2
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Эх сурвалжийг харах

Added webgl debug (commented out in bin/app.html)

Clement Espeute 2 жил өмнө
parent
commit
514a5c7a4f
2 өөрчлөгдсөн 1198 нэмэгдсэн , 0 устгасан
  1. 3 0
      bin/app.html
  2. 1195 0
      bin/libs/webgl-debug.js

+ 3 - 0
bin/app.html

@@ -23,6 +23,9 @@
 <script src="libs/spectrum.js"></script>
 <script src="libs/spectrum.js"></script>
 <script src="libs/select2.js"></script>
 <script src="libs/select2.js"></script>
 
 
+<!-- Toggle the following line to enable webgl debugging at the cost of performance -->
+<!-- <script src="libs/webgl-debug.js"></script> -->
+
 
 
 <script>
 <script>
 	// fix for Sys.programPath
 	// fix for Sys.programPath

+ 1195 - 0
bin/libs/webgl-debug.js

@@ -0,0 +1,1195 @@
+/*
+** Copyright (c) 2012 The Khronos Group Inc.
+**
+** Permission is hereby granted, free of charge, to any person obtaining a
+** copy of this software and/or associated documentation files (the
+** "Materials"), to deal in the Materials without restriction, including
+** without limitation the rights to use, copy, modify, merge, publish,
+** distribute, sublicense, and/or sell copies of the Materials, and to
+** permit persons to whom the Materials are furnished to do so, subject to
+** the following conditions:
+**
+** The above copyright notice and this permission notice shall be included
+** in all copies or substantial portions of the Materials.
+**
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+*/
+
+// Various functions for helping debug WebGL apps.
+
+WebGLDebugUtils = function() {
+
+/**
+ * Wrapped logging function.
+ * @param {string} msg Message to log.
+ */
+var log = function(msg) {
+  if (window.console && window.console.log) {
+    window.console.log(msg);
+  }
+};
+
+/**
+ * Wrapped error logging function.
+ * @param {string} msg Message to log.
+ */
+var error = function(msg) {
+  if (window.console && window.console.error) {
+    window.console.error(msg);
+  } else {
+    log(msg);
+  }
+};
+
+
+/**
+ * Which arguments are enums based on the number of arguments to the function.
+ * So
+ *    'texImage2D': {
+ *       9: { 0:true, 2:true, 6:true, 7:true },
+ *       6: { 0:true, 2:true, 3:true, 4:true },
+ *    },
+ *
+ * means if there are 9 arguments then 6 and 7 are enums, if there are 6
+ * arguments 3 and 4 are enums
+ *
+ * @type {!Object.<number, !Object.<number, string>}
+ */
+var glValidEnumContexts = {
+  // Generic setters and getters
+
+  'enable': {1: { 0:true }},
+  'disable': {1: { 0:true }},
+  'getParameter': {1: { 0:true }},
+
+  // Rendering
+
+  'drawArrays': {3:{ 0:true }},
+  'drawElements': {4:{ 0:true, 2:true }},
+
+  // Shaders
+
+  'createShader': {1: { 0:true }},
+  'getShaderParameter': {2: { 1:true }},
+  'getProgramParameter': {2: { 1:true }},
+  'getShaderPrecisionFormat': {2: { 0: true, 1:true }},
+
+  // Vertex attributes
+
+  'getVertexAttrib': {2: { 1:true }},
+  'vertexAttribPointer': {6: { 2:true }},
+
+  // Textures
+
+  'bindTexture': {2: { 0:true }},
+  'activeTexture': {1: { 0:true }},
+  'getTexParameter': {2: { 0:true, 1:true }},
+  'texParameterf': {3: { 0:true, 1:true }},
+  'texParameteri': {3: { 0:true, 1:true, 2:true }},
+  // texImage2D and texSubImage2D are defined below with WebGL 2 entrypoints
+  'copyTexImage2D': {8: { 0:true, 2:true }},
+  'copyTexSubImage2D': {8: { 0:true }},
+  'generateMipmap': {1: { 0:true }},
+  // compressedTexImage2D and compressedTexSubImage2D are defined below with WebGL 2 entrypoints
+
+  // Buffer objects
+
+  'bindBuffer': {2: { 0:true }},
+  // bufferData and bufferSubData are defined below with WebGL 2 entrypoints
+  'getBufferParameter': {2: { 0:true, 1:true }},
+
+  // Renderbuffers and framebuffers
+
+  'pixelStorei': {2: { 0:true, 1:true }},
+  // readPixels is defined below with WebGL 2 entrypoints
+  'bindRenderbuffer': {2: { 0:true }},
+  'bindFramebuffer': {2: { 0:true }},
+  'checkFramebufferStatus': {1: { 0:true }},
+  'framebufferRenderbuffer': {4: { 0:true, 1:true, 2:true }},
+  'framebufferTexture2D': {5: { 0:true, 1:true, 2:true }},
+  'getFramebufferAttachmentParameter': {3: { 0:true, 1:true, 2:true }},
+  'getRenderbufferParameter': {2: { 0:true, 1:true }},
+  'renderbufferStorage': {4: { 0:true, 1:true }},
+
+  // Frame buffer operations (clear, blend, depth test, stencil)
+
+  'clear': {1: { 0: { 'enumBitwiseOr': ['COLOR_BUFFER_BIT', 'DEPTH_BUFFER_BIT', 'STENCIL_BUFFER_BIT'] }}},
+  'depthFunc': {1: { 0:true }},
+  'blendFunc': {2: { 0:true, 1:true }},
+  'blendFuncSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},
+  'blendEquation': {1: { 0:true }},
+  'blendEquationSeparate': {2: { 0:true, 1:true }},
+  'stencilFunc': {3: { 0:true }},
+  'stencilFuncSeparate': {4: { 0:true, 1:true }},
+  'stencilMaskSeparate': {2: { 0:true }},
+  'stencilOp': {3: { 0:true, 1:true, 2:true }},
+  'stencilOpSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},
+
+  // Culling
+
+  'cullFace': {1: { 0:true }},
+  'frontFace': {1: { 0:true }},
+
+  // ANGLE_instanced_arrays extension
+
+  'drawArraysInstancedANGLE': {4: { 0:true }},
+  'drawElementsInstancedANGLE': {5: { 0:true, 2:true }},
+
+  // EXT_blend_minmax extension
+
+  'blendEquationEXT': {1: { 0:true }},
+
+  // WebGL 2 Buffer objects
+
+  'bufferData': {
+    3: { 0:true, 2:true }, // WebGL 1
+    4: { 0:true, 2:true }, // WebGL 2
+    5: { 0:true, 2:true }  // WebGL 2
+  },
+  'bufferSubData': {
+    3: { 0:true }, // WebGL 1
+    4: { 0:true }, // WebGL 2
+    5: { 0:true }  // WebGL 2
+  },
+  'copyBufferSubData': {5: { 0:true, 1:true }},
+  'getBufferSubData': {3: { 0:true }, 4: { 0:true }, 5: { 0:true }},
+
+  // WebGL 2 Framebuffer objects
+
+  'blitFramebuffer': {10: { 8: { 'enumBitwiseOr': ['COLOR_BUFFER_BIT', 'DEPTH_BUFFER_BIT', 'STENCIL_BUFFER_BIT'] }, 9:true }},
+  'framebufferTextureLayer': {5: { 0:true, 1:true }},
+  'invalidateFramebuffer': {2: { 0:true }},
+  'invalidateSubFramebuffer': {6: { 0:true }},
+  'readBuffer': {1: { 0:true }},
+
+  // WebGL 2 Renderbuffer objects
+
+  'getInternalformatParameter': {3: { 0:true, 1:true, 2:true }},
+  'renderbufferStorageMultisample': {5: { 0:true, 2:true }},
+
+  // WebGL 2 Texture objects
+
+  'texStorage2D': {5: { 0:true, 2:true }},
+  'texStorage3D': {6: { 0:true, 2:true }},
+  'texImage2D': {
+    9: { 0:true, 2:true, 6:true, 7:true }, // WebGL 1 & 2
+    6: { 0:true, 2:true, 3:true, 4:true }, // WebGL 1
+    10: { 0:true, 2:true, 6:true, 7:true } // WebGL 2
+  },
+  'texImage3D': {
+    10: { 0:true, 2:true, 7:true, 8:true },
+    11: { 0:true, 2:true, 7:true, 8:true }
+  },
+  'texSubImage2D': {
+    9: { 0:true, 6:true, 7:true }, // WebGL 1 & 2
+    7: { 0:true, 4:true, 5:true }, // WebGL 1
+    10: { 0:true, 6:true, 7:true } // WebGL 2
+  },
+  'texSubImage3D': {
+    11: { 0:true, 8:true, 9:true },
+    12: { 0:true, 8:true, 9:true }
+  },
+  'copyTexSubImage3D': {9: { 0:true }},
+  'compressedTexImage2D': {
+    7: { 0: true, 2:true }, // WebGL 1 & 2
+    8: { 0: true, 2:true }, // WebGL 2
+    9: { 0: true, 2:true }  // WebGL 2
+  },
+  'compressedTexImage3D': {
+    8: { 0: true, 2:true },
+    9: { 0: true, 2:true },
+    10: { 0: true, 2:true }
+  },
+  'compressedTexSubImage2D': {
+    8: { 0: true, 6:true }, // WebGL 1 & 2
+    9: { 0: true, 6:true }, // WebGL 2
+    10: { 0: true, 6:true } // WebGL 2
+  },
+  'compressedTexSubImage3D': {
+    10: { 0: true, 8:true },
+    11: { 0: true, 8:true },
+    12: { 0: true, 8:true }
+  },
+
+  // WebGL 2 Vertex attribs
+
+  'vertexAttribIPointer': {5: { 2:true }},
+
+  // WebGL 2 Writing to the drawing buffer
+
+  'drawArraysInstanced': {4: { 0:true }},
+  'drawElementsInstanced': {5: { 0:true, 2:true }},
+  'drawRangeElements': {6: { 0:true, 4:true }},
+
+  // WebGL 2 Reading back pixels
+
+  'readPixels': {
+    7: { 4:true, 5:true }, // WebGL 1 & 2
+    8: { 4:true, 5:true }  // WebGL 2
+  },
+
+  // WebGL 2 Multiple Render Targets
+
+  'clearBufferfv': {3: { 0:true }, 4: { 0:true }},
+  'clearBufferiv': {3: { 0:true }, 4: { 0:true }},
+  'clearBufferuiv': {3: { 0:true }, 4: { 0:true }},
+  'clearBufferfi': {4: { 0:true }},
+
+  // WebGL 2 Query objects
+
+  'beginQuery': {2: { 0:true }},
+  'endQuery': {1: { 0:true }},
+  'getQuery': {2: { 0:true, 1:true }},
+  'getQueryParameter': {2: { 1:true }},
+
+  // WebGL 2 Sampler objects
+
+  'samplerParameteri': {3: { 1:true, 2:true }},
+  'samplerParameterf': {3: { 1:true }},
+  'getSamplerParameter': {2: { 1:true }},
+
+  // WebGL 2 Sync objects
+
+  'fenceSync': {2: { 0:true, 1: { 'enumBitwiseOr': [] } }},
+  'clientWaitSync': {3: { 1: { 'enumBitwiseOr': ['SYNC_FLUSH_COMMANDS_BIT'] } }},
+  'waitSync': {3: { 1: { 'enumBitwiseOr': [] } }},
+  'getSyncParameter': {2: { 1:true }},
+
+  // WebGL 2 Transform Feedback
+
+  'bindTransformFeedback': {2: { 0:true }},
+  'beginTransformFeedback': {1: { 0:true }},
+  'transformFeedbackVaryings': {3: { 2:true }},
+
+  // WebGL2 Uniform Buffer Objects and Transform Feedback Buffers
+
+  'bindBufferBase': {3: { 0:true }},
+  'bindBufferRange': {5: { 0:true }},
+  'getIndexedParameter': {2: { 0:true }},
+  'getActiveUniforms': {3: { 2:true }},
+  'getActiveUniformBlockParameter': {3: { 2:true }}
+};
+
+/**
+ * Map of numbers to names.
+ * @type {Object}
+ */
+var glEnums = null;
+
+/**
+ * Map of names to numbers.
+ * @type {Object}
+ */
+var enumStringToValue = null;
+
+/**
+ * Initializes this module. Safe to call more than once.
+ * @param {!WebGLRenderingContext} ctx A WebGL context. If
+ *    you have more than one context it doesn't matter which one
+ *    you pass in, it is only used to pull out constants.
+ */
+function init(ctx) {
+  if (glEnums == null) {
+    glEnums = { };
+    enumStringToValue = { };
+    for (var propertyName in ctx) {
+      if (typeof ctx[propertyName] == 'number') {
+        glEnums[ctx[propertyName]] = propertyName;
+        enumStringToValue[propertyName] = ctx[propertyName];
+      }
+    }
+  }
+}
+
+/**
+ * Checks the utils have been initialized.
+ */
+function checkInit() {
+  if (glEnums == null) {
+    throw 'WebGLDebugUtils.init(ctx) not called';
+  }
+}
+
+/**
+ * Returns true or false if value matches any WebGL enum
+ * @param {*} value Value to check if it might be an enum.
+ * @return {boolean} True if value matches one of the WebGL defined enums
+ */
+function mightBeEnum(value) {
+  checkInit();
+  return (glEnums[value] !== undefined);
+}
+
+/**
+ * Gets an string version of an WebGL enum.
+ *
+ * Example:
+ *   var str = WebGLDebugUtil.glEnumToString(ctx.getError());
+ *
+ * @param {number} value Value to return an enum for
+ * @return {string} The string version of the enum.
+ */
+function glEnumToString(value) {
+  checkInit();
+  var name = glEnums[value];
+  return (name !== undefined) ? ("gl." + name) :
+      ("/*UNKNOWN WebGL ENUM*/ 0x" + value.toString(16) + "");
+}
+
+/**
+ * Returns the string version of a WebGL argument.
+ * Attempts to convert enum arguments to strings.
+ * @param {string} functionName the name of the WebGL function.
+ * @param {number} numArgs the number of arguments passed to the function.
+ * @param {number} argumentIndx the index of the argument.
+ * @param {*} value The value of the argument.
+ * @return {string} The value as a string.
+ */
+function glFunctionArgToString(functionName, numArgs, argumentIndex, value) {
+  var funcInfo = glValidEnumContexts[functionName];
+  if (funcInfo !== undefined) {
+    var funcInfo = funcInfo[numArgs];
+    if (funcInfo !== undefined) {
+      if (funcInfo[argumentIndex]) {
+        if (typeof funcInfo[argumentIndex] === 'object' &&
+            funcInfo[argumentIndex]['enumBitwiseOr'] !== undefined) {
+          var enums = funcInfo[argumentIndex]['enumBitwiseOr'];
+          var orResult = 0;
+          var orEnums = [];
+          for (var i = 0; i < enums.length; ++i) {
+            var enumValue = enumStringToValue[enums[i]];
+            if ((value & enumValue) !== 0) {
+              orResult |= enumValue;
+              orEnums.push(glEnumToString(enumValue));
+            }
+          }
+          if (orResult === value) {
+            return orEnums.join(' | ');
+          } else {
+            return glEnumToString(value);
+          }
+        } else {
+          return glEnumToString(value);
+        }
+      }
+    }
+  }
+  if (value === null) {
+    return "null";
+  } else if (value === undefined) {
+    return "undefined";
+  } else if (ArrayBuffer.isView(value)) {
+    // Large typed array views are common in WebGL APIs and create
+    // huge strings in logs.
+    return "<" + value.constructor.name + ">";
+  } else {
+    return value.toString();
+  }
+}
+
+/**
+ * Converts the arguments of a WebGL function to a string.
+ * Attempts to convert enum arguments to strings.
+ *
+ * @param {string} functionName the name of the WebGL function.
+ * @param {number} args The arguments.
+ * @return {string} The arguments as a string.
+ */
+function glFunctionArgsToString(functionName, args) {
+  // apparently we can't do args.join(",");
+  var argStr = "";
+  var numArgs = args.length;
+  for (var ii = 0; ii < numArgs; ++ii) {
+    argStr += ((ii == 0) ? '' : ', ') +
+        glFunctionArgToString(functionName, numArgs, ii, args[ii]);
+  }
+  return argStr;
+};
+
+
+function makePropertyWrapper(wrapper, original, propertyName) {
+  //log("wrap prop: " + propertyName);
+  wrapper.__defineGetter__(propertyName, function() {
+    return original[propertyName];
+  });
+  // TODO(gmane): this needs to handle properties that take more than
+  // one value?
+  wrapper.__defineSetter__(propertyName, function(value) {
+    //log("set: " + propertyName);
+    original[propertyName] = value;
+  });
+}
+
+// Makes a function that calls a function on another object.
+function makeFunctionWrapper(original, functionName) {
+  //log("wrap fn: " + functionName);
+  var f = original[functionName];
+  return function() {
+    //log("call: " + functionName);
+    var result = f.apply(original, arguments);
+    return result;
+  };
+}
+
+/**
+ * Given a WebGL context returns a wrapped context that calls
+ * gl.getError after every command and calls a function if the
+ * result is not gl.NO_ERROR.
+ *
+ * @param {!WebGLRenderingContext} ctx The webgl context to
+ *        wrap.
+ * @param {!function(err, funcName, args): void} opt_onErrorFunc
+ *        The function to call when gl.getError returns an
+ *        error. If not specified the default function calls
+ *        console.log with a message.
+ * @param {!function(funcName, args): void} opt_onFunc The
+ *        function to call when each webgl function is called.
+ *        You can use this to log all calls for example.
+ * @param {!WebGLRenderingContext} opt_err_ctx The webgl context
+ *        to call getError on if different than ctx.
+ */
+function makeDebugContext(ctx, opt_onErrorFunc, opt_onFunc, opt_err_ctx) {
+  opt_err_ctx = opt_err_ctx || ctx;
+  init(ctx);
+  opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {
+        // apparently we can't do args.join(",");
+        var argStr = "";
+        var numArgs = args.length;
+        for (var ii = 0; ii < numArgs; ++ii) {
+          argStr += ((ii == 0) ? '' : ', ') +
+              glFunctionArgToString(functionName, numArgs, ii, args[ii]);
+        }
+        error("WebGL error "+ glEnumToString(err) + " in "+ functionName +
+              "(" + argStr + ")");
+      };
+
+  // Holds booleans for each GL error so after we get the error ourselves
+  // we can still return it to the client app.
+  var glErrorShadow = { };
+
+  // Makes a function that calls a WebGL function and then calls getError.
+  function makeErrorWrapper(ctx, functionName) {
+    return function() {
+      if (opt_onFunc) {
+        opt_onFunc(functionName, arguments);
+      }
+      var result = ctx[functionName].apply(ctx, arguments);
+      var err = opt_err_ctx.getError();
+      if (err != 0) {
+        glErrorShadow[err] = true;
+        opt_onErrorFunc(err, functionName, arguments);
+      }
+      return result;
+    };
+  }
+
+  // Make a an object that has a copy of every property of the WebGL context
+  // but wraps all functions.
+  var wrapper = {};
+  for (var propertyName in ctx) {
+    if (typeof ctx[propertyName] == 'function') {
+      if (propertyName != 'getExtension') {
+        wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
+      } else {
+        var wrapped = makeErrorWrapper(ctx, propertyName);
+        wrapper[propertyName] = function () {
+          var result = wrapped.apply(ctx, arguments);
+          if (!result) {
+            return null;
+          }
+          return makeDebugContext(result, opt_onErrorFunc, opt_onFunc, opt_err_ctx);
+        };
+      }
+    } else {
+      makePropertyWrapper(wrapper, ctx, propertyName);
+    }
+  }
+
+  // Override the getError function with one that returns our saved results.
+  wrapper.getError = function() {
+    for (var err in glErrorShadow) {
+      if (glErrorShadow.hasOwnProperty(err)) {
+        if (glErrorShadow[err]) {
+          glErrorShadow[err] = false;
+          return err;
+        }
+      }
+    }
+    return ctx.NO_ERROR;
+  };
+
+  return wrapper;
+}
+
+function resetToInitialState(ctx) {
+  var isWebGL2RenderingContext = !!ctx.createTransformFeedback;
+
+  if (isWebGL2RenderingContext) {
+    ctx.bindVertexArray(null);
+  }
+
+  var numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS);
+  var tmp = ctx.createBuffer();
+  ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp);
+  for (var ii = 0; ii < numAttribs; ++ii) {
+    ctx.disableVertexAttribArray(ii);
+    ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0);
+    ctx.vertexAttrib1f(ii, 0);
+    if (isWebGL2RenderingContext) {
+      ctx.vertexAttribDivisor(ii, 0);
+    }
+  }
+  ctx.deleteBuffer(tmp);
+
+  var numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS);
+  for (var ii = 0; ii < numTextureUnits; ++ii) {
+    ctx.activeTexture(ctx.TEXTURE0 + ii);
+    ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null);
+    ctx.bindTexture(ctx.TEXTURE_2D, null);
+    if (isWebGL2RenderingContext) {
+      ctx.bindTexture(ctx.TEXTURE_2D_ARRAY, null);
+      ctx.bindTexture(ctx.TEXTURE_3D, null);
+      ctx.bindSampler(ii, null);
+    }
+  }
+
+  ctx.activeTexture(ctx.TEXTURE0);
+  ctx.useProgram(null);
+  ctx.bindBuffer(ctx.ARRAY_BUFFER, null);
+  ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null);
+  ctx.bindFramebuffer(ctx.FRAMEBUFFER, null);
+  ctx.bindRenderbuffer(ctx.RENDERBUFFER, null);
+  ctx.disable(ctx.BLEND);
+  ctx.disable(ctx.CULL_FACE);
+  ctx.disable(ctx.DEPTH_TEST);
+  ctx.disable(ctx.DITHER);
+  ctx.disable(ctx.SCISSOR_TEST);
+  ctx.blendColor(0, 0, 0, 0);
+  ctx.blendEquation(ctx.FUNC_ADD);
+  ctx.blendFunc(ctx.ONE, ctx.ZERO);
+  ctx.clearColor(0, 0, 0, 0);
+  ctx.clearDepth(1);
+  ctx.clearStencil(-1);
+  ctx.colorMask(true, true, true, true);
+  ctx.cullFace(ctx.BACK);
+  ctx.depthFunc(ctx.LESS);
+  ctx.depthMask(true);
+  ctx.depthRange(0, 1);
+  ctx.frontFace(ctx.CCW);
+  ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE);
+  ctx.lineWidth(1);
+  ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4);
+  ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4);
+  ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false);
+  ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
+  // TODO: Delete this IF.
+  if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) {
+    ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL);
+  }
+  ctx.polygonOffset(0, 0);
+  ctx.sampleCoverage(1, false);
+  ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height);
+  ctx.stencilFunc(ctx.ALWAYS, 0, 0xFFFFFFFF);
+  ctx.stencilMask(0xFFFFFFFF);
+  ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP);
+  ctx.viewport(0, 0, ctx.canvas.width, ctx.canvas.height);
+  ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT);
+
+  if (isWebGL2RenderingContext) {
+    ctx.drawBuffers([ctx.BACK]);
+    ctx.readBuffer(ctx.BACK);
+    ctx.bindBuffer(ctx.COPY_READ_BUFFER, null);
+    ctx.bindBuffer(ctx.COPY_WRITE_BUFFER, null);
+    ctx.bindBuffer(ctx.PIXEL_PACK_BUFFER, null);
+    ctx.bindBuffer(ctx.PIXEL_UNPACK_BUFFER, null);
+    var numTransformFeedbacks = ctx.getParameter(ctx.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS);
+    for (var ii = 0; ii < numTransformFeedbacks; ++ii) {
+      ctx.bindBufferBase(ctx.TRANSFORM_FEEDBACK_BUFFER, ii, null);
+    }
+    var numUBOs = ctx.getParameter(ctx.MAX_UNIFORM_BUFFER_BINDINGS);
+    for (var ii = 0; ii < numUBOs; ++ii) {
+      ctx.bindBufferBase(ctx.UNIFORM_BUFFER, ii, null);
+    }
+    ctx.disable(ctx.RASTERIZER_DISCARD);
+    ctx.pixelStorei(ctx.UNPACK_IMAGE_HEIGHT, 0);
+    ctx.pixelStorei(ctx.UNPACK_SKIP_IMAGES, 0);
+    ctx.pixelStorei(ctx.UNPACK_ROW_LENGTH, 0);
+    ctx.pixelStorei(ctx.UNPACK_SKIP_ROWS, 0);
+    ctx.pixelStorei(ctx.UNPACK_SKIP_PIXELS, 0);
+    ctx.pixelStorei(ctx.PACK_ROW_LENGTH, 0);
+    ctx.pixelStorei(ctx.PACK_SKIP_ROWS, 0);
+    ctx.pixelStorei(ctx.PACK_SKIP_PIXELS, 0);
+    ctx.hint(ctx.FRAGMENT_SHADER_DERIVATIVE_HINT, ctx.DONT_CARE);
+  }
+
+  // TODO: This should NOT be needed but Firefox fails with 'hint'
+  while(ctx.getError());
+}
+
+function makeLostContextSimulatingCanvas(canvas) {
+  var unwrappedContext_;
+  var wrappedContext_;
+  var onLost_ = [];
+  var onRestored_ = [];
+  var wrappedContext_ = {};
+  var contextId_ = 1;
+  var contextLost_ = false;
+  var resourceId_ = 0;
+  var resourceDb_ = [];
+  var numCallsToLoseContext_ = 0;
+  var numCalls_ = 0;
+  var canRestore_ = false;
+  var restoreTimeout_ = 0;
+  var isWebGL2RenderingContext;
+
+  // Holds booleans for each GL error so can simulate errors.
+  var glErrorShadow_ = { };
+
+  canvas.getContext = function(f) {
+    return function() {
+      var ctx = f.apply(canvas, arguments);
+      // Did we get a context and is it a WebGL context?
+      if ((ctx instanceof WebGLRenderingContext) || (window.WebGL2RenderingContext && (ctx instanceof WebGL2RenderingContext))) {
+        if (ctx != unwrappedContext_) {
+          if (unwrappedContext_) {
+            throw "got different context"
+          }
+          isWebGL2RenderingContext = window.WebGL2RenderingContext && (ctx instanceof WebGL2RenderingContext);
+          unwrappedContext_ = ctx;
+          wrappedContext_ = makeLostContextSimulatingContext(unwrappedContext_);
+        }
+        return wrappedContext_;
+      }
+      return ctx;
+    }
+  }(canvas.getContext);
+
+  function wrapEvent(listener) {
+    if (typeof(listener) == "function") {
+      return listener;
+    } else {
+      return function(info) {
+        listener.handleEvent(info);
+      }
+    }
+  }
+
+  var addOnContextLostListener = function(listener) {
+    onLost_.push(wrapEvent(listener));
+  };
+
+  var addOnContextRestoredListener = function(listener) {
+    onRestored_.push(wrapEvent(listener));
+  };
+
+
+  function wrapAddEventListener(canvas) {
+    var f = canvas.addEventListener;
+    canvas.addEventListener = function(type, listener, bubble) {
+      switch (type) {
+        case 'webglcontextlost':
+          addOnContextLostListener(listener);
+          break;
+        case 'webglcontextrestored':
+          addOnContextRestoredListener(listener);
+          break;
+        default:
+          f.apply(canvas, arguments);
+      }
+    };
+  }
+
+  wrapAddEventListener(canvas);
+
+  canvas.loseContext = function() {
+    if (!contextLost_) {
+      contextLost_ = true;
+      numCallsToLoseContext_ = 0;
+      ++contextId_;
+      while (unwrappedContext_.getError());
+      clearErrors();
+      glErrorShadow_[unwrappedContext_.CONTEXT_LOST_WEBGL] = true;
+      var event = makeWebGLContextEvent("context lost");
+      var callbacks = onLost_.slice();
+      setTimeout(function() {
+          //log("numCallbacks:" + callbacks.length);
+          for (var ii = 0; ii < callbacks.length; ++ii) {
+            //log("calling callback:" + ii);
+            callbacks[ii](event);
+          }
+          if (restoreTimeout_ >= 0) {
+            setTimeout(function() {
+                canvas.restoreContext();
+              }, restoreTimeout_);
+          }
+        }, 0);
+    }
+  };
+
+  canvas.restoreContext = function() {
+    if (contextLost_) {
+      if (onRestored_.length) {
+        setTimeout(function() {
+            if (!canRestore_) {
+              throw "can not restore. webglcontestlost listener did not call event.preventDefault";
+            }
+            freeResources();
+            resetToInitialState(unwrappedContext_);
+            contextLost_ = false;
+            numCalls_ = 0;
+            canRestore_ = false;
+            var callbacks = onRestored_.slice();
+            var event = makeWebGLContextEvent("context restored");
+            for (var ii = 0; ii < callbacks.length; ++ii) {
+              callbacks[ii](event);
+            }
+          }, 0);
+      }
+    }
+  };
+
+  canvas.loseContextInNCalls = function(numCalls) {
+    if (contextLost_) {
+      throw "You can not ask a lost contet to be lost";
+    }
+    numCallsToLoseContext_ = numCalls_ + numCalls;
+  };
+
+  canvas.getNumCalls = function() {
+    return numCalls_;
+  };
+
+  canvas.setRestoreTimeout = function(timeout) {
+    restoreTimeout_ = timeout;
+  };
+
+  function isWebGLObject(obj) {
+    //return false;
+    return (obj instanceof WebGLBuffer ||
+            obj instanceof WebGLFramebuffer ||
+            obj instanceof WebGLProgram ||
+            obj instanceof WebGLRenderbuffer ||
+            obj instanceof WebGLShader ||
+            obj instanceof WebGLTexture);
+  }
+
+  function checkResources(args) {
+    for (var ii = 0; ii < args.length; ++ii) {
+      var arg = args[ii];
+      if (isWebGLObject(arg)) {
+        return arg.__webglDebugContextLostId__ == contextId_;
+      }
+    }
+    return true;
+  }
+
+  function clearErrors() {
+    var k = Object.keys(glErrorShadow_);
+    for (var ii = 0; ii < k.length; ++ii) {
+      delete glErrorShadow_[k[ii]];
+    }
+  }
+
+  function loseContextIfTime() {
+    ++numCalls_;
+    if (!contextLost_) {
+      if (numCallsToLoseContext_ == numCalls_) {
+        canvas.loseContext();
+      }
+    }
+  }
+
+  // Makes a function that simulates WebGL when out of context.
+  function makeLostContextFunctionWrapper(ctx, functionName) {
+    var f = ctx[functionName];
+    return function() {
+      // log("calling:" + functionName);
+      // Only call the functions if the context is not lost.
+      loseContextIfTime();
+      if (!contextLost_) {
+        //if (!checkResources(arguments)) {
+        //  glErrorShadow_[wrappedContext_.INVALID_OPERATION] = true;
+        //  return;
+        //}
+        var result = f.apply(ctx, arguments);
+        return result;
+      }
+    };
+  }
+
+  function freeResources() {
+    for (var ii = 0; ii < resourceDb_.length; ++ii) {
+      var resource = resourceDb_[ii];
+      if (resource instanceof WebGLBuffer) {
+        unwrappedContext_.deleteBuffer(resource);
+      } else if (resource instanceof WebGLFramebuffer) {
+        unwrappedContext_.deleteFramebuffer(resource);
+      } else if (resource instanceof WebGLProgram) {
+        unwrappedContext_.deleteProgram(resource);
+      } else if (resource instanceof WebGLRenderbuffer) {
+        unwrappedContext_.deleteRenderbuffer(resource);
+      } else if (resource instanceof WebGLShader) {
+        unwrappedContext_.deleteShader(resource);
+      } else if (resource instanceof WebGLTexture) {
+        unwrappedContext_.deleteTexture(resource);
+      }
+      else if (isWebGL2RenderingContext) {
+        if (resource instanceof WebGLQuery) {
+          unwrappedContext_.deleteQuery(resource);
+        } else if (resource instanceof WebGLSampler) {
+          unwrappedContext_.deleteSampler(resource);
+        } else if (resource instanceof WebGLSync) {
+          unwrappedContext_.deleteSync(resource);
+        } else if (resource instanceof WebGLTransformFeedback) {
+          unwrappedContext_.deleteTransformFeedback(resource);
+        } else if (resource instanceof WebGLVertexArrayObject) {
+          unwrappedContext_.deleteVertexArray(resource);
+        }
+      }
+    }
+  }
+
+  function makeWebGLContextEvent(statusMessage) {
+    return {
+      statusMessage: statusMessage,
+      preventDefault: function() {
+          canRestore_ = true;
+        }
+    };
+  }
+
+  return canvas;
+
+  function makeLostContextSimulatingContext(ctx) {
+    // copy all functions and properties to wrapper
+    for (var propertyName in ctx) {
+      if (typeof ctx[propertyName] == 'function') {
+         wrappedContext_[propertyName] = makeLostContextFunctionWrapper(
+             ctx, propertyName);
+       } else {
+         makePropertyWrapper(wrappedContext_, ctx, propertyName);
+       }
+    }
+
+    // Wrap a few functions specially.
+    wrappedContext_.getError = function() {
+      loseContextIfTime();
+      if (!contextLost_) {
+        var err;
+        while (err = unwrappedContext_.getError()) {
+          glErrorShadow_[err] = true;
+        }
+      }
+      for (var err in glErrorShadow_) {
+        if (glErrorShadow_[err]) {
+          delete glErrorShadow_[err];
+          return err;
+        }
+      }
+      return wrappedContext_.NO_ERROR;
+    };
+
+    var creationFunctions = [
+      "createBuffer",
+      "createFramebuffer",
+      "createProgram",
+      "createRenderbuffer",
+      "createShader",
+      "createTexture"
+    ];
+    if (isWebGL2RenderingContext) {
+      creationFunctions.push(
+        "createQuery",
+        "createSampler",
+        "fenceSync",
+        "createTransformFeedback",
+        "createVertexArray"
+      );
+    }
+    for (var ii = 0; ii < creationFunctions.length; ++ii) {
+      var functionName = creationFunctions[ii];
+      wrappedContext_[functionName] = function(f) {
+        return function() {
+          loseContextIfTime();
+          if (contextLost_) {
+            return null;
+          }
+          var obj = f.apply(ctx, arguments);
+          obj.__webglDebugContextLostId__ = contextId_;
+          resourceDb_.push(obj);
+          return obj;
+        };
+      }(ctx[functionName]);
+    }
+
+    var functionsThatShouldReturnNull = [
+      "getActiveAttrib",
+      "getActiveUniform",
+      "getBufferParameter",
+      "getContextAttributes",
+      "getAttachedShaders",
+      "getFramebufferAttachmentParameter",
+      "getParameter",
+      "getProgramParameter",
+      "getProgramInfoLog",
+      "getRenderbufferParameter",
+      "getShaderParameter",
+      "getShaderInfoLog",
+      "getShaderSource",
+      "getTexParameter",
+      "getUniform",
+      "getUniformLocation",
+      "getVertexAttrib"
+    ];
+    if (isWebGL2RenderingContext) {
+      functionsThatShouldReturnNull.push(
+        "getInternalformatParameter",
+        "getQuery",
+        "getQueryParameter",
+        "getSamplerParameter",
+        "getSyncParameter",
+        "getTransformFeedbackVarying",
+        "getIndexedParameter",
+        "getUniformIndices",
+        "getActiveUniforms",
+        "getActiveUniformBlockParameter",
+        "getActiveUniformBlockName"
+      );
+    }
+    for (var ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) {
+      var functionName = functionsThatShouldReturnNull[ii];
+      wrappedContext_[functionName] = function(f) {
+        return function() {
+          loseContextIfTime();
+          if (contextLost_) {
+            return null;
+          }
+          return f.apply(ctx, arguments);
+        }
+      }(wrappedContext_[functionName]);
+    }
+
+    var isFunctions = [
+      "isBuffer",
+      "isEnabled",
+      "isFramebuffer",
+      "isProgram",
+      "isRenderbuffer",
+      "isShader",
+      "isTexture"
+    ];
+    if (isWebGL2RenderingContext) {
+      isFunctions.push(
+        "isQuery",
+        "isSampler",
+        "isSync",
+        "isTransformFeedback",
+        "isVertexArray"
+      );
+    }
+    for (var ii = 0; ii < isFunctions.length; ++ii) {
+      var functionName = isFunctions[ii];
+      wrappedContext_[functionName] = function(f) {
+        return function() {
+          loseContextIfTime();
+          if (contextLost_) {
+            return false;
+          }
+          return f.apply(ctx, arguments);
+        }
+      }(wrappedContext_[functionName]);
+    }
+
+    wrappedContext_.checkFramebufferStatus = function(f) {
+      return function() {
+        loseContextIfTime();
+        if (contextLost_) {
+          return wrappedContext_.FRAMEBUFFER_UNSUPPORTED;
+        }
+        return f.apply(ctx, arguments);
+      };
+    }(wrappedContext_.checkFramebufferStatus);
+
+    wrappedContext_.getAttribLocation = function(f) {
+      return function() {
+        loseContextIfTime();
+        if (contextLost_) {
+          return -1;
+        }
+        return f.apply(ctx, arguments);
+      };
+    }(wrappedContext_.getAttribLocation);
+
+    wrappedContext_.getVertexAttribOffset = function(f) {
+      return function() {
+        loseContextIfTime();
+        if (contextLost_) {
+          return 0;
+        }
+        return f.apply(ctx, arguments);
+      };
+    }(wrappedContext_.getVertexAttribOffset);
+
+    wrappedContext_.isContextLost = function() {
+      return contextLost_;
+    };
+
+    if (isWebGL2RenderingContext) {
+      wrappedContext_.getFragDataLocation = function(f) {
+        return function() {
+          loseContextIfTime();
+          if (contextLost_) {
+            return -1;
+          }
+          return f.apply(ctx, arguments);
+        };
+      }(wrappedContext_.getFragDataLocation);
+
+      wrappedContext_.clientWaitSync = function(f) {
+        return function() {
+          loseContextIfTime();
+          if (contextLost_) {
+            return wrappedContext_.WAIT_FAILED;
+          }
+          return f.apply(ctx, arguments);
+        };
+      }(wrappedContext_.clientWaitSync);
+
+      wrappedContext_.getUniformBlockIndex = function(f) {
+        return function() {
+          loseContextIfTime();
+          if (contextLost_) {
+            return wrappedContext_.INVALID_INDEX;
+          }
+          return f.apply(ctx, arguments);
+        };
+      }(wrappedContext_.getUniformBlockIndex);
+    }
+
+    return wrappedContext_;
+  }
+}
+
+return {
+  /**
+   * Initializes this module. Safe to call more than once.
+   * @param {!WebGLRenderingContext} ctx A WebGL context. If
+   *    you have more than one context it doesn't matter which one
+   *    you pass in, it is only used to pull out constants.
+   */
+  'init': init,
+
+  /**
+   * Returns true or false if value matches any WebGL enum
+   * @param {*} value Value to check if it might be an enum.
+   * @return {boolean} True if value matches one of the WebGL defined enums
+   */
+  'mightBeEnum': mightBeEnum,
+
+  /**
+   * Gets an string version of an WebGL enum.
+   *
+   * Example:
+   *   WebGLDebugUtil.init(ctx);
+   *   var str = WebGLDebugUtil.glEnumToString(ctx.getError());
+   *
+   * @param {number} value Value to return an enum for
+   * @return {string} The string version of the enum.
+   */
+  'glEnumToString': glEnumToString,
+
+  /**
+   * Converts the argument of a WebGL function to a string.
+   * Attempts to convert enum arguments to strings.
+   *
+   * Example:
+   *   WebGLDebugUtil.init(ctx);
+   *   var str = WebGLDebugUtil.glFunctionArgToString('bindTexture', 2, 0, gl.TEXTURE_2D);
+   *
+   * would return 'TEXTURE_2D'
+   *
+   * @param {string} functionName the name of the WebGL function.
+   * @param {number} numArgs The number of arguments
+   * @param {number} argumentIndx the index of the argument.
+   * @param {*} value The value of the argument.
+   * @return {string} The value as a string.
+   */
+  'glFunctionArgToString': glFunctionArgToString,
+
+  /**
+   * Converts the arguments of a WebGL function to a string.
+   * Attempts to convert enum arguments to strings.
+   *
+   * @param {string} functionName the name of the WebGL function.
+   * @param {number} args The arguments.
+   * @return {string} The arguments as a string.
+   */
+  'glFunctionArgsToString': glFunctionArgsToString,
+
+  /**
+   * Given a WebGL context returns a wrapped context that calls
+   * gl.getError after every command and calls a function if the
+   * result is not NO_ERROR.
+   *
+   * You can supply your own function if you want. For example, if you'd like
+   * an exception thrown on any GL error you could do this
+   *
+   *    function throwOnGLError(err, funcName, args) {
+   *      throw WebGLDebugUtils.glEnumToString(err) +
+   *            " was caused by call to " + funcName;
+   *    };
+   *
+   *    ctx = WebGLDebugUtils.makeDebugContext(
+   *        canvas.getContext("webgl"), throwOnGLError);
+   *
+   * @param {!WebGLRenderingContext} ctx The webgl context to wrap.
+   * @param {!function(err, funcName, args): void} opt_onErrorFunc The function
+   *     to call when gl.getError returns an error. If not specified the default
+   *     function calls console.log with a message.
+   * @param {!function(funcName, args): void} opt_onFunc The
+   *     function to call when each webgl function is called. You
+   *     can use this to log all calls for example.
+   */
+  'makeDebugContext': makeDebugContext,
+
+  /**
+   * Given a canvas element returns a wrapped canvas element that will
+   * simulate lost context. The canvas returned adds the following functions.
+   *
+   * loseContext:
+   *   simulates a lost context event.
+   *
+   * restoreContext:
+   *   simulates the context being restored.
+   *
+   * lostContextInNCalls:
+   *   loses the context after N gl calls.
+   *
+   * getNumCalls:
+   *   tells you how many gl calls there have been so far.
+   *
+   * setRestoreTimeout:
+   *   sets the number of milliseconds until the context is restored
+   *   after it has been lost. Defaults to 0. Pass -1 to prevent
+   *   automatic restoring.
+   *
+   * @param {!Canvas} canvas The canvas element to wrap.
+   */
+  'makeLostContextSimulatingCanvas': makeLostContextSimulatingCanvas,
+
+  /**
+   * Resets a context to the initial state.
+   * @param {!WebGLRenderingContext} ctx The webgl context to
+   *     reset.
+   */
+  'resetToInitialState': resetToInitialState
+};
+
+}();
+