WebKit/chromium/src/GraphicsContext3D.cpp
changeset 0 4f2f89ce4247
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/WebKit/chromium/src/GraphicsContext3D.cpp	Fri Sep 17 09:02:29 2010 +0300
@@ -0,0 +1,1332 @@
+/*
+ * Copyright (C) 2009 Google Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ *     * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *     * Redistributions in binary form must reproduce the above
+ * copyright notice, this list of conditions and the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution.
+ *     * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#include "config.h"
+
+#if ENABLE(3D_CANVAS)
+
+#include "GraphicsContext3D.h"
+
+#include "CachedImage.h"
+#include "Chrome.h"
+#include "ChromeClientImpl.h"
+#include "HTMLCanvasElement.h"
+#include "HTMLImageElement.h"
+#include "ImageBuffer.h"
+#include "ImageData.h"
+#include "WebGLBuffer.h"
+#include "Int8Array.h"
+#include "Float32Array.h"
+#include "WebGLFramebuffer.h"
+#include "Int32Array.h"
+#include "WebGLProgram.h"
+#include "WebGLRenderbuffer.h"
+#include "WebGLRenderingContext.h"
+#include "WebGLShader.h"
+#include "WebGLTexture.h"
+#include "Uint8Array.h"
+#include "WebGLLayerChromium.h"
+#include "WebGraphicsContext3D.h"
+#include "WebGraphicsContext3DDefaultImpl.h"
+#include "WebKit.h"
+#include "WebKitClient.h"
+#include "WebViewImpl.h"
+
+#include <stdio.h>
+#include <wtf/FastMalloc.h>
+#include <wtf/text/CString.h>
+
+#if PLATFORM(CG)
+#include "GraphicsContext.h"
+#include <CoreGraphics/CGContext.h>
+#include <CoreGraphics/CGImage.h>
+#endif
+
+// using namespace std;
+
+// There are two levels of delegation in this file:
+//
+//   1. GraphicsContext3D delegates to GraphicsContext3DInternal. This is done
+//      so that we have some place to store data members common among
+//      implementations; GraphicsContext3D only provides us the m_internal
+//      pointer. We always delegate to the GraphicsContext3DInternal. While we
+//      could sidestep it and go directly to the WebGraphicsContext3D in some
+//      cases, it is better for consistency to always delegate through it.
+//
+//   2. GraphicsContext3DInternal delegates to an implementation of
+//      WebGraphicsContext3D. This is done so we have a place to inject an
+//      implementation which remotes the OpenGL calls across processes.
+//
+// The legacy, in-process, implementation uses WebGraphicsContext3DDefaultImpl.
+
+namespace WebCore {
+
+//----------------------------------------------------------------------
+// GraphicsContext3DInternal
+
+// Uncomment this to render to a separate window for debugging
+// #define RENDER_TO_DEBUGGING_WINDOW
+
+#define EXTRACT(val) (!val ? 0 : val->object())
+
+class GraphicsContext3DInternal {
+public:
+    GraphicsContext3DInternal();
+    ~GraphicsContext3DInternal();
+
+    bool initialize(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow);
+
+    PlatformGraphicsContext3D platformGraphicsContext3D() const;
+    Platform3DObject platformTexture() const;
+
+    bool makeContextCurrent();
+
+    int sizeInBytes(int type);
+
+    void reshape(int width, int height);
+
+    void paintRenderingResultsToCanvas(WebGLRenderingContext* context);
+    void beginPaint(WebGLRenderingContext* context);
+    void endPaint();
+
+    void prepareTexture();
+
+#if USE(ACCELERATED_COMPOSITING)
+    WebGLLayerChromium* platformLayer() const;
+#endif
+    bool isGLES2Compliant() const;
+
+    //----------------------------------------------------------------------
+    // Entry points for WebGL.
+    //
+    void activeTexture(unsigned long texture);
+    void attachShader(WebGLProgram* program, WebGLShader* shader);
+    void bindAttribLocation(WebGLProgram*, unsigned long index, const String& name);
+    void bindBuffer(unsigned long target, WebGLBuffer*);
+    void bindFramebuffer(unsigned long target, WebGLFramebuffer*);
+    void bindRenderbuffer(unsigned long target, WebGLRenderbuffer*);
+    void bindTexture(unsigned long target, WebGLTexture* texture);
+    void blendColor(double red, double green, double blue, double alpha);
+    void blendEquation(unsigned long mode);
+    void blendEquationSeparate(unsigned long modeRGB, unsigned long modeAlpha);
+    void blendFunc(unsigned long sfactor, unsigned long dfactor);
+    void blendFuncSeparate(unsigned long srcRGB, unsigned long dstRGB, unsigned long srcAlpha, unsigned long dstAlpha);
+
+    void bufferData(unsigned long target, int size, unsigned long usage);
+    void bufferData(unsigned long target, ArrayBuffer* data, unsigned long usage);
+    void bufferData(unsigned long target, ArrayBufferView* data, unsigned long usage);
+    void bufferSubData(unsigned long target, long offset, ArrayBuffer* data);
+    void bufferSubData(unsigned long target, long offset, ArrayBufferView* data);
+
+    unsigned long checkFramebufferStatus(unsigned long target);
+    void clear(unsigned long mask);
+    void clearColor(double red, double green, double blue, double alpha);
+    void clearDepth(double depth);
+    void clearStencil(long s);
+    void colorMask(bool red, bool green, bool blue, bool alpha);
+    void compileShader(WebGLShader*);
+
+    void copyTexImage2D(unsigned long target, long level, unsigned long internalformat, long x, long y, unsigned long width, unsigned long height, long border);
+    void copyTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, long x, long y, unsigned long width, unsigned long height);
+    void cullFace(unsigned long mode);
+    void depthFunc(unsigned long func);
+    void depthMask(bool flag);
+    void depthRange(double zNear, double zFar);
+    void detachShader(WebGLProgram*, WebGLShader*);
+    void disable(unsigned long cap);
+    void disableVertexAttribArray(unsigned long index);
+    void drawArrays(unsigned long mode, long first, long count);
+    void drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset);
+
+    void enable(unsigned long cap);
+    void enableVertexAttribArray(unsigned long index);
+    void finish();
+    void flush();
+    void framebufferRenderbuffer(unsigned long target, unsigned long attachment, unsigned long renderbuffertarget, WebGLRenderbuffer*);
+    void framebufferTexture2D(unsigned long target, unsigned long attachment, unsigned long textarget, WebGLTexture*, long level);
+    void frontFace(unsigned long mode);
+    void generateMipmap(unsigned long target);
+
+    bool getActiveAttrib(WebGLProgram* program, unsigned long index, ActiveInfo&);
+    bool getActiveUniform(WebGLProgram* program, unsigned long index, ActiveInfo&);
+
+    void getAttachedShaders(WebGLProgram* program, int maxCount, int* count, unsigned int* shaders);
+
+    int  getAttribLocation(WebGLProgram*, const String& name);
+
+    void getBooleanv(unsigned long pname, unsigned char* value);
+
+    void getBufferParameteriv(unsigned long target, unsigned long pname, int* value);
+
+    GraphicsContext3D::Attributes getContextAttributes();
+
+    unsigned long getError();
+
+    void getFloatv(unsigned long pname, float* value);
+
+    void getFramebufferAttachmentParameteriv(unsigned long target, unsigned long attachment, unsigned long pname, int* value);
+
+    void getIntegerv(unsigned long pname, int* value);
+
+    void getProgramiv(WebGLProgram* program, unsigned long pname, int* value);
+
+    String getProgramInfoLog(WebGLProgram*);
+
+    void getRenderbufferParameteriv(unsigned long target, unsigned long pname, int* value);
+
+    void getShaderiv(WebGLShader*, unsigned long pname, int* value);
+
+    String getShaderInfoLog(WebGLShader*);
+
+    String getShaderSource(WebGLShader*);
+    String getString(unsigned long name);
+
+    void getTexParameterfv(unsigned long target, unsigned long pname, float* value);
+    void getTexParameteriv(unsigned long target, unsigned long pname, int* value);
+
+    void getUniformfv(WebGLProgram* program, long location, float* value);
+    void getUniformiv(WebGLProgram* program, long location, int* value);
+
+    long getUniformLocation(WebGLProgram*, const String& name);
+
+    void getVertexAttribfv(unsigned long index, unsigned long pname, float* value);
+    void getVertexAttribiv(unsigned long index, unsigned long pname, int* value);
+
+    long getVertexAttribOffset(unsigned long index, unsigned long pname);
+
+    void hint(unsigned long target, unsigned long mode);
+    bool isBuffer(WebGLBuffer*);
+    bool isEnabled(unsigned long cap);
+    bool isFramebuffer(WebGLFramebuffer*);
+    bool isProgram(WebGLProgram*);
+    bool isRenderbuffer(WebGLRenderbuffer*);
+    bool isShader(WebGLShader*);
+    bool isTexture(WebGLTexture*);
+    void lineWidth(double);
+    void linkProgram(WebGLProgram*);
+    void pixelStorei(unsigned long pname, long param);
+    void polygonOffset(double factor, double units);
+
+    void readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long type, void* data);
+
+    void releaseShaderCompiler();
+    void renderbufferStorage(unsigned long target, unsigned long internalformat, unsigned long width, unsigned long height);
+    void sampleCoverage(double value, bool invert);
+    void scissor(long x, long y, unsigned long width, unsigned long height);
+    void shaderSource(WebGLShader*, const String& string);
+    void stencilFunc(unsigned long func, long ref, unsigned long mask);
+    void stencilFuncSeparate(unsigned long face, unsigned long func, long ref, unsigned long mask);
+    void stencilMask(unsigned long mask);
+    void stencilMaskSeparate(unsigned long face, unsigned long mask);
+    void stencilOp(unsigned long fail, unsigned long zfail, unsigned long zpass);
+    void stencilOpSeparate(unsigned long face, unsigned long fail, unsigned long zfail, unsigned long zpass);
+
+    // These next several functions return an error code (0 if no errors) rather than using an ExceptionCode.
+    // Currently they return -1 on any error.
+    int texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, void* pixels);
+
+    void texParameterf(unsigned target, unsigned pname, float param);
+    void texParameteri(unsigned target, unsigned pname, int param);
+
+    int texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, unsigned format, unsigned type, void* pixels);
+
+    void uniform1f(long location, float x);
+    void uniform1fv(long location, float* v, int size);
+    void uniform1i(long location, int x);
+    void uniform1iv(long location, int* v, int size);
+    void uniform2f(long location, float x, float y);
+    void uniform2fv(long location, float* v, int size);
+    void uniform2i(long location, int x, int y);
+    void uniform2iv(long location, int* v, int size);
+    void uniform3f(long location, float x, float y, float z);
+    void uniform3fv(long location, float* v, int size);
+    void uniform3i(long location, int x, int y, int z);
+    void uniform3iv(long location, int* v, int size);
+    void uniform4f(long location, float x, float y, float z, float w);
+    void uniform4fv(long location, float* v, int size);
+    void uniform4i(long location, int x, int y, int z, int w);
+    void uniform4iv(long location, int* v, int size);
+    void uniformMatrix2fv(long location, bool transpose, float* value, int size);
+    void uniformMatrix3fv(long location, bool transpose, float* value, int size);
+    void uniformMatrix4fv(long location, bool transpose, float* value, int size);
+
+    void useProgram(WebGLProgram*);
+    void validateProgram(WebGLProgram*);
+
+    void vertexAttrib1f(unsigned long indx, float x);
+    void vertexAttrib1fv(unsigned long indx, float* values);
+    void vertexAttrib2f(unsigned long indx, float x, float y);
+    void vertexAttrib2fv(unsigned long indx, float* values);
+    void vertexAttrib3f(unsigned long indx, float x, float y, float z);
+    void vertexAttrib3fv(unsigned long indx, float* values);
+    void vertexAttrib4f(unsigned long indx, float x, float y, float z, float w);
+    void vertexAttrib4fv(unsigned long indx, float* values);
+    void vertexAttribPointer(unsigned long indx, int size, int type, bool normalized,
+                             unsigned long stride, unsigned long offset);
+
+    void viewport(long x, long y, unsigned long width, unsigned long height);
+
+    unsigned createBuffer();
+    unsigned createFramebuffer();
+    unsigned createProgram();
+    unsigned createRenderbuffer();
+    unsigned createShader(unsigned long);
+    unsigned createTexture();
+
+    void deleteBuffer(unsigned);
+    void deleteFramebuffer(unsigned);
+    void deleteProgram(unsigned);
+    void deleteRenderbuffer(unsigned);
+    void deleteShader(unsigned);
+    void deleteTexture(unsigned);
+
+    void synthesizeGLError(unsigned long error);
+
+private:
+    OwnPtr<WebKit::WebGraphicsContext3D> m_impl;
+#if USE(ACCELERATED_COMPOSITING)
+    RefPtr<WebGLLayerChromium> m_compositingLayer;
+#endif
+#if PLATFORM(SKIA)
+    // If the width and height of the Canvas's backing store don't
+    // match those that we were given in the most recent call to
+    // reshape(), then we need an intermediate bitmap to read back the
+    // frame buffer into. This seems to happen when CSS styles are
+    // used to resize the Canvas.
+    SkBitmap m_resizingBitmap;
+#endif
+
+#if PLATFORM(CG)
+    unsigned char* m_renderOutput;
+#endif
+};
+
+GraphicsContext3DInternal::GraphicsContext3DInternal()
+#if PLATFORM(SKIA)
+#elif PLATFORM(CG)
+    : m_renderOutput(0)
+#else
+#error Must port to your platform
+#endif
+{
+}
+
+GraphicsContext3DInternal::~GraphicsContext3DInternal()
+{
+#if PLATFORM(CG)
+    if (m_renderOutput)
+        delete[] m_renderOutput;
+#endif
+}
+
+bool GraphicsContext3DInternal::initialize(GraphicsContext3D::Attributes attrs,
+                                           HostWindow* hostWindow)
+{
+    WebKit::WebGraphicsContext3D::Attributes webAttributes;
+    webAttributes.alpha = attrs.alpha;
+    webAttributes.depth = attrs.depth;
+    webAttributes.stencil = attrs.stencil;
+    webAttributes.antialias = attrs.antialias;
+    webAttributes.premultipliedAlpha = attrs.premultipliedAlpha;
+    WebKit::WebGraphicsContext3D* webContext = WebKit::webKitClient()->createGraphicsContext3D();
+    if (!webContext)
+        return false;
+
+    Chrome* chrome = static_cast<Chrome*>(hostWindow);
+    WebKit::ChromeClientImpl* chromeClientImpl = static_cast<WebKit::ChromeClientImpl*>(chrome->client());
+
+    WebKit::WebViewImpl* webView = chromeClientImpl->webView();
+
+    if (!webView)
+        return false;
+    if (!webContext->initialize(webAttributes, webView)) {
+        delete webContext;
+        return false;
+    }
+    m_impl.set(webContext);
+
+#if USE(ACCELERATED_COMPOSITING)
+    m_compositingLayer = WebGLLayerChromium::create(0);
+#endif
+    return true;
+}
+
+PlatformGraphicsContext3D GraphicsContext3DInternal::platformGraphicsContext3D() const
+{
+    return m_impl.get();
+}
+
+Platform3DObject GraphicsContext3DInternal::platformTexture() const
+{
+    return m_impl->getPlatformTextureId();
+}
+
+void GraphicsContext3DInternal::prepareTexture()
+{
+    m_impl->prepareTexture();
+}
+
+#if USE(ACCELERATED_COMPOSITING)
+WebGLLayerChromium* GraphicsContext3DInternal::platformLayer() const
+{
+    return m_compositingLayer.get();
+}
+#endif
+
+void GraphicsContext3DInternal::paintRenderingResultsToCanvas(WebGLRenderingContext* context)
+{
+    HTMLCanvasElement* canvas = context->canvas();
+    ImageBuffer* imageBuffer = canvas->buffer();
+    unsigned char* pixels = 0;
+#if PLATFORM(SKIA)
+    const SkBitmap* canvasBitmap = imageBuffer->context()->platformContext()->bitmap();
+    const SkBitmap* readbackBitmap = 0;
+    ASSERT(canvasBitmap->config() == SkBitmap::kARGB_8888_Config);
+    if (canvasBitmap->width() == m_impl->width() && canvasBitmap->height() == m_impl->height()) {
+        // This is the fastest and most common case. We read back
+        // directly into the canvas's backing store.
+        readbackBitmap = canvasBitmap;
+        m_resizingBitmap.reset();
+    } else {
+        // We need to allocate a temporary bitmap for reading back the
+        // pixel data. We will then use Skia to rescale this bitmap to
+        // the size of the canvas's backing store.
+        if (m_resizingBitmap.width() != m_impl->width() || m_resizingBitmap.height() != m_impl->height()) {
+            m_resizingBitmap.setConfig(SkBitmap::kARGB_8888_Config,
+                                       m_impl->width(),
+                                       m_impl->height());
+            if (!m_resizingBitmap.allocPixels()) {
+                return;
+            }
+        }
+        readbackBitmap = &m_resizingBitmap;
+    }
+
+    // Read back the frame buffer.
+    SkAutoLockPixels bitmapLock(*readbackBitmap);
+    pixels = static_cast<unsigned char*>(readbackBitmap->getPixels());
+#elif PLATFORM(CG)
+    if (m_renderOutput)
+        pixels = m_renderOutput;
+#else
+#error Must port to your platform
+#endif
+
+    m_impl->readBackFramebuffer(pixels, 4 * m_impl->width() * m_impl->height());
+
+#if PLATFORM(SKIA)
+    if (m_resizingBitmap.readyToDraw()) {
+        // We need to draw the resizing bitmap into the canvas's backing store.
+        SkCanvas canvas(*canvasBitmap);
+        SkRect dst;
+        dst.set(SkIntToScalar(0), SkIntToScalar(0), canvasBitmap->width(), canvasBitmap->height());
+        canvas.drawBitmapRect(m_resizingBitmap, 0, dst);
+    }
+#elif PLATFORM(CG)
+    if (m_renderOutput)
+        context->graphicsContext3D()->paintToCanvas(m_renderOutput, m_impl->width(), m_impl->height(),
+                                                    canvas->width(), canvas->height(),
+                                                    imageBuffer->context()->platformContext());
+#else
+#error Must port to your platform
+#endif
+}
+
+void GraphicsContext3DInternal::beginPaint(WebGLRenderingContext* context)
+{
+    paintRenderingResultsToCanvas(context);
+}
+
+void GraphicsContext3DInternal::endPaint()
+{
+}
+
+void GraphicsContext3DInternal::reshape(int width, int height)
+{
+    if (width == m_impl->width() && height == m_impl->height())
+        return;
+
+    m_impl->reshape(width, height);
+
+#if PLATFORM(CG)
+    // Need to reallocate the client-side backing store.
+    // FIXME: make this more efficient.
+    if (m_renderOutput) {
+        delete[] m_renderOutput;
+        m_renderOutput = 0;
+    }
+    int rowBytes = width * 4;
+    m_renderOutput = new unsigned char[height * rowBytes];
+#endif // PLATFORM(CG)
+}
+
+// Macros to assist in delegating from GraphicsContext3DInternal to
+// WebGraphicsContext3D.
+
+#define DELEGATE_TO_IMPL(name) \
+void GraphicsContext3DInternal::name() \
+{ \
+    m_impl->name(); \
+}
+
+#define DELEGATE_TO_IMPL_R(name, rt)           \
+rt GraphicsContext3DInternal::name() \
+{ \
+    return m_impl->name(); \
+}
+
+#define DELEGATE_TO_IMPL_1(name, t1) \
+void GraphicsContext3DInternal::name(t1 a1) \
+{ \
+    m_impl->name(a1); \
+}
+
+#define DELEGATE_TO_IMPL_1_X(name, t1) \
+void GraphicsContext3DInternal::name(t1 a1) \
+{ \
+    m_impl->name(EXTRACT(a1));                  \
+}
+
+#define DELEGATE_TO_IMPL_1R(name, t1, rt)    \
+rt GraphicsContext3DInternal::name(t1 a1) \
+{ \
+    return m_impl->name(a1); \
+}
+
+#define DELEGATE_TO_IMPL_1R_X(name, t1, rt)    \
+rt GraphicsContext3DInternal::name(t1 a1) \
+{ \
+    return m_impl->name(EXTRACT(a1));           \
+}
+
+#define DELEGATE_TO_IMPL_2(name, t1, t2) \
+void GraphicsContext3DInternal::name(t1 a1, t2 a2) \
+{ \
+    m_impl->name(a1, a2); \
+}
+
+#define DELEGATE_TO_IMPL_2_X12(name, t1, t2) \
+void GraphicsContext3DInternal::name(t1 a1, t2 a2) \
+{ \
+    m_impl->name(EXTRACT(a1), EXTRACT(a2));     \
+}
+
+#define DELEGATE_TO_IMPL_2_X2(name, t1, t2) \
+void GraphicsContext3DInternal::name(t1 a1, t2 a2) \
+{ \
+    m_impl->name(a1, EXTRACT(a2));     \
+}
+
+#define DELEGATE_TO_IMPL_2R(name, t1, t2, rt)  \
+rt GraphicsContext3DInternal::name(t1 a1, t2 a2) \
+{ \
+    return m_impl->name(a1, a2); \
+}
+
+#define DELEGATE_TO_IMPL_3(name, t1, t2, t3)   \
+void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3)    \
+{ \
+    m_impl->name(a1, a2, a3);                  \
+}
+
+#define DELEGATE_TO_IMPL_3_X1(name, t1, t2, t3)   \
+void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3)    \
+{ \
+    m_impl->name(EXTRACT(a1), a2, a3);          \
+}
+
+#define DELEGATE_TO_IMPL_3R(name, t1, t2, t3, rt)   \
+rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3)    \
+{ \
+    return m_impl->name(a1, a2, a3);                  \
+}
+
+#define DELEGATE_TO_IMPL_4(name, t1, t2, t3, t4)    \
+void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4)  \
+{ \
+    m_impl->name(a1, a2, a3, a4);              \
+}
+
+#define DELEGATE_TO_IMPL_4_X1(name, t1, t2, t3, t4)    \
+void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4)  \
+{ \
+    m_impl->name(EXTRACT(a1), a2, a3, a4);     \
+}
+
+#define DELEGATE_TO_IMPL_4_X4(name, t1, t2, t3, t4)    \
+void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4)  \
+{ \
+    m_impl->name(a1, a2, a3, EXTRACT(a4));      \
+}
+
+#define DELEGATE_TO_IMPL_5(name, t1, t2, t3, t4, t5)      \
+void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5)        \
+{ \
+    m_impl->name(a1, a2, a3, a4, a5);   \
+}
+
+#define DELEGATE_TO_IMPL_5_X4(name, t1, t2, t3, t4, t5)                \
+void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5)        \
+{ \
+    m_impl->name(a1, a2, a3, EXTRACT(a4), a5);  \
+}
+
+#define DELEGATE_TO_IMPL_5R(name, t1, t2, t3, t4, t5, rt)      \
+rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5)        \
+{ \
+    return m_impl->name(a1, a2, a3, a4, a5);   \
+}
+
+#define DELEGATE_TO_IMPL_6(name, t1, t2, t3, t4, t5, t6)  \
+void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \
+{ \
+    m_impl->name(a1, a2, a3, a4, a5, a6);       \
+}
+
+#define DELEGATE_TO_IMPL_6R(name, t1, t2, t3, t4, t5, t6, rt)  \
+rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \
+{ \
+    return m_impl->name(a1, a2, a3, a4, a5, a6);       \
+}
+
+#define DELEGATE_TO_IMPL_7(name, t1, t2, t3, t4, t5, t6, t7) \
+void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \
+{ \
+    m_impl->name(a1, a2, a3, a4, a5, a6, a7);   \
+}
+
+#define DELEGATE_TO_IMPL_7R(name, t1, t2, t3, t4, t5, t6, t7, rt) \
+rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \
+{ \
+    return m_impl->name(a1, a2, a3, a4, a5, a6, a7);   \
+}
+
+#define DELEGATE_TO_IMPL_8(name, t1, t2, t3, t4, t5, t6, t7, t8)       \
+void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8) \
+{ \
+    m_impl->name(a1, a2, a3, a4, a5, a6, a7, a8);      \
+}
+
+#define DELEGATE_TO_IMPL_9R(name, t1, t2, t3, t4, t5, t6, t7, t8, t9, rt) \
+rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) \
+{ \
+    return m_impl->name(a1, a2, a3, a4, a5, a6, a7, a8, a9);   \
+}
+
+DELEGATE_TO_IMPL_R(makeContextCurrent, bool)
+DELEGATE_TO_IMPL_1R(sizeInBytes, int, int)
+
+bool GraphicsContext3DInternal::isGLES2Compliant() const
+{
+    return m_impl->isGLES2Compliant();
+}
+
+DELEGATE_TO_IMPL_1(activeTexture, unsigned long)
+DELEGATE_TO_IMPL_2_X12(attachShader, WebGLProgram*, WebGLShader*)
+
+void GraphicsContext3DInternal::bindAttribLocation(WebGLProgram* program, unsigned long index, const String& name)
+{
+    m_impl->bindAttribLocation(EXTRACT(program), index, name.utf8().data());
+}
+
+DELEGATE_TO_IMPL_2_X2(bindBuffer, unsigned long, WebGLBuffer*)
+DELEGATE_TO_IMPL_2_X2(bindFramebuffer, unsigned long, WebGLFramebuffer*)
+DELEGATE_TO_IMPL_2_X2(bindRenderbuffer, unsigned long, WebGLRenderbuffer*)
+
+static const int kTextureWrapR = 0x8072;
+
+// If we didn't have to hack GL_TEXTURE_WRAP_R for cube maps,
+// we could just use:
+// DELEGATE_TO_IMPL_2_X2(bindTexture, unsigned long, WebGLTexture*)
+void GraphicsContext3DInternal::bindTexture(unsigned long target,
+                                            WebGLTexture* texture)
+{
+    unsigned int textureObject = EXTRACT(texture);
+
+    m_impl->bindTexture(target, textureObject);
+
+    // FIXME: GL_TEXTURE_WRAP_R isn't exposed in the OpenGL ES 2.0
+    // API. On desktop OpenGL implementations it seems necessary to
+    // set this wrap mode to GL_CLAMP_TO_EDGE to get correct behavior
+    // of cube maps.
+    if (texture)
+        if (target == GraphicsContext3D::TEXTURE_CUBE_MAP) {
+            if (!texture->isCubeMapRWrapModeInitialized()) {
+                m_impl->texParameteri(GraphicsContext3D::TEXTURE_CUBE_MAP, kTextureWrapR, GraphicsContext3D::CLAMP_TO_EDGE);
+                texture->setCubeMapRWrapModeInitialized(true);
+            }
+        } else
+            texture->setCubeMapRWrapModeInitialized(false);
+}
+
+DELEGATE_TO_IMPL_4(blendColor, double, double, double, double)
+DELEGATE_TO_IMPL_1(blendEquation, unsigned long)
+DELEGATE_TO_IMPL_2(blendEquationSeparate, unsigned long, unsigned long)
+DELEGATE_TO_IMPL_2(blendFunc, unsigned long, unsigned long)
+DELEGATE_TO_IMPL_4(blendFuncSeparate, unsigned long, unsigned long, unsigned long, unsigned long)
+
+void GraphicsContext3DInternal::bufferData(unsigned long target, int size, unsigned long usage)
+{
+    m_impl->bufferData(target, size, 0, usage);
+}
+
+void GraphicsContext3DInternal::bufferData(unsigned long target, ArrayBuffer* array, unsigned long usage)
+{
+    m_impl->bufferData(target, array->byteLength(), array->data(), usage);
+}
+
+void GraphicsContext3DInternal::bufferData(unsigned long target, ArrayBufferView* array, unsigned long usage)
+{
+    m_impl->bufferData(target, array->byteLength(), array->baseAddress(), usage);
+}
+
+void GraphicsContext3DInternal::bufferSubData(unsigned long target, long offset, ArrayBuffer* array)
+{
+    m_impl->bufferSubData(target, offset, array->byteLength(), array->data());
+}
+
+void GraphicsContext3DInternal::bufferSubData(unsigned long target, long offset, ArrayBufferView* array)
+{
+    m_impl->bufferSubData(target, offset, array->byteLength(), array->baseAddress());
+}
+
+DELEGATE_TO_IMPL_1R(checkFramebufferStatus, unsigned long, unsigned long)
+DELEGATE_TO_IMPL_1(clear, unsigned long)
+DELEGATE_TO_IMPL_4(clearColor, double, double, double, double)
+DELEGATE_TO_IMPL_1(clearDepth, double)
+DELEGATE_TO_IMPL_1(clearStencil, long)
+DELEGATE_TO_IMPL_4(colorMask, bool, bool, bool, bool)
+DELEGATE_TO_IMPL_1_X(compileShader, WebGLShader*)
+
+DELEGATE_TO_IMPL_8(copyTexImage2D, unsigned long, long, unsigned long, long, long, unsigned long, unsigned long, long)
+DELEGATE_TO_IMPL_8(copyTexSubImage2D, unsigned long, long, long, long, long, long, unsigned long, unsigned long)
+DELEGATE_TO_IMPL_1(cullFace, unsigned long)
+DELEGATE_TO_IMPL_1(depthFunc, unsigned long)
+DELEGATE_TO_IMPL_1(depthMask, bool)
+DELEGATE_TO_IMPL_2(depthRange, double, double)
+DELEGATE_TO_IMPL_2_X12(detachShader, WebGLProgram*, WebGLShader*)
+DELEGATE_TO_IMPL_1(disable, unsigned long)
+DELEGATE_TO_IMPL_1(disableVertexAttribArray, unsigned long)
+DELEGATE_TO_IMPL_3(drawArrays, unsigned long, long, long)
+DELEGATE_TO_IMPL_4(drawElements, unsigned long, unsigned long, unsigned long, long)
+
+DELEGATE_TO_IMPL_1(enable, unsigned long)
+DELEGATE_TO_IMPL_1(enableVertexAttribArray, unsigned long)
+DELEGATE_TO_IMPL(finish)
+DELEGATE_TO_IMPL(flush)
+DELEGATE_TO_IMPL_4_X4(framebufferRenderbuffer, unsigned long, unsigned long, unsigned long, WebGLRenderbuffer*)
+DELEGATE_TO_IMPL_5_X4(framebufferTexture2D, unsigned long, unsigned long, unsigned long, WebGLTexture*, long)
+DELEGATE_TO_IMPL_1(frontFace, unsigned long)
+DELEGATE_TO_IMPL_1(generateMipmap, unsigned long)
+
+bool GraphicsContext3DInternal::getActiveAttrib(WebGLProgram* program, unsigned long index, ActiveInfo& info)
+{
+    WebKit::WebGraphicsContext3D::ActiveInfo webInfo;
+    if (!m_impl->getActiveAttrib(EXTRACT(program), index, webInfo))
+        return false;
+    info.name = webInfo.name;
+    info.type = webInfo.type;
+    info.size = webInfo.size;
+    return true;
+}
+
+bool GraphicsContext3DInternal::getActiveUniform(WebGLProgram* program, unsigned long index, ActiveInfo& info)
+{
+    WebKit::WebGraphicsContext3D::ActiveInfo webInfo;
+    if (!m_impl->getActiveUniform(EXTRACT(program), index, webInfo))
+        return false;
+    info.name = webInfo.name;
+    info.type = webInfo.type;
+    info.size = webInfo.size;
+    return true;
+}
+
+DELEGATE_TO_IMPL_4_X1(getAttachedShaders, WebGLProgram*, int, int*, unsigned int*)
+
+int GraphicsContext3DInternal::getAttribLocation(WebGLProgram* program, const String& name)
+{
+    return m_impl->getAttribLocation(EXTRACT(program), name.utf8().data());
+}
+
+DELEGATE_TO_IMPL_2(getBooleanv, unsigned long, unsigned char*)
+
+DELEGATE_TO_IMPL_3(getBufferParameteriv, unsigned long, unsigned long, int*)
+
+GraphicsContext3D::Attributes GraphicsContext3DInternal::getContextAttributes()
+{
+    WebKit::WebGraphicsContext3D::Attributes webAttributes = m_impl->getContextAttributes();
+    GraphicsContext3D::Attributes attributes;
+    attributes.alpha = webAttributes.alpha;
+    attributes.depth = webAttributes.depth;
+    attributes.stencil = webAttributes.stencil;
+    attributes.antialias = webAttributes.antialias;
+    attributes.premultipliedAlpha = webAttributes.premultipliedAlpha;
+    return attributes;
+}
+
+DELEGATE_TO_IMPL_R(getError, unsigned long)
+
+DELEGATE_TO_IMPL_2(getFloatv, unsigned long, float*)
+
+DELEGATE_TO_IMPL_4(getFramebufferAttachmentParameteriv, unsigned long, unsigned long, unsigned long, int*)
+
+DELEGATE_TO_IMPL_2(getIntegerv, unsigned long, int*)
+
+DELEGATE_TO_IMPL_3_X1(getProgramiv, WebGLProgram*, unsigned long, int*)
+
+String GraphicsContext3DInternal::getProgramInfoLog(WebGLProgram* program)
+{
+    return m_impl->getProgramInfoLog(EXTRACT(program));
+}
+
+DELEGATE_TO_IMPL_3(getRenderbufferParameteriv, unsigned long, unsigned long, int*)
+
+DELEGATE_TO_IMPL_3_X1(getShaderiv, WebGLShader*, unsigned long, int*)
+
+String GraphicsContext3DInternal::getShaderInfoLog(WebGLShader* shader)
+{
+    return m_impl->getShaderInfoLog(EXTRACT(shader));
+}
+
+String GraphicsContext3DInternal::getShaderSource(WebGLShader* shader)
+{
+    return m_impl->getShaderSource(EXTRACT(shader));
+}
+
+String GraphicsContext3DInternal::getString(unsigned long name)
+{
+    return m_impl->getString(name);
+}
+
+DELEGATE_TO_IMPL_3(getTexParameterfv, unsigned long, unsigned long, float*)
+DELEGATE_TO_IMPL_3(getTexParameteriv, unsigned long, unsigned long, int*)
+
+DELEGATE_TO_IMPL_3_X1(getUniformfv, WebGLProgram*, long, float*)
+DELEGATE_TO_IMPL_3_X1(getUniformiv, WebGLProgram*, long, int*)
+
+long GraphicsContext3DInternal::getUniformLocation(WebGLProgram* program, const String& name)
+{
+    return m_impl->getUniformLocation(EXTRACT(program), name.utf8().data());
+}
+
+DELEGATE_TO_IMPL_3(getVertexAttribfv, unsigned long, unsigned long, float*)
+DELEGATE_TO_IMPL_3(getVertexAttribiv, unsigned long, unsigned long, int*)
+
+DELEGATE_TO_IMPL_2R(getVertexAttribOffset, unsigned long, unsigned long, long)
+
+DELEGATE_TO_IMPL_2(hint, unsigned long, unsigned long)
+DELEGATE_TO_IMPL_1R_X(isBuffer, WebGLBuffer*, bool)
+DELEGATE_TO_IMPL_1R(isEnabled, unsigned long, bool)
+DELEGATE_TO_IMPL_1R_X(isFramebuffer, WebGLFramebuffer*, bool)
+DELEGATE_TO_IMPL_1R_X(isProgram, WebGLProgram*, bool)
+DELEGATE_TO_IMPL_1R_X(isRenderbuffer, WebGLRenderbuffer*, bool)
+DELEGATE_TO_IMPL_1R_X(isShader, WebGLShader*, bool)
+DELEGATE_TO_IMPL_1R_X(isTexture, WebGLTexture*, bool)
+DELEGATE_TO_IMPL_1(lineWidth, double)
+DELEGATE_TO_IMPL_1_X(linkProgram, WebGLProgram*)
+DELEGATE_TO_IMPL_2(pixelStorei, unsigned long, long)
+DELEGATE_TO_IMPL_2(polygonOffset, double, double)
+DELEGATE_TO_IMPL_7(readPixels, long, long, unsigned long, unsigned long, unsigned long, unsigned long, void*)
+DELEGATE_TO_IMPL(releaseShaderCompiler)
+DELEGATE_TO_IMPL_4(renderbufferStorage, unsigned long, unsigned long, unsigned long, unsigned long)
+DELEGATE_TO_IMPL_2(sampleCoverage, double, bool)
+DELEGATE_TO_IMPL_4(scissor, long, long, unsigned long, unsigned long)
+
+void GraphicsContext3DInternal::shaderSource(WebGLShader* shader, const String& string)
+{
+    m_impl->shaderSource(EXTRACT(shader), string.utf8().data());
+}
+
+DELEGATE_TO_IMPL_3(stencilFunc, unsigned long, long, unsigned long)
+DELEGATE_TO_IMPL_4(stencilFuncSeparate, unsigned long, unsigned long, long, unsigned long)
+DELEGATE_TO_IMPL_1(stencilMask, unsigned long)
+DELEGATE_TO_IMPL_2(stencilMaskSeparate, unsigned long, unsigned long)
+DELEGATE_TO_IMPL_3(stencilOp, unsigned long, unsigned long, unsigned long)
+DELEGATE_TO_IMPL_4(stencilOpSeparate, unsigned long, unsigned long, unsigned long, unsigned long)
+
+int GraphicsContext3DInternal::texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, void* pixels)
+{
+    m_impl->texImage2D(target, level, internalformat, width, height, border, format, type, pixels);
+    return 0;
+}
+
+DELEGATE_TO_IMPL_3(texParameterf, unsigned, unsigned, float)
+DELEGATE_TO_IMPL_3(texParameteri, unsigned, unsigned, int)
+
+int GraphicsContext3DInternal::texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, unsigned format, unsigned type, void* pixels)
+{
+    m_impl->texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
+    return 0;
+}
+
+DELEGATE_TO_IMPL_2(uniform1f, long, float)
+
+void GraphicsContext3DInternal::uniform1fv(long location, float* v, int size)
+{
+    m_impl->uniform1fv(location, size, v);
+}
+
+DELEGATE_TO_IMPL_2(uniform1i, long, int)
+
+void GraphicsContext3DInternal::uniform1iv(long location, int* v, int size)
+{
+    m_impl->uniform1iv(location, size, v);
+}
+
+DELEGATE_TO_IMPL_3(uniform2f, long, float, float)
+
+void GraphicsContext3DInternal::uniform2fv(long location, float* v, int size)
+{
+    m_impl->uniform2fv(location, size, v);
+}
+
+DELEGATE_TO_IMPL_3(uniform2i, long, int, int)
+
+void GraphicsContext3DInternal::uniform2iv(long location, int* v, int size)
+{
+    m_impl->uniform2iv(location, size, v);
+}
+
+DELEGATE_TO_IMPL_4(uniform3f, long, float, float, float)
+
+void GraphicsContext3DInternal::uniform3fv(long location, float* v, int size)
+{
+    m_impl->uniform3fv(location, size, v);
+}
+
+DELEGATE_TO_IMPL_4(uniform3i, long, int, int, int)
+
+void GraphicsContext3DInternal::uniform3iv(long location, int* v, int size)
+{
+    m_impl->uniform3iv(location, size, v);
+}
+
+DELEGATE_TO_IMPL_5(uniform4f, long, float, float, float, float)
+
+void GraphicsContext3DInternal::uniform4fv(long location, float* v, int size)
+{
+    m_impl->uniform4fv(location, size, v);
+}
+
+DELEGATE_TO_IMPL_5(uniform4i, long, int, int, int, int)
+
+void GraphicsContext3DInternal::uniform4iv(long location, int* v, int size)
+{
+    m_impl->uniform4iv(location, size, v);
+}
+
+void GraphicsContext3DInternal::uniformMatrix2fv(long location, bool transpose, float* value, int size)
+{
+    m_impl->uniformMatrix2fv(location, size, transpose, value);
+}
+
+void GraphicsContext3DInternal::uniformMatrix3fv(long location, bool transpose, float* value, int size)
+{
+    m_impl->uniformMatrix3fv(location, size, transpose, value);
+}
+
+void GraphicsContext3DInternal::uniformMatrix4fv(long location, bool transpose, float* value, int size)
+{
+    m_impl->uniformMatrix4fv(location, size, transpose, value);
+}
+
+DELEGATE_TO_IMPL_1_X(useProgram, WebGLProgram*)
+DELEGATE_TO_IMPL_1_X(validateProgram, WebGLProgram*)
+
+DELEGATE_TO_IMPL_2(vertexAttrib1f, unsigned long, float)
+DELEGATE_TO_IMPL_2(vertexAttrib1fv, unsigned long, float*)
+DELEGATE_TO_IMPL_3(vertexAttrib2f, unsigned long, float, float)
+DELEGATE_TO_IMPL_2(vertexAttrib2fv, unsigned long, float*)
+DELEGATE_TO_IMPL_4(vertexAttrib3f, unsigned long, float, float, float)
+DELEGATE_TO_IMPL_2(vertexAttrib3fv, unsigned long, float*)
+DELEGATE_TO_IMPL_5(vertexAttrib4f, unsigned long, float, float, float, float)
+DELEGATE_TO_IMPL_2(vertexAttrib4fv, unsigned long, float*)
+DELEGATE_TO_IMPL_6(vertexAttribPointer, unsigned long, int, int, bool, unsigned long, unsigned long)
+
+DELEGATE_TO_IMPL_4(viewport, long, long, unsigned long, unsigned long)
+
+DELEGATE_TO_IMPL_R(createBuffer, unsigned)
+DELEGATE_TO_IMPL_R(createFramebuffer, unsigned)
+DELEGATE_TO_IMPL_R(createProgram, unsigned)
+DELEGATE_TO_IMPL_R(createRenderbuffer, unsigned)
+DELEGATE_TO_IMPL_1R(createShader, unsigned long, unsigned)
+DELEGATE_TO_IMPL_R(createTexture, unsigned)
+
+DELEGATE_TO_IMPL_1(deleteBuffer, unsigned)
+DELEGATE_TO_IMPL_1(deleteFramebuffer, unsigned)
+DELEGATE_TO_IMPL_1(deleteProgram, unsigned)
+DELEGATE_TO_IMPL_1(deleteRenderbuffer, unsigned)
+DELEGATE_TO_IMPL_1(deleteShader, unsigned)
+DELEGATE_TO_IMPL_1(deleteTexture, unsigned)
+
+DELEGATE_TO_IMPL_1(synthesizeGLError, unsigned long)
+
+//----------------------------------------------------------------------
+// GraphicsContext3D
+//
+
+// Macros to assist in delegating from GraphicsContext3D to
+// GraphicsContext3DInternal.
+
+#define DELEGATE_TO_INTERNAL(name) \
+void GraphicsContext3D::name() \
+{ \
+    m_internal->name(); \
+}
+
+#define DELEGATE_TO_INTERNAL_R(name, rt)           \
+rt GraphicsContext3D::name() \
+{ \
+    return m_internal->name(); \
+}
+
+#define DELEGATE_TO_INTERNAL_1(name, t1) \
+void GraphicsContext3D::name(t1 a1) \
+{ \
+    m_internal->name(a1); \
+}
+
+#define DELEGATE_TO_INTERNAL_1R(name, t1, rt)    \
+rt GraphicsContext3D::name(t1 a1) \
+{ \
+    return m_internal->name(a1); \
+}
+
+#define DELEGATE_TO_INTERNAL_2(name, t1, t2) \
+void GraphicsContext3D::name(t1 a1, t2 a2) \
+{ \
+    m_internal->name(a1, a2); \
+}
+
+#define DELEGATE_TO_INTERNAL_2R(name, t1, t2, rt)  \
+rt GraphicsContext3D::name(t1 a1, t2 a2) \
+{ \
+    return m_internal->name(a1, a2); \
+}
+
+#define DELEGATE_TO_INTERNAL_3(name, t1, t2, t3)   \
+void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3)    \
+{ \
+    m_internal->name(a1, a2, a3);                  \
+}
+
+#define DELEGATE_TO_INTERNAL_3R(name, t1, t2, t3, rt)   \
+rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3)    \
+{ \
+    return m_internal->name(a1, a2, a3);                  \
+}
+
+#define DELEGATE_TO_INTERNAL_4(name, t1, t2, t3, t4)    \
+void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4)  \
+{ \
+    m_internal->name(a1, a2, a3, a4);              \
+}
+
+#define DELEGATE_TO_INTERNAL_5(name, t1, t2, t3, t4, t5)      \
+void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5)        \
+{ \
+    m_internal->name(a1, a2, a3, a4, a5);   \
+}
+
+#define DELEGATE_TO_INTERNAL_6(name, t1, t2, t3, t4, t5, t6)  \
+void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \
+{ \
+    m_internal->name(a1, a2, a3, a4, a5, a6);   \
+}
+
+#define DELEGATE_TO_INTERNAL_6R(name, t1, t2, t3, t4, t5, t6, rt)  \
+rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \
+{ \
+    return m_internal->name(a1, a2, a3, a4, a5, a6);       \
+}
+
+#define DELEGATE_TO_INTERNAL_7(name, t1, t2, t3, t4, t5, t6, t7) \
+void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \
+{ \
+    m_internal->name(a1, a2, a3, a4, a5, a6, a7);   \
+}
+
+#define DELEGATE_TO_INTERNAL_7R(name, t1, t2, t3, t4, t5, t6, t7, rt) \
+rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \
+{ \
+    return m_internal->name(a1, a2, a3, a4, a5, a6, a7);   \
+}
+
+#define DELEGATE_TO_INTERNAL_8(name, t1, t2, t3, t4, t5, t6, t7, t8)       \
+void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8) \
+{ \
+    m_internal->name(a1, a2, a3, a4, a5, a6, a7, a8);      \
+}
+
+#define DELEGATE_TO_INTERNAL_9R(name, t1, t2, t3, t4, t5, t6, t7, t8, t9, rt) \
+rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) \
+{ \
+    return m_internal->name(a1, a2, a3, a4, a5, a6, a7, a8, a9);   \
+}
+
+GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes, HostWindow*)
+{
+}
+
+GraphicsContext3D::~GraphicsContext3D()
+{
+}
+
+PassOwnPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow)
+{
+    GraphicsContext3DInternal* internal = new GraphicsContext3DInternal();
+    if (!internal->initialize(attrs, hostWindow)) {
+        delete internal;
+        return 0;
+    }
+    PassOwnPtr<GraphicsContext3D> result = new GraphicsContext3D(attrs, hostWindow);
+    result->m_internal.set(internal);
+    return result;
+}
+
+PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D() const
+{
+    return m_internal->platformGraphicsContext3D();
+}
+
+Platform3DObject GraphicsContext3D::platformTexture() const
+{
+    return m_internal->platformTexture();
+}
+
+void GraphicsContext3D::prepareTexture()
+{
+    return m_internal->prepareTexture();
+}
+
+#if USE(ACCELERATED_COMPOSITING)
+PlatformLayer* GraphicsContext3D::platformLayer() const
+{
+    WebGLLayerChromium* webGLLayer = m_internal->platformLayer();
+    webGLLayer->setContext(this);
+    return webGLLayer;
+}
+#endif
+
+DELEGATE_TO_INTERNAL(makeContextCurrent)
+DELEGATE_TO_INTERNAL_1R(sizeInBytes, int, int)
+DELEGATE_TO_INTERNAL_2(reshape, int, int)
+
+DELEGATE_TO_INTERNAL_1(activeTexture, unsigned long)
+DELEGATE_TO_INTERNAL_2(attachShader, WebGLProgram*, WebGLShader*)
+DELEGATE_TO_INTERNAL_3(bindAttribLocation, WebGLProgram*, unsigned long, const String&)
+
+DELEGATE_TO_INTERNAL_2(bindBuffer, unsigned long, WebGLBuffer*)
+DELEGATE_TO_INTERNAL_2(bindFramebuffer, unsigned long, WebGLFramebuffer*)
+DELEGATE_TO_INTERNAL_2(bindRenderbuffer, unsigned long, WebGLRenderbuffer*)
+DELEGATE_TO_INTERNAL_2(bindTexture, unsigned long, WebGLTexture*)
+DELEGATE_TO_INTERNAL_4(blendColor, double, double, double, double)
+DELEGATE_TO_INTERNAL_1(blendEquation, unsigned long)
+DELEGATE_TO_INTERNAL_2(blendEquationSeparate, unsigned long, unsigned long)
+DELEGATE_TO_INTERNAL_2(blendFunc, unsigned long, unsigned long)
+DELEGATE_TO_INTERNAL_4(blendFuncSeparate, unsigned long, unsigned long, unsigned long, unsigned long)
+
+DELEGATE_TO_INTERNAL_3(bufferData, unsigned long, int, unsigned long)
+DELEGATE_TO_INTERNAL_3(bufferData, unsigned long, ArrayBuffer*, unsigned long)
+DELEGATE_TO_INTERNAL_3(bufferData, unsigned long, ArrayBufferView*, unsigned long)
+DELEGATE_TO_INTERNAL_3(bufferSubData, unsigned long, long, ArrayBuffer*)
+DELEGATE_TO_INTERNAL_3(bufferSubData, unsigned long, long, ArrayBufferView*)
+
+DELEGATE_TO_INTERNAL_1R(checkFramebufferStatus, unsigned long, unsigned long)
+DELEGATE_TO_INTERNAL_1(clear, unsigned long)
+DELEGATE_TO_INTERNAL_4(clearColor, double, double, double, double)
+DELEGATE_TO_INTERNAL_1(clearDepth, double)
+DELEGATE_TO_INTERNAL_1(clearStencil, long)
+DELEGATE_TO_INTERNAL_4(colorMask, bool, bool, bool, bool)
+DELEGATE_TO_INTERNAL_1(compileShader, WebGLShader*)
+
+DELEGATE_TO_INTERNAL_8(copyTexImage2D, unsigned long, long, unsigned long, long, long, unsigned long, unsigned long, long)
+DELEGATE_TO_INTERNAL_8(copyTexSubImage2D, unsigned long, long, long, long, long, long, unsigned long, unsigned long)
+DELEGATE_TO_INTERNAL_1(cullFace, unsigned long)
+DELEGATE_TO_INTERNAL_1(depthFunc, unsigned long)
+DELEGATE_TO_INTERNAL_1(depthMask, bool)
+DELEGATE_TO_INTERNAL_2(depthRange, double, double)
+DELEGATE_TO_INTERNAL_2(detachShader, WebGLProgram*, WebGLShader*)
+DELEGATE_TO_INTERNAL_1(disable, unsigned long)
+DELEGATE_TO_INTERNAL_1(disableVertexAttribArray, unsigned long)
+DELEGATE_TO_INTERNAL_3(drawArrays, unsigned long, long, long)
+DELEGATE_TO_INTERNAL_4(drawElements, unsigned long, unsigned long, unsigned long, long)
+
+DELEGATE_TO_INTERNAL_1(enable, unsigned long)
+DELEGATE_TO_INTERNAL_1(enableVertexAttribArray, unsigned long)
+DELEGATE_TO_INTERNAL(finish)
+DELEGATE_TO_INTERNAL(flush)
+DELEGATE_TO_INTERNAL_4(framebufferRenderbuffer, unsigned long, unsigned long, unsigned long, WebGLRenderbuffer*)
+DELEGATE_TO_INTERNAL_5(framebufferTexture2D, unsigned long, unsigned long, unsigned long, WebGLTexture*, long)
+DELEGATE_TO_INTERNAL_1(frontFace, unsigned long)
+DELEGATE_TO_INTERNAL_1(generateMipmap, unsigned long)
+
+DELEGATE_TO_INTERNAL_3R(getActiveAttrib, WebGLProgram*, unsigned long, ActiveInfo&, bool)
+DELEGATE_TO_INTERNAL_3R(getActiveUniform, WebGLProgram*, unsigned long, ActiveInfo&, bool)
+
+DELEGATE_TO_INTERNAL_4(getAttachedShaders, WebGLProgram*, int, int*, unsigned int*)
+
+DELEGATE_TO_INTERNAL_2R(getAttribLocation, WebGLProgram*, const String&, int)
+
+DELEGATE_TO_INTERNAL_2(getBooleanv, unsigned long, unsigned char*)
+
+DELEGATE_TO_INTERNAL_3(getBufferParameteriv, unsigned long, unsigned long, int*)
+
+DELEGATE_TO_INTERNAL_R(getContextAttributes, GraphicsContext3D::Attributes)
+
+DELEGATE_TO_INTERNAL_R(getError, unsigned long)
+
+DELEGATE_TO_INTERNAL_2(getFloatv, unsigned long, float*)
+
+DELEGATE_TO_INTERNAL_4(getFramebufferAttachmentParameteriv, unsigned long, unsigned long, unsigned long, int*)
+
+DELEGATE_TO_INTERNAL_2(getIntegerv, unsigned long, int*)
+
+DELEGATE_TO_INTERNAL_3(getProgramiv, WebGLProgram*, unsigned long, int*)
+
+DELEGATE_TO_INTERNAL_1R(getProgramInfoLog, WebGLProgram*, String)
+
+DELEGATE_TO_INTERNAL_3(getRenderbufferParameteriv, unsigned long, unsigned long, int*)
+
+DELEGATE_TO_INTERNAL_3(getShaderiv, WebGLShader*, unsigned long, int*)
+
+DELEGATE_TO_INTERNAL_1R(getShaderInfoLog, WebGLShader*, String)
+
+DELEGATE_TO_INTERNAL_1R(getShaderSource, WebGLShader*, String)
+DELEGATE_TO_INTERNAL_1R(getString, unsigned long, String)
+
+DELEGATE_TO_INTERNAL_3(getTexParameterfv, unsigned long, unsigned long, float*)
+DELEGATE_TO_INTERNAL_3(getTexParameteriv, unsigned long, unsigned long, int*)
+
+DELEGATE_TO_INTERNAL_3(getUniformfv, WebGLProgram*, long, float*)
+DELEGATE_TO_INTERNAL_3(getUniformiv, WebGLProgram*, long, int*)
+
+DELEGATE_TO_INTERNAL_2R(getUniformLocation, WebGLProgram*, const String&, long)
+
+DELEGATE_TO_INTERNAL_3(getVertexAttribfv, unsigned long, unsigned long, float*)
+DELEGATE_TO_INTERNAL_3(getVertexAttribiv, unsigned long, unsigned long, int*)
+
+DELEGATE_TO_INTERNAL_2R(getVertexAttribOffset, unsigned long, unsigned long, long)
+
+DELEGATE_TO_INTERNAL_2(hint, unsigned long, unsigned long)
+DELEGATE_TO_INTERNAL_1R(isBuffer, WebGLBuffer*, bool)
+DELEGATE_TO_INTERNAL_1R(isEnabled, unsigned long, bool)
+DELEGATE_TO_INTERNAL_1R(isFramebuffer, WebGLFramebuffer*, bool)
+DELEGATE_TO_INTERNAL_1R(isProgram, WebGLProgram*, bool)
+DELEGATE_TO_INTERNAL_1R(isRenderbuffer, WebGLRenderbuffer*, bool)
+DELEGATE_TO_INTERNAL_1R(isShader, WebGLShader*, bool)
+DELEGATE_TO_INTERNAL_1R(isTexture, WebGLTexture*, bool)
+DELEGATE_TO_INTERNAL_1(lineWidth, double)
+DELEGATE_TO_INTERNAL_1(linkProgram, WebGLProgram*)
+DELEGATE_TO_INTERNAL_2(pixelStorei, unsigned long, long)
+DELEGATE_TO_INTERNAL_2(polygonOffset, double, double)
+
+DELEGATE_TO_INTERNAL_7(readPixels, long, long, unsigned long, unsigned long, unsigned long, unsigned long, void*)
+
+DELEGATE_TO_INTERNAL(releaseShaderCompiler)
+DELEGATE_TO_INTERNAL_4(renderbufferStorage, unsigned long, unsigned long, unsigned long, unsigned long)
+DELEGATE_TO_INTERNAL_2(sampleCoverage, double, bool)
+DELEGATE_TO_INTERNAL_4(scissor, long, long, unsigned long, unsigned long)
+DELEGATE_TO_INTERNAL_2(shaderSource, WebGLShader*, const String&)
+DELEGATE_TO_INTERNAL_3(stencilFunc, unsigned long, long, unsigned long)
+DELEGATE_TO_INTERNAL_4(stencilFuncSeparate, unsigned long, unsigned long, long, unsigned long)
+DELEGATE_TO_INTERNAL_1(stencilMask, unsigned long)
+DELEGATE_TO_INTERNAL_2(stencilMaskSeparate, unsigned long, unsigned long)
+DELEGATE_TO_INTERNAL_3(stencilOp, unsigned long, unsigned long, unsigned long)
+DELEGATE_TO_INTERNAL_4(stencilOpSeparate, unsigned long, unsigned long, unsigned long, unsigned long)
+
+DELEGATE_TO_INTERNAL_9R(texImage2D, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, void*, int)
+DELEGATE_TO_INTERNAL_3(texParameterf, unsigned, unsigned, float)
+DELEGATE_TO_INTERNAL_3(texParameteri, unsigned, unsigned, int)
+DELEGATE_TO_INTERNAL_9R(texSubImage2D, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, void*, int)
+
+DELEGATE_TO_INTERNAL_2(uniform1f, long, float)
+DELEGATE_TO_INTERNAL_3(uniform1fv, long, float*, int)
+DELEGATE_TO_INTERNAL_2(uniform1i, long, int)
+DELEGATE_TO_INTERNAL_3(uniform1iv, long, int*, int)
+DELEGATE_TO_INTERNAL_3(uniform2f, long, float, float)
+DELEGATE_TO_INTERNAL_3(uniform2fv, long, float*, int)
+DELEGATE_TO_INTERNAL_3(uniform2i, long, int, int)
+DELEGATE_TO_INTERNAL_3(uniform2iv, long, int*, int)
+DELEGATE_TO_INTERNAL_4(uniform3f, long, float, float, float)
+DELEGATE_TO_INTERNAL_3(uniform3fv, long, float*, int)
+DELEGATE_TO_INTERNAL_4(uniform3i, long, int, int, int)
+DELEGATE_TO_INTERNAL_3(uniform3iv, long, int*, int)
+DELEGATE_TO_INTERNAL_5(uniform4f, long, float, float, float, float)
+DELEGATE_TO_INTERNAL_3(uniform4fv, long, float*, int)
+DELEGATE_TO_INTERNAL_5(uniform4i, long, int, int, int, int)
+DELEGATE_TO_INTERNAL_3(uniform4iv, long, int*, int)
+DELEGATE_TO_INTERNAL_4(uniformMatrix2fv, long, bool, float*, int)
+DELEGATE_TO_INTERNAL_4(uniformMatrix3fv, long, bool, float*, int)
+DELEGATE_TO_INTERNAL_4(uniformMatrix4fv, long, bool, float*, int)
+
+DELEGATE_TO_INTERNAL_1(useProgram, WebGLProgram*)
+DELEGATE_TO_INTERNAL_1(validateProgram, WebGLProgram*)
+
+DELEGATE_TO_INTERNAL_2(vertexAttrib1f, unsigned long, float)
+DELEGATE_TO_INTERNAL_2(vertexAttrib1fv, unsigned long, float*)
+DELEGATE_TO_INTERNAL_3(vertexAttrib2f, unsigned long, float, float)
+DELEGATE_TO_INTERNAL_2(vertexAttrib2fv, unsigned long, float*)
+DELEGATE_TO_INTERNAL_4(vertexAttrib3f, unsigned long, float, float, float)
+DELEGATE_TO_INTERNAL_2(vertexAttrib3fv, unsigned long, float*)
+DELEGATE_TO_INTERNAL_5(vertexAttrib4f, unsigned long, float, float, float, float)
+DELEGATE_TO_INTERNAL_2(vertexAttrib4fv, unsigned long, float*)
+DELEGATE_TO_INTERNAL_6(vertexAttribPointer, unsigned long, int, int, bool, unsigned long, unsigned long)
+
+DELEGATE_TO_INTERNAL_4(viewport, long, long, unsigned long, unsigned long)
+
+DELEGATE_TO_INTERNAL_1(paintRenderingResultsToCanvas, WebGLRenderingContext*)
+DELEGATE_TO_INTERNAL_1(beginPaint, WebGLRenderingContext*)
+DELEGATE_TO_INTERNAL(endPaint)
+
+DELEGATE_TO_INTERNAL_R(createBuffer, unsigned)
+DELEGATE_TO_INTERNAL_R(createFramebuffer, unsigned)
+DELEGATE_TO_INTERNAL_R(createProgram, unsigned)
+DELEGATE_TO_INTERNAL_R(createRenderbuffer, unsigned)
+DELEGATE_TO_INTERNAL_1R(createShader, unsigned long, unsigned)
+DELEGATE_TO_INTERNAL_R(createTexture, unsigned)
+
+DELEGATE_TO_INTERNAL_1(deleteBuffer, unsigned)
+DELEGATE_TO_INTERNAL_1(deleteFramebuffer, unsigned)
+DELEGATE_TO_INTERNAL_1(deleteProgram, unsigned)
+DELEGATE_TO_INTERNAL_1(deleteRenderbuffer, unsigned)
+DELEGATE_TO_INTERNAL_1(deleteShader, unsigned)
+DELEGATE_TO_INTERNAL_1(deleteTexture, unsigned)
+
+DELEGATE_TO_INTERNAL_1(synthesizeGLError, unsigned long)
+
+bool GraphicsContext3D::isGLES2Compliant() const
+{
+    return m_internal->isGLES2Compliant();
+}
+
+} // namespace WebCore
+
+#endif // ENABLE(3D_CANVAS)