diff --git a/buildfiles/html5/template/webgl-debug.js b/buildfiles/html5/template/webgl-debug.js
deleted file mode 100755
index e2422761d..000000000
--- a/buildfiles/html5/template/webgl-debug.js
+++ /dev/null
@@ -1,798 +0,0 @@
-//Copyright (c) 2009 The Chromium Authors. All rights reserved.
-//Use of this source code is governed by a BSD-style license that can be
-//found in the LICENSE file.
-
-// 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);
- }
-};
-
-/**
- * Which arguements are enums.
- * @type {!Object.}
- */
-var glValidEnumContexts = {
-
- // Generic setters and getters
-
- 'enable': { 0:true },
- 'disable': { 0:true },
- 'getParameter': { 0:true },
-
- // Rendering
-
- 'drawArrays': { 0:true },
- 'drawElements': { 0:true, 2:true },
-
- // Shaders
-
- 'createShader': { 0:true },
- 'getShaderParameter': { 1:true },
- 'getProgramParameter': { 1:true },
-
- // Vertex attributes
-
- 'getVertexAttrib': { 1:true },
- 'vertexAttribPointer': { 2:true },
-
- // Textures
-
- 'bindTexture': { 0:true },
- 'activeTexture': { 0:true },
- 'getTexParameter': { 0:true, 1:true },
- 'texParameterf': { 0:true, 1:true },
- 'texParameteri': { 0:true, 1:true, 2:true },
- 'texImage2D': { 0:true, 2:true, 6:true, 7:true },
- 'texSubImage2D': { 0:true, 6:true, 7:true },
- 'copyTexImage2D': { 0:true, 2:true },
- 'copyTexSubImage2D': { 0:true },
- 'generateMipmap': { 0:true },
-
- // Buffer objects
-
- 'bindBuffer': { 0:true },
- 'bufferData': { 0:true, 2:true },
- 'bufferSubData': { 0:true },
- 'getBufferParameter': { 0:true, 1:true },
-
- // Renderbuffers and framebuffers
-
- 'pixelStorei': { 0:true, 1:true },
- 'readPixels': { 4:true, 5:true },
- 'bindRenderbuffer': { 0:true },
- 'bindFramebuffer': { 0:true },
- 'checkFramebufferStatus': { 0:true },
- 'framebufferRenderbuffer': { 0:true, 1:true, 2:true },
- 'framebufferTexture2D': { 0:true, 1:true, 2:true },
- 'getFramebufferAttachmentParameter': { 0:true, 1:true, 2:true },
- 'getRenderbufferParameter': { 0:true, 1:true },
- 'renderbufferStorage': { 0:true, 1:true },
-
- // Frame buffer operations (clear, blend, depth test, stencil)
-
- 'clear': { 0:true },
- 'depthFunc': { 0:true },
- 'blendFunc': { 0:true, 1:true },
- 'blendFuncSeparate': { 0:true, 1:true, 2:true, 3:true },
- 'blendEquation': { 0:true },
- 'blendEquationSeparate': { 0:true, 1:true },
- 'stencilFunc': { 0:true },
- 'stencilFuncSeparate': { 0:true, 1:true },
- 'stencilMaskSeparate': { 0:true },
- 'stencilOp': { 0:true, 1:true, 2:true },
- 'stencilOpSeparate': { 0:true, 1:true, 2:true, 3:true },
-
- // Culling
-
- 'cullFace': { 0:true },
- 'frontFace': { 0:true },
-};
-
-/**
- * Map of numbers to names.
- * @type {Object}
- */
-var glEnums = 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 = { };
- for (var propertyName in ctx) {
- if (typeof ctx[propertyName] == 'number') {
- glEnums[ctx[propertyName]] = 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) ? 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} argumentIndx the index of the argument.
- * @param {*} value The value of the argument.
- * @return {string} The value as a string.
- */
-function glFunctionArgToString(functionName, argumentIndex, value) {
- var funcInfo = glValidEnumContexts[functionName];
- if (funcInfo !== undefined) {
- if (funcInfo[argumentIndex]) {
- return glEnumToString(value);
- }
- }
- return value.toString();
-}
-
-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.
- */
-function makeDebugContext(ctx, opt_onErrorFunc) {
- init(ctx);
- opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {
- // apparently we can't do args.join(",");
- var argStr = "";
- for (var ii = 0; ii < args.length; ++ii) {
- argStr += ((ii == 0) ? '' : ', ') +
- glFunctionArgToString(functionName, ii, args[ii]);
- }
- log("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() {
- var result = ctx[functionName].apply(ctx, arguments);
- var 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') {
- wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
- } 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[err]) {
- glErrorShadow[err] = false;
- return err;
- }
- }
- return ctx.NO_ERROR;
- };
-
- return wrapper;
-}
-
-function resetToInitialState(ctx) {
- 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);
- }
- 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);
- }
-
- 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);
-
- // 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;
-
- // 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) {
- if (ctx != unwrappedContext_) {
- if (unwrappedContext_) {
- throw "got different context"
- }
- 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];
- }
- }
-
- 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);
- }
- }
- }
-
- 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"
- ];
- 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"
- ];
- 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"
- ];
- 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_;
- };
-
- 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', 0, gl.TEXTURE_2D);
- *
- * would return 'TEXTURE_2D'
- *
- * @param {string} functionName the name of the WebGL function.
- * @param {number} argumentIndx the index of the argument.
- * @param {*} value The value of the argument.
- * @return {string} The value as a string.
- */
- 'glFunctionArgToString': glFunctionArgToString,
-
- /**
- * 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.
- */
- '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
-};
-
-}();
-