    gl.fGenRenderbuffers(1, &ret);
    return ret;
  }

 public:
  explicit Renderbuffer(GLContext& gl) : weakGl(&gl), name(Create(gl)) {}

  ~Renderbuffer() {
    const RefPtr<GLContext> gl = weakGl.get();
    if (!gl || !gl->MakeCurrent()) return;
    gl->fDeleteRenderbuffers(1, &name);
  }
};

// -

class Texture final {
 public:
  const WeakPtr<GLContext> weakGl;
  const GLuint name;

 private:
  static GLuint Create(GLContext& gl) {
    GLuint ret = 0;
    gl.fGenTextures(1, &ret);
    return ret;
  }

 public:
  explicit Texture(GLContext& gl) : weakGl(&gl), name(Create(gl)) {}

  ~Texture() {
    const RefPtr<GLContext> gl = weakGl.get();
    if (!gl || !gl->MakeCurrent()) return;
    gl->fDeleteTextures(1, &name);
  }
};

/**
 * Helper function that creates a 2D texture aSize.width x aSize.height with
 * storage type specified by aFormats. Returns GL texture object id.
 *
 * See mozilla::gl::CreateTexture.
 */
UniquePtr<Texture> CreateTexture(GLContext&, const gfx::IntSize& size);

/**
 * Helper function that calculates the number of bytes required per
 * texel for a texture from its format and type.
 */
uint32_t GetBytesPerTexel(GLenum format, GLenum type);

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

#endif /* GLCONTEXT_H_ */