corrade-nucleus-nucleons – Rev 20

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/**
 * @license Highcharts JS v5.0.12 (2017-05-24)
 * Boost module
 *
 * (c) 2010-2017 Highsoft AS
 * Author: Torstein Honsi
 *
 * License: www.highcharts.com/license
 */
'use strict';
(function(factory) {
    if (typeof module === 'object' && module.exports) {
        module.exports = factory;
    } else {
        factory(Highcharts);
    }
}(function(Highcharts) {
    (function(H) {
        /**
         * License: www.highcharts.com/license
         * Author: Christer Vasseng, Torstein Honsi
         * 
         * This is an experimental Highcharts module that draws long data series on a canvas
         * in order to increase performance of the initial load time and tooltip responsiveness.
         *
         * Compatible with WebGL compatible browsers (not IE < 11).
         *
         * Development plan
         * - Column range.
         * - Check how it works with Highstock and data grouping. Currently it only works when navigator.adaptToUpdatedData
         *   is false. It is also recommended to set scrollbar.liveRedraw to false.
         * - Check inverted charts.
         * - Chart callback should be async after last series is drawn. (But not necessarily, we don't do
                 that with initial series animation).
         *
         * If this module is taken in as part of the core
         * - All the loading logic should be merged with core. Update styles in the core.
         * - Most of the method wraps should probably be added directly in parent methods.
         *
         * Notes for boost mode
         * - Area lines are not drawn
         * - Lines are not drawn on scatter charts
         * - Zones and negativeColor don't work
         * - Columns are always one pixel wide. Don't set the threshold too low.
         * - Disable animations
         * - Marker shapes are not supported: markers will always be circles
         *
         * Optimizing tips for users
         * - Set extremes (min, max) explicitly on the axes in order for Highcharts to avoid computing extremes.
         * - Set enableMouseTracking to false on the series to improve total rendering time.
         * - The default threshold is set based on one series. If you have multiple, dense series, the combined
         *   number of points drawn gets higher, and you may want to set the threshold lower in order to 
         *   use optimizations.
         * - If drawing large scatter charts, it's beneficial to set the marker radius to a value
         *   less than 1. This is to add additional spacing to make the chart more readable.
         * - If the value increments on both the X and Y axis aren't small, consider setting
         *       useGPUTranslations to true on the boost settings object. If you do this and
         *       the increments are small (e.g. datetime axis with small time increments)
         *       it may cause rendering issues due to floating point rounding errors,
         *       so your millage may vary.
         *
         * Settings
         *      There are two ways of setting the boost threshold:
         *      - Per. series: boost based on number of points in individual series
         *      - Per. chart: boost based on the number of series 
         *
         *  To set the series boost threshold, set seriesBoostThreshold on the chart object.
         *  To set the series-specific threshold, set boostThreshold on the series object.
         * 
         *  In addition, the following can be set in the boost object:
         *  {
         *      //Wether or not to use alpha blending
         *      useAlpha: boolean - default: true
         *      //Set to true to perform translations on the GPU.
         *      //Much faster, but may cause rendering issues
         *      //when using values far from 0 due to floating point
         *      //rounding issues
         *      useGPUTranslations: boolean - default: false
         *      //Use pre-allocated buffers, much faster,
         *      //but may cause rendering issues with some data sets
         *      usePreallocated: boolean - default: false
         *      //Output rendering time in console
         *      timeRendering: boolean - default: false
         *      //Output processing time in console
         *      timeSeriesProcessing: boolean - default: false
         *      //Output setup time in console
         *      timeSetup: boolean - default: false
         *  }
         */

        /**
         * Set the series threshold for when the boost should kick in globally.
         *
         * Setting to e.g. 20 will cause the whole chart to enter boost mode
         * if there are 20 or more series active. When the chart is in boost mode,
         * every series in it will be rendered to a common canvas. This offers 
         * a significant speed improvment in charts with a very high
         * amount of series.
         *  
         * Note: only available when including the boost module.
         *
         * @default  null
         * @apioption boost.seriesThreshold
         */

        /**
         * Set the point threshold for when a series should enter boost mode.
         *
         * Setting it to e.g. 2000 will cause the series to enter boost mode
         * when there are 2000 or more points in the series.
         *
         * Note: only available when including the boost module.
         *
         * @default  5000
         * @apioption series.boostThreshold
         */

        /* global Float32Array */


        var win = H.win,
            doc = win.document,
            noop = function() {},
            Color = H.Color,
            Series = H.Series,
            seriesTypes = H.seriesTypes,
            each = H.each,
            extend = H.extend,
            addEvent = H.addEvent,
            fireEvent = H.fireEvent,
            grep = H.grep,
            isNumber = H.isNumber,
            merge = H.merge,
            pick = H.pick,
            wrap = H.wrap,
            plotOptions = H.getOptions().plotOptions,
            CHUNK_SIZE = 50000,
            index;

        // Register color names since GL can't render those directly.
        Color.prototype.names = {
            aliceblue: '#f0f8ff',
            antiquewhite: '#faebd7',
            aqua: '#00ffff',
            aquamarine: '#7fffd4',
            azure: '#f0ffff',
            beige: '#f5f5dc',
            bisque: '#ffe4c4',
            black: '#000000',
            blanchedalmond: '#ffebcd',
            blue: '#0000ff',
            blueviolet: '#8a2be2',
            brown: '#a52a2a',
            burlywood: '#deb887',
            cadetblue: '#5f9ea0',
            chartreuse: '#7fff00',
            chocolate: '#d2691e',
            coral: '#ff7f50',
            cornflowerblue: '#6495ed',
            cornsilk: '#fff8dc',
            crimson: '#dc143c',
            cyan: '#00ffff',
            darkblue: '#00008b',
            darkcyan: '#008b8b',
            darkgoldenrod: '#b8860b',
            darkgray: '#a9a9a9',
            darkgreen: '#006400',
            darkkhaki: '#bdb76b',
            darkmagenta: '#8b008b',
            darkolivegreen: '#556b2f',
            darkorange: '#ff8c00',
            darkorchid: '#9932cc',
            darkred: '#8b0000',
            darksalmon: '#e9967a',
            darkseagreen: '#8fbc8f',
            darkslateblue: '#483d8b',
            darkslategray: '#2f4f4f',
            darkturquoise: '#00ced1',
            darkviolet: '#9400d3',
            deeppink: '#ff1493',
            deepskyblue: '#00bfff',
            dimgray: '#696969',
            dodgerblue: '#1e90ff',
            feldspar: '#d19275',
            firebrick: '#b22222',
            floralwhite: '#fffaf0',
            forestgreen: '#228b22',
            fuchsia: '#ff00ff',
            gainsboro: '#dcdcdc',
            ghostwhite: '#f8f8ff',
            gold: '#ffd700',
            goldenrod: '#daa520',
            gray: '#808080',
            green: '#008000',
            greenyellow: '#adff2f',
            honeydew: '#f0fff0',
            hotpink: '#ff69b4',
            indianred: '#cd5c5c',
            indigo: '#4b0082',
            ivory: '#fffff0',
            khaki: '#f0e68c',
            lavender: '#e6e6fa',
            lavenderblush: '#fff0f5',
            lawngreen: '#7cfc00',
            lemonchiffon: '#fffacd',
            lightblue: '#add8e6',
            lightcoral: '#f08080',
            lightcyan: '#e0ffff',
            lightgoldenrodyellow: '#fafad2',
            lightgrey: '#d3d3d3',
            lightgreen: '#90ee90',
            lightpink: '#ffb6c1',
            lightsalmon: '#ffa07a',
            lightseagreen: '#20b2aa',
            lightskyblue: '#87cefa',
            lightslateblue: '#8470ff',
            lightslategray: '#778899',
            lightsteelblue: '#b0c4de',
            lightyellow: '#ffffe0',
            lime: '#00ff00',
            limegreen: '#32cd32',
            linen: '#faf0e6',
            magenta: '#ff00ff',
            maroon: '#800000',
            mediumaquamarine: '#66cdaa',
            mediumblue: '#0000cd',
            mediumorchid: '#ba55d3',
            mediumpurple: '#9370d8',
            mediumseagreen: '#3cb371',
            mediumslateblue: '#7b68ee',
            mediumspringgreen: '#00fa9a',
            mediumturquoise: '#48d1cc',
            mediumvioletred: '#c71585',
            midnightblue: '#191970',
            mintcream: '#f5fffa',
            mistyrose: '#ffe4e1',
            moccasin: '#ffe4b5',
            navajowhite: '#ffdead',
            navy: '#000080',
            oldlace: '#fdf5e6',
            olive: '#808000',
            olivedrab: '#6b8e23',
            orange: '#ffa500',
            orangered: '#ff4500',
            orchid: '#da70d6',
            palegoldenrod: '#eee8aa',
            palegreen: '#98fb98',
            paleturquoise: '#afeeee',
            palevioletred: '#d87093',
            papayawhip: '#ffefd5',
            peachpuff: '#ffdab9',
            peru: '#cd853f',
            pink: '#ffc0cb',
            plum: '#dda0dd',
            powderblue: '#b0e0e6',
            purple: '#800080',
            red: '#ff0000',
            rosybrown: '#bc8f8f',
            royalblue: '#4169e1',
            saddlebrown: '#8b4513',
            salmon: '#fa8072',
            sandybrown: '#f4a460',
            seagreen: '#2e8b57',
            seashell: '#fff5ee',
            sienna: '#a0522d',
            silver: '#c0c0c0',
            skyblue: '#87ceeb',
            slateblue: '#6a5acd',
            slategray: '#708090',
            snow: '#fffafa',
            springgreen: '#00ff7f',
            steelblue: '#4682b4',
            tan: '#d2b48c',
            teal: '#008080',
            thistle: '#d8bfd8',
            tomato: '#ff6347',
            turquoise: '#40e0d0',
            violet: '#ee82ee',
            violetred: '#d02090',
            wheat: '#f5deb3',
            white: '#ffffff',
            whitesmoke: '#f5f5f5',
            yellow: '#ffff00',
            yellowgreen: '#9acd32'
        };

        /**
         * Tolerant max() funciton
         * @return {number} max value
         */
        function patientMax() {
            var args = Array.prototype.slice.call(arguments),
                r = -Number.MAX_VALUE;

            each(args, function(t) {
                if (typeof t !== 'undefined' && typeof t.length !== 'undefined') {
                    //r = r < t.length ? t.length : r;
                    if (t.length > 0) {
                        r = t.length;
                        return true;
                    }
                }
            });

            return r;
        }

        /*
         * Returns true if we should force chart series boosting
         */
        function shouldForceChartSeriesBoosting(chart) {
            // If there are more than five series currently boosting,
            // we should boost the whole chart to avoid running out of webgl contexts.
            var sboostCount = 0,
                series;

            if (chart.series.length > 1) {
                for (var i = 0; i < chart.series.length; i++) {
                    series = chart.series[i];
                    if (patientMax(
                            series.processedXData,
                            series.options.data,
                            series.points
                        ) >= (series.options.boostThreshold || Number.MAX_VALUE)) {
                        sboostCount++;
                    }
                }
            }

            return sboostCount > 5;
        }

        /*
         * Returns true if the chart is in series boost mode
         * @param chart {Highchart.Chart} - the chart to check
         * @returns {Boolean} - true if the chart is in series boost mode
         */
        function isChartSeriesBoosting(chart) {
            return shouldForceChartSeriesBoosting(chart) || chart.series.length >= pick(
                chart.options.boost && chart.options.boost.seriesThreshold,
                50
            );
        }

        /*
         * Returns true if the series is in boost mode
         * @param series {Highchart.Series} - the series to check
         * @returns {boolean} - true if the series is in boost mode
         */
        function isSeriesBoosting(series) {
            return isChartSeriesBoosting(series.chart) ||
                patientMax(
                    series.processedXData,
                    series.options.data,
                    series.points
                ) >= (series.options.boostThreshold || Number.MAX_VALUE);
        }

        ////////////////////////////////////////////////////////////////////////////////
        // START OF WEBGL ABSTRACTIONS

        /* 
         * A static shader mimicing axis translation functions found in parts/Axis
         * @param gl {WebGLContext} - the context in which the shader is active
         */
        function GLShader(gl) {
            var vertShade = [
                    /* eslint-disable */
                    '#version 100',
                    'precision highp float;',

                    'attribute vec4 aVertexPosition;',
                    'attribute vec4 aColor;',

                    'varying highp vec2 position;',
                    'varying highp vec4 vColor;',

                    'uniform mat4 uPMatrix;',
                    'uniform float pSize;',

                    'uniform float translatedThreshold;',
                    'uniform bool hasThreshold;',

                    'uniform bool skipTranslation;',

                    'uniform float xAxisTrans;',
                    'uniform float xAxisMin;',
                    'uniform float xAxisMinPad;',
                    'uniform float xAxisPointRange;',
                    'uniform float xAxisLen;',
                    'uniform bool  xAxisPostTranslate;',
                    'uniform float xAxisOrdinalSlope;',
                    'uniform float xAxisOrdinalOffset;',
                    'uniform float xAxisPos;',
                    'uniform bool  xAxisCVSCoord;',

                    'uniform float yAxisTrans;',
                    'uniform float yAxisMin;',
                    'uniform float yAxisMinPad;',
                    'uniform float yAxisPointRange;',
                    'uniform float yAxisLen;',
                    'uniform bool  yAxisPostTranslate;',
                    'uniform float yAxisOrdinalSlope;',
                    'uniform float yAxisOrdinalOffset;',
                    'uniform float yAxisPos;',
                    'uniform bool  yAxisCVSCoord;',

                    'uniform bool  isBubble;',
                    'uniform bool  bubbleSizeByArea;',
                    'uniform float bubbleZMin;',
                    'uniform float bubbleZMax;',
                    'uniform float bubbleZThreshold;',
                    'uniform float bubbleMinSize;',
                    'uniform float bubbleMaxSize;',
                    'uniform bool  bubbleSizeAbs;',
                    'uniform bool  isInverted;',

                    'float bubbleRadius(){',
                    'float value = aVertexPosition.w;',
                    'float zMax = bubbleZMax;',
                    'float zMin = bubbleZMin;',
                    'float radius = 0.0;',
                    'float pos = 0.0;',
                    'float zRange = zMax - zMin;',

                    'if (bubbleSizeAbs){',
                    'value = value - bubbleZThreshold;',
                    'zMax = max(zMax - bubbleZThreshold, zMin - bubbleZThreshold);',
                    'zMin = 0.0;',
                    '}',

                    'if (value < zMin){',
                    'radius = bubbleZMin / 2.0 - 1.0;',
                    '} else {',
                    'pos = zRange > 0.0 ? (value - zMin) / zRange : 0.5;',
                    'if (bubbleSizeByArea && pos > 0.0){',
                    'pos = sqrt(pos);',
                    '}',
                    'radius = ceil(bubbleMinSize + pos * (bubbleMaxSize - bubbleMinSize)) / 2.0;',
                    '}',

                    'return radius * 2.0;',
                    '}',

                    'float translate(float val,',
                    'float pointPlacement,',
                    'float localA,',
                    'float localMin,',
                    'float minPixelPadding,',
                    'float pointRange,',
                    'float len,',
                    'bool  cvsCoord',
                    '){',

                    'float sign = 1.0;',
                    'float cvsOffset = 0.0;',

                    'if (cvsCoord) {',
                    'sign *= -1.0;',
                    'cvsOffset = len;',
                    '}',

                    'return sign * (val - localMin) * localA + cvsOffset + ',
                    '(sign * minPixelPadding);', //' + localA * pointPlacement * pointRange;',
                    '}',

                    'float xToPixels(float value){',
                    'if (skipTranslation){',
                    'return value;// + xAxisPos;',
                    '}',

                    'return translate(value, 0.0, xAxisTrans, xAxisMin, xAxisMinPad, xAxisPointRange, xAxisLen, xAxisCVSCoord);// + xAxisPos;',
                    '}',

                    'float yToPixels(float value, float checkTreshold){',
                    'float v;',
                    'if (skipTranslation){',
                    'v = value;// + yAxisPos;',
                    '} else {',
                    'v = translate(value, 0.0, yAxisTrans, yAxisMin, yAxisMinPad, yAxisPointRange, yAxisLen, yAxisCVSCoord);// + yAxisPos;',
                    '}',
                    'if (checkTreshold > 0.0 && hasThreshold) {',
                    'v = min(v, translatedThreshold);',
                    '}',
                    'return v;',
                    '}',

                    'void main(void) {',
                    'if (isBubble){',
                    'gl_PointSize = bubbleRadius();',
                    '} else {',
                    'gl_PointSize = pSize;',
                    '}',
                    //'gl_PointSize = 10.0;',
                    'vColor = aColor;',

                    'if (isInverted) {',
                    'gl_Position = uPMatrix * vec4(xToPixels(aVertexPosition.y) + yAxisPos, yToPixels(aVertexPosition.x, aVertexPosition.z) + xAxisPos, 0.0, 1.0);',
                    '} else {',
                    'gl_Position = uPMatrix * vec4(xToPixels(aVertexPosition.x) + xAxisPos, yToPixels(aVertexPosition.y, aVertexPosition.z) + yAxisPos, 0.0, 1.0);',
                    '}',
                    //'gl_Position = uPMatrix * vec4(aVertexPosition.x, aVertexPosition.y, 0.0, 1.0);',
                    '}'
                    /* eslint-enable */
                ].join('\n'),
                //Fragment shader source
                fragShade = [
                    /* eslint-disable */
                    'precision highp float;',
                    'uniform vec4 fillColor;',
                    'varying highp vec2 position;',
                    'varying highp vec4 vColor;',
                    'uniform sampler2D uSampler;',
                    'uniform bool isCircle;',
                    'uniform bool hasColor;',

                    // 'vec4 toColor(float value, vec2 point) {',
                    //  'return vec4(0.0, 0.0, 0.0, 0.0);',
                    // '}',

                    'void main(void) {',
                    'vec4 col = fillColor;',

                    'if (hasColor) {',
                    'col = vColor;',
                    '}',

                    'if (isCircle) {',
                    'gl_FragColor = col * texture2D(uSampler, gl_PointCoord.st);',
                    '} else {',
                    'gl_FragColor = col;',
                    '}',
                    '}'
                    /* eslint-enable */
                ].join('\n'),
                uLocations = {},
                //The shader program
                shaderProgram,
                //Uniform handle to the perspective matrix
                pUniform,
                //Uniform for point size
                psUniform,
                //Uniform for fill color
                fillColorUniform,
                //Uniform for isBubble
                isBubbleUniform,
                //Uniform for bubble abs sizing
                bubbleSizeAbsUniform,
                bubbleSizeAreaUniform,
                //Skip translation uniform
                skipTranslationUniform,
                //Set to 1 if circle
                isCircleUniform,
                //Uniform for invertion
                isInverted,
                //Texture uniform
                uSamplerUniform;

            /* String to shader program
             * @param {string} str - the program source
             * @param {string} type - the program type: either `vertex` or `fragment`
             * @returns {bool|shader}
             */
            function stringToProgram(str, type) {
                var t = type === 'vertex' ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER,
                    shader = gl.createShader(t);

                gl.shaderSource(shader, str);
                gl.compileShader(shader);

                if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                    //console.error('shader error:', gl.getShaderInfoLog(shader));
                    return false;
                }
                return shader;
            }

            /*
             * Create the shader.
             * Loads the shader program statically defined above
             */
            function createShader() {
                var v = stringToProgram(vertShade, 'vertex'),
                    f = stringToProgram(fragShade, 'fragment');

                if (!v || !f) {
                    shaderProgram = false;
                    //console.error('error creating shader program');
                    return false;
                }

                function uloc(n) {
                    return gl.getUniformLocation(shaderProgram, n);
                }

                shaderProgram = gl.createProgram();

                gl.attachShader(shaderProgram, v);
                gl.attachShader(shaderProgram, f);
                gl.linkProgram(shaderProgram);

                gl.useProgram(shaderProgram);

                gl.bindAttribLocation(shaderProgram, 0, 'aVertexPosition');

                pUniform = uloc('uPMatrix');
                psUniform = uloc('pSize');
                fillColorUniform = uloc('fillColor');
                isBubbleUniform = uloc('isBubble');
                bubbleSizeAbsUniform = uloc('bubbleSizeAbs');
                bubbleSizeAreaUniform = uloc('bubbleSizeByArea');
                uSamplerUniform = uloc('uSampler');
                skipTranslationUniform = uloc('skipTranslation');
                isCircleUniform = uloc('isCircle');
                isInverted = uloc('isInverted');

                return true;
            }

            /*
             * Destroy the shader
             */
            function destroy() {
                if (gl && shaderProgram) {
                    gl.deleteProgram(shaderProgram);
                }
            }

            /*
             * Bind the shader.
             * This makes the shader the active one until another one is bound,
             * or until 0 is bound.
             */
            function bind() {
                gl.useProgram(shaderProgram);
            }

            /*
             * Set a uniform value.
             * This uses a hash map to cache uniform locations.
             * @param name {string} - the name of the uniform to set
             * @param val {float} - the value to set
             */
            function setUniform(name, val) {
                var u = uLocations[name] = uLocations[name] ||
                    gl.getUniformLocation(shaderProgram, name);
                gl.uniform1f(u, val);
            }

            /*
             * Set the active texture
             * @param texture - the texture
             */
            function setTexture() {
                gl.uniform1i(uSamplerUniform, 0);
            }

            /*
             * Set if inversion state
             * @flag is the state
             */
            function setInverted(flag) {
                gl.uniform1i(isInverted, flag);
            }

            ////////////////////////////////////////////////////////////////////////////

            /* 
             * Enable/disable circle drawing
             */
            function setDrawAsCircle(flag) {
                gl.uniform1i(isCircleUniform, flag ? 1 : 0);
            }

            /*
             * Flush
             */
            function reset() {
                gl.uniform1i(isBubbleUniform, 0);
                gl.uniform1i(isCircleUniform, 0);
            }

            /* 
             * Set bubble uniforms
             * @param series {Highcharts.Series} - the series to use
             */
            function setBubbleUniforms(series, zCalcMin, zCalcMax) {
                var seriesOptions = series.options,
                    zMin = Number.MAX_VALUE,
                    zMax = -Number.MAX_VALUE;

                if (series.type === 'bubble') {
                    zMin = pick(seriesOptions.zMin, Math.min(
                        zMin,
                        Math.max(
                            zCalcMin,
                            seriesOptions.displayNegative === false ?
                            seriesOptions.zThreshold : -Number.MAX_VALUE
                        )
                    ));

                    zMax = pick(seriesOptions.zMax, Math.max(zMax, zCalcMax));

                    gl.uniform1i(isBubbleUniform, 1);
                    gl.uniform1i(isCircleUniform, 1);
                    gl.uniform1i(bubbleSizeAreaUniform, series.options.sizeBy !== 'width');
                    gl.uniform1i(bubbleSizeAbsUniform, series.options.sizeByAbsoluteValue);

                    setUniform('bubbleZMin', zMin);
                    setUniform('bubbleZMax', zMax);
                    setUniform('bubbleZThreshold', series.options.zThreshold);
                    setUniform('bubbleMinSize', series.minPxSize);
                    setUniform('bubbleMaxSize', series.maxPxSize);
                }
            }

            /*
             * Set the Color uniform.
             * @param color {Array<float>} - an array with RGBA values
             */
            function setColor(color) {
                gl.uniform4f(
                    fillColorUniform,
                    color[0] / 255.0,
                    color[1] / 255.0,
                    color[2] / 255.0,
                    color[3]
                );
            }

            /*
             * Set skip translation
             */
            function setSkipTranslation(flag) {
                gl.uniform1i(skipTranslationUniform, flag === true ? 1 : 0);
            }

            /*
             * Set the perspective matrix
             * @param m {Matrix4x4} - the matrix 
             */
            function setPMatrix(m) {
                gl.uniformMatrix4fv(pUniform, false, m);
            }

            /*
             * Set the point size.
             * @param p {float} - point size
             */
            function setPointSize(p) {
                gl.uniform1f(psUniform, p);
            }

            /*
             * Get the shader program handle
             * @returns {GLInt} - the handle for the program
             */
            function getProgram() {
                return shaderProgram;
            }

            if (gl) {
                createShader();
            }

            return {
                psUniform: function() {
                    return psUniform;
                },
                pUniform: function() {
                    return pUniform;
                },
                fillColorUniform: function() {
                    return fillColorUniform;
                },
                setBubbleUniforms: setBubbleUniforms,
                bind: bind,
                program: getProgram,
                create: createShader,
                setUniform: setUniform,
                setPMatrix: setPMatrix,
                setColor: setColor,
                setPointSize: setPointSize,
                setSkipTranslation: setSkipTranslation,
                setTexture: setTexture,
                setDrawAsCircle: setDrawAsCircle,
                reset: reset,
                setInverted: setInverted,
                destroy: destroy
            };
        }

        /* 
         * Vertex Buffer abstraction 
         * A vertex buffer is a set of vertices which are passed to the GPU
         * in a single call.
         * @param gl {WebGLContext} - the context in which to create the buffer
         * @param shader {GLShader} - the shader to use
         */
        function GLVertexBuffer(gl, shader, dataComponents /*, type */ ) {
            var buffer = false,
                vertAttribute = false,
                components = dataComponents || 2,
                preAllocated = false,
                iterator = 0,
                data;

            // type = type || 'float';

            function destroy() {
                if (buffer) {
                    gl.deleteBuffer(buffer);
                }
            }

            /* 
             * Build the buffer 
             * @param dataIn {Array<float>} - a 0 padded array of indices
             * @param attrib {String} - the name of the Attribute to bind the buffer to
             * @param dataComponents {Integer} - the number of components per. indice
             */
            function build(dataIn, attrib, dataComponents) {

                data = dataIn || [];

                if ((!data || data.length === 0) && !preAllocated) {
                    //console.error('trying to render empty vbuffer');
                    buffer = false;
                    return false;
                }

                components = dataComponents || components;

                if (buffer) {
                    gl.deleteBuffer(buffer);
                }

                buffer = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
                gl.bufferData(
                    gl.ARRAY_BUFFER,
                    preAllocated || new Float32Array(data),
                    gl.STATIC_DRAW
                );

                // gl.bindAttribLocation(shader.program(), 0, 'aVertexPosition');
                vertAttribute = gl.getAttribLocation(shader.program(), attrib);
                gl.enableVertexAttribArray(vertAttribute);

                return true;
            }

            /* 
             * Bind the buffer
             */
            function bind() {
                if (!buffer) {
                    return false;
                }

                // gl.bindAttribLocation(shader.program(), 0, 'aVertexPosition');
                //gl.enableVertexAttribArray(vertAttribute);
                //gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
                gl.vertexAttribPointer(vertAttribute, components, gl.FLOAT, false, 0, 0);
                //gl.enableVertexAttribArray(vertAttribute);
            }

            /* 
             * Render the buffer 
             * @param from {Integer} - the start indice
             * @param to {Integer} - the end indice
             * @param drawMode {String} - the draw mode
             */
            function render(from, to, drawMode) {
                var length = preAllocated ? preAllocated.length : data.length;

                if (!buffer) {
                    return false;
                }

                if (!length) {
                    return false;
                }

                if (!from || from > length || from < 0) {
                    from = 0;
                }

                if (!to || to > length) {
                    to = length;
                }

                drawMode = drawMode || 'points';

                gl.drawArrays(
                    gl[drawMode.toUpperCase()],
                    from / components,
                    (to - from) / components
                );

                return true;
            }

            function push(x, y, a, b) {
                if (preAllocated) { // && iterator <= preAllocated.length - 4) {                        
                    preAllocated[++iterator] = x;
                    preAllocated[++iterator] = y;
                    preAllocated[++iterator] = a;
                    preAllocated[++iterator] = b;
                }
            }

            /*
             * Note about pre-allocated buffers:
             *  - This is slower for charts with many series
             */
            function allocate(size) {
                size *= 4;
                iterator = -1;

                //if (!preAllocated || (preAllocated && preAllocated.length !== size)) {                        
                preAllocated = new Float32Array(size);
                //}
            }

            ////////////////////////////////////////////////////////////////////////////
            return {
                destroy: destroy,
                bind: bind,
                data: data,
                build: build,
                render: render,
                allocate: allocate,
                push: push
            };
        }

        /* Main renderer. Used to render series.
         *      Notes to self:
         *              - May be able to build a point map by rendering to a separate canvas
         *                and encoding values in the color data.
         *              - Need to figure out a way to transform the data quicker
         */
        function GLRenderer(postRenderCallback) {
            var // Shader
                shader = false,
                // Vertex buffers - keyed on shader attribute name
                vbuffer = false,
                // Opengl context
                gl = false,
                // Width of our viewport in pixels
                width = 0,
                // Height of our viewport in pixels
                height = 0,
                // The data to render - array of coordinates
                data = false,
                // The marker data
                markerData = false,
                // Is the texture ready?
                textureIsReady = false,
                // Exports
                exports = {},
                // Is it inited?
                isInited = false,
                // The series stack
                series = [],
                // Texture for circles
                circleTexture = doc.createElement('canvas'),
                // Context for circle texture
                circleCtx = circleTexture.getContext('2d'),
                // Handle for the circle texture
                circleTextureHandle,
                // Things to draw as "rectangles" (i.e lines)
                asBar = {
                    'column': true,
                    'area': true
                },
                asCircle = {
                    'scatter': true,
                    'bubble': true
                },
                //Render settings
                settings = {
                    pointSize: 1,
                    lineWidth: 3,
                    fillColor: '#AA00AA',
                    useAlpha: true,
                    usePreallocated: false,
                    useGPUTranslations: false,
                    timeRendering: false,
                    timeSeriesProcessing: false,
                    timeSetup: false
                };

            ////////////////////////////////////////////////////////////////////////////

            function setOptions(options) {
                merge(true, settings, options);
            }

            function seriesPointCount(series) {
                var isStacked,
                    xData,
                    s;

                if (isSeriesBoosting(series)) {
                    isStacked = !!series.options.stacking;
                    xData = series.xData || series.options.xData || series.processedXData;
                    s = (isStacked ? series.data : (xData || series.options.data)).length;

                    if (series.type === 'treemap') {
                        s *= 12;
                    } else if (series.type === 'heatmap') {
                        s *= 6;
                    } else if (asBar[series.type]) {
                        s *= 2;
                    }

                    return s;
                }

                return 0;
            }

            /* Allocate a float buffer to fit all series */
            function allocateBuffer(chart) {
                var s = 0;

                if (!settings.usePreallocated) {
                    return;
                }

                each(chart.series, function(series) {
                    if (isSeriesBoosting(series)) {
                        s += seriesPointCount(series);
                    }
                });

                vbuffer.allocate(s);
            }

            function allocateBufferForSingleSeries(series) {
                var s = 0;

                if (!settings.usePreallocated) {
                    return;
                }

                if (isSeriesBoosting(series)) {
                    s = seriesPointCount(series);
                }

                vbuffer.allocate(s);
            }

            /*  
             * Returns an orthographic perspective matrix
             * @param {number} width - the width of the viewport in pixels
             * @param {number} height - the height of the viewport in pixels
             */
            function orthoMatrix(width, height) {
                var near = 0,
                    far = 1;

                return [
                    2 / width, 0, 0, 0,
                    0, -(2 / height), 0, 0,
                    0, 0, -2 / (far - near), 0, -1, 1, -(far + near) / (far - near), 1
                ];
            }

            /*
             * Clear the depth and color buffer
             */
            function clear() {
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
            }

            /*
             * Get the WebGL context
             * @returns {WebGLContext} - the context
             */
            function getGL() {
                return gl;
            }

            /*
             * Push data for a single series
             * This calculates additional vertices and transforms the data to be 
             * aligned correctly in memory
             */
            function pushSeriesData(series, inst) {
                var isRange = series.pointArrayMap &&
                    series.pointArrayMap.join(',') === 'low,high',
                    chart = series.chart,
                    options = series.options,
                    isStacked = !!options.stacking,
                    rawData = options.data,
                    xExtremes = series.xAxis.getExtremes(),
                    xMin = xExtremes.min,
                    xMax = xExtremes.max,
                    yExtremes = series.yAxis.getExtremes(),
                    yMin = yExtremes.min,
                    yMax = yExtremes.max,
                    xData = series.xData || options.xData || series.processedXData,
                    yData = series.yData || options.yData || series.processedYData,
                    zData = series.zData || options.zData || series.processedZData,
                    yAxis = series.yAxis,
                    xAxis = series.xAxis,
                    useRaw = !xData || xData.length === 0,
                    // threshold = options.threshold,
                    // yBottom = chart.yAxis[0].getThreshold(threshold),
                    // hasThreshold = isNumber(threshold),
                    // colorByPoint = series.options.colorByPoint,
                    // This is required for color by point, so make sure this is 
                    // uncommented if enabling that
                    // colorIndex = 0,
                    // Required for color axis support
                    // caxis,                   
                    // connectNulls = options.connectNulls,                     
                    // For some reason eslint doesn't pick up that this is actually used
                    maxVal, //eslint-disable-line no-unused-vars
                    points = series.points || false,
                    lastX = false,
                    minVal,
                    color,
                    scolor,
                    sdata = isStacked ? series.data : (xData || rawData),
                    closestLeft = {
                        x: Number.MIN_VALUE,
                        y: 0
                    },
                    closestRight = {
                        x: Number.MIN_VALUE,
                        y: 0
                    };

                if (options.boostData && options.boostData.length > 0) {
                    return;
                }

                series.closestPointRangePx = Number.MAX_VALUE;

                // Push color to color buffer - need to do this per. vertex
                function pushColor(color) {
                    if (color) {
                        inst.colorData.push(color[0]);
                        inst.colorData.push(color[1]);
                        inst.colorData.push(color[2]);
                        inst.colorData.push(color[3]);
                    }
                }

                //Push a vertice to the data buffer
                function vertice(x, y, checkTreshold, pointSize, color) {
                    pushColor(color);
                    if (settings.usePreallocated) {
                        vbuffer.push(x, y, checkTreshold ? 1 : 0, pointSize || 1);
                    } else {
                        data.push(x);
                        data.push(y);
                        data.push(checkTreshold ? 1 : 0);
                        data.push(pointSize || 1);
                    }
                }

                // Push a rectangle to the data buffer
                function pushRect(x, y, w, h, color) {
                    pushColor(color);
                    vertice(x + w, y);
                    pushColor(color);
                    vertice(x, y);
                    pushColor(color);
                    vertice(x, y + h);

                    pushColor(color);
                    vertice(x, y + h);
                    pushColor(color);
                    vertice(x + w, y + h);
                    pushColor(color);
                    vertice(x + w, y);
                }

                // Special case for point shapes
                if (points && points.length > 0) {

                    // If we're doing points, we assume that the points are already
                    // translated, so we skip the shader translation.
                    inst.skipTranslation = true;
                    // Force triangle draw mode
                    inst.drawMode = 'triangles';

                    // We don't have a z component in the shader, so we need to sort.
                    if (points[0].node && points[0].node.levelDynamic) {
                        points.sort(function(a, b) {
                            if (a.node) {
                                if (a.node.levelDynamic > b.node.levelDynamic) {
                                    return 1;
                                } else if (a.node.levelDynamic < b.node.levelDynamic) {
                                    return -1;
                                }
                            }
                            return 0;
                        });
                    }

                    each(points, function(point) {
                        var plotY = point.plotY,
                            shapeArgs,
                            swidth,
                            pointAttr;

                        if (plotY !== undefined && !isNaN(plotY) && point.y !== null) {
                            shapeArgs = point.shapeArgs;


                            pointAttr = point.series.colorAttribs(point);

                            swidth = pointAttr['stroke-width'] || 0;

                            // Handle point colors
                            color = H.color(pointAttr.fill).rgba;
                            color[0] /= 255.0;
                            color[1] /= 255.0;
                            color[2] /= 255.0;

                            // So there are two ways of doing this. Either we can
                            // create a rectangle of two triangles, or we can do a 
                            // point and use point size. Latter is faster, but 
                            // only supports squares. So we're doing triangles.
                            // We could also use one color per. vertice to get 
                            // better color interpolation.

                            // If there's stroking, we do an additional rect
                            //if (pointAttr.stroke !== 'none' && swidth && swidth > 0) {
                            if (series.type === 'treemap') {
                                swidth = swidth || 1;
                                scolor = H.color(pointAttr.stroke).rgba;

                                scolor[0] /= 255.0;
                                scolor[1] /= 255.0;
                                scolor[2] /= 255.0;

                                pushRect(
                                    shapeArgs.x,
                                    shapeArgs.y,
                                    shapeArgs.width,
                                    shapeArgs.height,
                                    scolor
                                );

                                swidth /= 2;
                            }
                            // } else {
                            //  swidth = 0;
                            // }

                            pushRect(
                                shapeArgs.x + swidth,
                                shapeArgs.y + swidth,
                                shapeArgs.width - (swidth * 2),
                                shapeArgs.height - (swidth * 2),
                                color
                            );
                        }
                    });

                    return;
                }

                // Extract color axis
                // each(chart.axes || [], function (a) {
                //      if (H.ColorAxis && a instanceof H.ColorAxis) {
                //              caxis = a;
                //      }
                // });  

                each(sdata, function(d, i) {
                    var x,
                        y,
                        z,
                        px = false,
                        nx = false,
                        // This is in fact used.
                        low, //eslint-disable-line no-unused-vars
                        chartDestroyed = typeof chart.index === 'undefined',
                        nextInside = false,
                        prevInside = false,
                        pcolor = false,
                        drawAsBar = asBar[series.type],
                        isXInside = false,
                        isYInside = true;

                    if (chartDestroyed) {
                        return false;
                    }

                    // Uncomment this to enable color by point.
                    // This currently left disabled as the charts look really ugly
                    // when enabled and there's a lot of points.
                    // Leaving in for the future (tm).
                    // if (colorByPoint) {
                    //  colorIndex = ++colorIndex % series.chart.options.colors.length;
                    //  pcolor = toRGBAFast(series.chart.options.colors[colorIndex]);
                    //  pcolor[0] /= 255.0;
                    //  pcolor[1] /= 255.0;
                    //  pcolor[2] /= 255.0;
                    // }

                    if (useRaw) {
                        x = d[0];
                        y = d[1];

                        if (sdata[i + 1]) {
                            nx = sdata[i + 1][0];
                        }

                        if (sdata[i - 1]) {
                            px = sdata[i - 1][0];
                        }

                        if (d.length >= 3) {
                            z = d[2];

                            if (d[2] > inst.zMax) {
                                inst.zMax = d[2];
                            }

                            if (d[2] < inst.zMin) {
                                inst.zMin = d[2];
                            }
                        }

                    } else {
                        x = d;
                        y = yData[i];

                        if (sdata[i + 1]) {
                            nx = sdata[i + 1];
                        }

                        if (sdata[i - 1]) {
                            px = sdata[i - 1];
                        }

                        if (zData && zData.length) {
                            z = zData[i];

                            if (zData[i] > inst.zMax) {
                                inst.zMax = zData[i];
                            }

                            if (zData[i] < inst.zMin) {
                                inst.zMin = zData[i];
                            }
                        }
                    }

                    if (nx && nx >= xMin && nx <= xMax) {
                        nextInside = true;
                    }

                    if (px && px >= xMin && px <= xMax) {
                        prevInside = true;
                    }

                    if (isRange) {
                        if (useRaw) {
                            y = d.slice(1, 3);
                        }

                        low = y[0];
                        y = y[1];

                    } else if (isStacked) {
                        x = d.x;
                        y = d.stackY;
                        low = y - d.y;
                    }

                    if (!series.requireSorting) {
                        isYInside = y >= yMin && y <= yMax;
                    }

                    if (x > xMax && closestRight.x < xMax) {
                        closestRight.x = x;
                        closestRight.y = y;
                    }

                    if (x < xMin && closestLeft.x < xMin) {
                        closestLeft.x = x;
                        closestLeft.y = y;
                    }

                    if (y !== 0 && (!y || !isYInside)) {
                        return;
                    }

                    if (x >= xMin && x <= xMax) {
                        isXInside = true;
                    }

                    if (!isXInside && !nextInside && !prevInside) {
                        return;
                    }

                    // Skip translations - temporary floating point fix
                    if (!settings.useGPUTranslations) {
                        inst.skipTranslation = true;
                        x = xAxis.toPixels(x, true);
                        y = yAxis.toPixels(y, true);
                    }

                    if (drawAsBar) {

                        maxVal = y;
                        minVal = 0;

                        if (y < 0) {
                            minVal = y;
                            y = 0;
                        }

                        if (!settings.useGPUTranslations) {
                            minVal = yAxis.toPixels(minVal, true);
                        }

                        // Need to add an extra point here
                        vertice(x, minVal, 0, 0, pcolor);
                    }

                    // No markers on out of bounds things.
                    // Out of bound things are shown if and only if the next
                    // or previous point is inside the rect.
                    if (inst.hasMarkers) { // && isXInside) {
                        // x = H.correctFloat(
                        //      Math.min(Math.max(-1e5, xAxis.translate(
                        //              x,
                        //              0,
                        //              0,
                        //              0,
                        //              1,
                        //              0.5,
                        //              false
                        //      )), 1e5)
                        // );

                        if (lastX !== false) {
                            series.closestPointRangePx = Math.min(
                                series.closestPointRangePx,
                                Math.abs(x - lastX)
                            );
                        }
                    }

                    vertice(
                        x,
                        y,
                        0,
                        series.type === 'bubble' ? (z || 1) : 2,
                        pcolor
                    );

                    // Uncomment this to support color axis.
                    // if (caxis) {                             
                    //  color = H.color(caxis.toColor(y)).rgba;

                    //  inst.colorData.push(color[0] / 255.0);
                    //  inst.colorData.push(color[1] / 255.0);
                    //  inst.colorData.push(color[2] / 255.0);
                    //  inst.colorData.push(color[3]);
                    // }

                    lastX = x;

                    //return true;
                });

                function pushSupplementPoint(point) {
                    if (!settings.useGPUTranslations) {
                        inst.skipTranslation = true;
                        point.x = xAxis.toPixels(point.x, true);
                        point.y = yAxis.toPixels(point.y, true);
                    }

                    // We should only do this for lines, and we should ignore markers
                    // since there's no point here that would have a marker.

                    vertice(
                        point.x,
                        point.y,
                        0,
                        2
                    );
                }

                if (!lastX) {
                    // There are no points within the selected range
                    pushSupplementPoint(closestLeft);
                    pushSupplementPoint(closestRight);
                }
            }

            /*
             * Push a series to the renderer
             * If we render the series immediatly, we don't have to loop later
             * @param s {Highchart.Series} - the series to push
             */
            function pushSeries(s) {
                if (series.length > 0) {
                    series[series.length - 1].to = data.length;
                    if (series[series.length - 1].hasMarkers) {
                        series[series.length - 1].markerTo = markerData.length;
                    }
                }

                if (settings.timeSeriesProcessing) {
                    console.time('building ' + s.type + ' series'); //eslint-disable-line no-console                    
                }

                series.push({
                    from: data.length,
                    markerFrom: markerData.length,
                    // Push RGBA values to this array to use per. point coloring.
                    // It should be 0-padded, so each component should be pushed in
                    // succession.
                    colorData: [],
                    series: s,
                    zMin: Number.MAX_VALUE,
                    zMax: -Number.MAX_VALUE,
                    hasMarkers: s.options.marker ? s.options.marker.enabled !== false : false,
                    showMarksers: true,
                    drawMode: ({
                        'area': 'lines',
                        'arearange': 'lines',
                        'areaspline': 'line_strip',
                        'column': 'lines',
                        'line': 'line_strip',
                        'scatter': 'points',
                        'heatmap': 'triangles',
                        'treemap': 'triangles',
                        'bubble': 'points'
                    })[s.type] || 'line_strip'
                });

                // Add the series data to our buffer(s)
                pushSeriesData(s, series[series.length - 1]);

                if (settings.timeSeriesProcessing) {
                    console.timeEnd('building ' + s.type + ' series'); //eslint-disable-line no-console         
                }
            }

            /*
             * Flush the renderer.
             * This removes pushed series and vertices.
             * Should be called after clearing and before rendering
             */
            function flush() {
                series = [];
                exports.data = data = [];
                markerData = [];
            }

            /*
             * Pass x-axis to shader
             * @param axis {Highcharts.Axis} - the x-axis
             */
            function setXAxis(axis) {
                if (!shader) {
                    return;
                }

                shader.setUniform('xAxisTrans', axis.transA);
                shader.setUniform('xAxisMin', axis.min);
                shader.setUniform('xAxisMinPad', axis.minPixelPadding);
                shader.setUniform('xAxisPointRange', axis.pointRange);
                shader.setUniform('xAxisLen', axis.len);
                shader.setUniform('xAxisPos', axis.pos);
                shader.setUniform('xAxisCVSCoord', !axis.horiz);
            }

            /*
             * Pass y-axis to shader
             * @param axis {Highcharts.Axis} - the y-axis
             */
            function setYAxis(axis) {
                if (!shader) {
                    return;
                }

                shader.setUniform('yAxisTrans', axis.transA);
                shader.setUniform('yAxisMin', axis.min);
                shader.setUniform('yAxisMinPad', axis.minPixelPadding);
                shader.setUniform('yAxisPointRange', axis.pointRange);
                shader.setUniform('yAxisLen', axis.len);
                shader.setUniform('yAxisPos', axis.pos);
                shader.setUniform('yAxisCVSCoord', !axis.horiz);
            }

            /* 
             * Set the translation threshold
             * @param has {boolean} - has threshold flag
             * @param translation {Float} - the threshold
             */
            function setThreshold(has, translation) {
                shader.setUniform('hasThreshold', has);
                shader.setUniform('translatedThreshold', translation);
            }

            /* 
             * Render the data 
             * This renders all pushed series.
             */
            function render(chart) {

                if (chart) {
                    if (!chart.chartHeight || !chart.chartWidth) {
                        //chart.setChartSize();
                    }

                    width = chart.chartWidth || 800;
                    height = chart.chartHeight || 400;
                } else {
                    return false;
                }

                if (!gl || !width || !height) {
                    return false;
                }

                if (settings.timeRendering) {
                    console.time('gl rendering'); //eslint-disable-line no-console
                }

                shader.bind();

                gl.viewport(0, 0, width, height);
                shader.setPMatrix(orthoMatrix(width, height));

                if (settings.lineWidth > 1 && !H.isMS) {
                    gl.lineWidth(settings.lineWidth);
                }

                vbuffer.build(exports.data, 'aVertexPosition', 4);
                vbuffer.bind();

                if (textureIsReady) {
                    gl.bindTexture(gl.TEXTURE_2D, circleTextureHandle);
                    shader.setTexture(circleTextureHandle);
                }

                shader.setInverted(chart.options.chart ? chart.options.chart.inverted : false);

                // Render the series
                each(series, function(s, si) {
                    var options = s.series.options,
                        threshold = options.threshold,
                        hasThreshold = isNumber(threshold),
                        yBottom = s.series.yAxis.getThreshold(threshold),
                        translatedThreshold = yBottom,
                        cbuffer,
                        showMarkers = pick(
                            options.marker ? options.marker.enabled : null,
                            s.series.xAxis.isRadial ? true : null,
                            s.series.closestPointRangePx >
                            2 * ((
                                options.marker ?
                                options.marker.radius :
                                10
                            ) || 10)
                        ),
                        fillColor = s.series.fillOpacity ?
                        new Color(s.series.color).setOpacity(
                            pick(options.fillOpacity, 0.85)
                        ).get() :
                        s.series.color,
                        color;

                    vbuffer.bind();

                    if (options.colorByPoint) {
                        fillColor = s.series.chart.options.colors[si];
                    }

                    color = H.color(fillColor).rgba;

                    if (!settings.useAlpha) {
                        color[3] = 1.0;
                    }

                    //Blending
                    if (options.boostBlending === 'add') {
                        gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
                        gl.blendEquation(gl.FUNC_ADD);

                    } else if (options.boostBlending === 'mult') {
                        gl.blendFunc(gl.DST_COLOR, gl.ZERO);

                    } else if (options.boostBlending === 'darken') {
                        gl.blendFunc(gl.ONE, gl.ONE);
                        gl.blendEquation(gl.FUNC_MIN);

                    } else {
                        //gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);//, gl.ONE, gl.ZERO);
                        //gl.blendEquation(gl.FUNC_ADD);
                        gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
                    }

                    shader.reset();

                    // If there are entries in the colorData buffer, build and bind it.
                    if (s.colorData.length > 0) {
                        shader.setUniform('hasColor', 1.0);
                        cbuffer = GLVertexBuffer(gl, shader); //eslint-disable-line new-cap
                        cbuffer.build(s.colorData, 'aColor', 4);
                        cbuffer.bind();
                    }

                    // Set series specific uniforms
                    shader.setColor(color);
                    setXAxis(s.series.xAxis);
                    setYAxis(s.series.yAxis);
                    setThreshold(hasThreshold, translatedThreshold);

                    if (s.drawMode === 'points') {
                        if (options.marker && options.marker.radius) {
                            shader.setPointSize(options.marker.radius * 2.0);
                        } else {
                            shader.setPointSize(1);
                        }
                    }

                    // If set to true, the toPixels translations in the shader
                    // is skipped, i.e it's assumed that the value is a pixel coord.
                    shader.setSkipTranslation(s.skipTranslation);

                    if (s.series.type === 'bubble') {
                        shader.setBubbleUniforms(s.series, s.zMin, s.zMax);
                    }

                    shader.setDrawAsCircle((asCircle[s.series.type] && textureIsReady) || false);

                    // Do the actual rendering
                    vbuffer.render(s.from, s.to, s.drawMode);

                    if (s.hasMarkers && showMarkers) {
                        if (options.marker && options.marker.radius) {
                            shader.setPointSize(options.marker.radius * 2.0);
                        } else {
                            shader.setPointSize(10);
                        }
                        shader.setDrawAsCircle(true);
                        vbuffer.render(s.from, s.to, 'POINTS');
                    }
                });

                vbuffer.destroy();

                if (settings.timeRendering) {
                    console.timeEnd('gl rendering'); //eslint-disable-line no-console
                }

                flush();

                if (postRenderCallback) {
                    postRenderCallback();
                }
            }

            /* 
             * Render the data when ready
             */
            function renderWhenReady(chart) {
                clear();

                if (chart.renderer.forExport) {
                    return render(chart);
                }

                if (isInited) {
                    render(chart);
                } else {
                    setTimeout(function() {
                        renderWhenReady(chart);
                    }, 1);
                }
            }

            /* 
             * Set the viewport size in pixels
             * Creates an orthographic perspective matrix and applies it.
             * @param w {Integer} - the width of the viewport
             * @param h {Integer} - the height of the viewport
             */
            function setSize(w, h) {
                // Skip if there's no change
                if (width === w && h === h) {
                    return;
                }

                width = w;
                height = h;

                shader.bind();
                shader.setPMatrix(orthoMatrix(width, height));
            }

            /* 
             * Init OpenGL 
             * @param canvas {HTMLCanvas} - the canvas to render to
             */
            function init(canvas, noFlush) {
                var i = 0,
                    contexts = [
                        'webgl',
                        'experimental-webgl',
                        'moz-webgl',
                        'webkit-3d'
                    ];

                isInited = false;

                if (!canvas) {
                    return false;
                }

                if (settings.timeSetup) {
                    console.time('gl setup'); //eslint-disable-line no-console  
                }

                for (; i < contexts.length; i++) {
                    gl = canvas.getContext(contexts[i]);
                    if (gl) {
                        break;
                    }
                }

                if (gl) {
                    if (!noFlush) {
                        flush();
                    }
                } else {
                    return false;
                }

                gl.enable(gl.BLEND);
                // gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
                gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
                gl.disable(gl.DEPTH_TEST);
                gl.depthMask(gl.FALSE);

                shader = GLShader(gl); //eslint-disable-line new-cap    
                vbuffer = GLVertexBuffer(gl, shader); //eslint-disable-line new-cap

                textureIsReady = false;

                // Set up the circle texture used for bubbles
                circleTextureHandle = gl.createTexture();

                // Draw the circle
                circleTexture.width = 512;
                circleTexture.height = 512;

                circleCtx.fillStyle = '#FFF';
                circleCtx.beginPath();
                circleCtx.arc(256, 256, 256, 0, 2 * Math.PI);
                circleCtx.fill();

                try {

                    gl.bindTexture(gl.TEXTURE_2D, circleTextureHandle);

                    gl.texImage2D(
                        gl.TEXTURE_2D,
                        0,
                        gl.RGBA,
                        gl.RGBA,
                        gl.UNSIGNED_BYTE,
                        circleTexture
                    );

                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);

                    gl.generateMipmap(gl.TEXTURE_2D);

                    gl.bindTexture(gl.TEXTURE_2D, null);

                    textureIsReady = true;
                } catch (e) {}

                isInited = true;

                if (settings.timeSetup) {
                    console.timeEnd('gl setup'); //eslint-disable-line no-console
                }

                return true;
            }

            /* 
             * Check if we have a valid OGL context 
             * @returns {Boolean} - true if the context is valid
             */
            function valid() {
                return gl !== false;
            }

            /*
             * Check if the renderer has been initialized
             * @returns {Boolean} - true if it has, false if not
             */
            function inited() {
                return isInited;
            }

            function destroy() {
                vbuffer.destroy();
                shader.destroy();
                if (gl) {
                    //gl.deleteTexture(circleTextureHandle);
                }
            }

            ////////////////////////////////////////////////////////////////////////////
            exports = {
                allocateBufferForSingleSeries: allocateBufferForSingleSeries,
                pushSeries: pushSeries,
                setSize: setSize,
                inited: inited,
                setThreshold: setThreshold,
                init: init,
                render: renderWhenReady,
                settings: settings,
                valid: valid,
                clear: clear,
                flush: flush,
                setXAxis: setXAxis,
                setYAxis: setYAxis,
                data: data,
                gl: getGL,
                allocateBuffer: allocateBuffer,
                destroy: destroy,
                setOptions: setOptions
            };

            return exports;
        }

        // END OF WEBGL ABSTRACTIONS
        ////////////////////////////////////////////////////////////////////////////////

        /* 
         * Create a canvas + context and attach it to the target
         * @param target {Highcharts.Chart|Highcharts.Series} - the canvas target
         * @param chart {Highcharts.Chart} - the chart
         */
        function createAndAttachRenderer(chart, series) {
            var width = chart.chartWidth,
                height = chart.chartHeight,
                target = chart,
                targetGroup = chart.seriesGroup || series.group,
                swapXY = function(proceed, x, y, a, b, c, d) {
                    proceed.call(series, y, x, a, b, c, d);
                };

            if (isChartSeriesBoosting(chart)) {
                target = chart;
            } else {
                target = series;
            }

            if (target.ogl) {
                //target.ogl.destroy();
            }

            if (!target.image) {
                target.canvas = doc.createElement('canvas');

                target.image = chart.renderer.image(
                    '',
                    0,
                    0,
                    width,
                    height
                ).add(targetGroup);

                target.boostClipRect = chart.renderer.clipRect(
                    chart.plotLeft,
                    chart.plotTop,
                    chart.plotWidth,
                    chart.chartHeight
                );

                target.image.clip(target.boostClipRect);

                if (target.inverted) {
                    each(['moveTo', 'lineTo', 'rect', 'arc'], function(fn) {
                        wrap(false, fn, swapXY);
                    });
                }

                if (target instanceof H.Chart) {
                    target.markerGroup = target.renderer.g().add(targetGroup);

                    target.markerGroup.translate(series.xAxis.pos, series.yAxis.pos);
                }
            }

            target.canvas.width = width;
            target.canvas.height = height;

            target.image.attr({
                x: 0,
                y: 0,
                width: width,
                height: height,
                style: 'pointer-events: none'
            });

            target.boostClipRect.attr({
                x: chart.plotLeft,
                y: chart.plotTop,
                width: chart.plotWidth,
                height: chart.chartHeight
            });

            if (!target.ogl) {


                target.ogl = GLRenderer(function() { // eslint-disable-line new-cap
                    target.image.attr({
                        href: target.canvas.toDataURL('image/png')
                    });
                }); //eslint-disable-line new-cap

                target.ogl.init(target.canvas);
                // target.ogl.clear();
                target.ogl.setOptions(chart.options.boost || {});

                if (target instanceof H.Chart) {
                    target.ogl.allocateBuffer(chart);
                }
            }

            target.ogl.setSize(width, height);

            return target.ogl;
        }

        /*
         * Performs the actual render if the renderer is 
         * attached to the series.
         * @param renderer {OGLRenderer} - the renderer
         * @param series {Highcharts.Series} - the series
         */
        function renderIfNotSeriesBoosting(renderer, series, chart) {
            if (renderer &&
                series.image &&
                series.canvas &&
                !isChartSeriesBoosting(chart || series.chart)
            ) {
                renderer.render(chart || series.chart);
            }
        }

        function allocateIfNotSeriesBoosting(renderer, series) {
            if (renderer &&
                series.image &&
                series.canvas &&
                !isChartSeriesBoosting(series.chart)
            ) {
                renderer.allocateBufferForSingleSeries(series);
            }
        }

        /*
         * An "async" foreach loop.
         * Uses a setTimeout to keep the loop from blocking the UI thread
         * @param arr {Array} - the array to loop through
         * @param fn {Function} - the callback to call for each item
         * @param finalFunc {Function} - the callback to call when done
         * @param chunkSize {Number} - the number of iterations per. timeout
         * @param i {Number} - the current index
         * @param noTimeout {Boolean} - set to true to skip timeouts 
         */
        function eachAsync(arr, fn, finalFunc, chunkSize, i, noTimeout) {
            i = i || 0;
            chunkSize = chunkSize || CHUNK_SIZE;

            var threshold = i + chunkSize,
                proceed = true;

            while (proceed && i < threshold && i < arr.length) {
                proceed = fn(arr[i], i);
                ++i;
            }
            if (proceed) {
                if (i < arr.length) {

                    if (noTimeout) {
                        eachAsync(arr, fn, finalFunc, chunkSize, i, noTimeout);
                    } else if (win.requestAnimationFrame) {
                        //If available, do requestAnimationFrame - shaves off a few ms 
                        win.requestAnimationFrame(function() {
                            eachAsync(arr, fn, finalFunc, chunkSize, i);
                        });
                    } else {
                        setTimeout(function() {
                            eachAsync(arr, fn, finalFunc, chunkSize, i);
                        });
                    }

                } else if (finalFunc) {
                    finalFunc();
                }
            }
        }

        ////////////////////////////////////////////////////////////////////////////////
        // Following is the parts of the boost that's common between OGL/Legacy

        /**
         * Return a full Point object based on the index. 
         * The boost module uses stripped point objects for performance reasons.
         * @param   {Number} boostPoint A stripped-down point object
         * @returns {Object} A Point object as per http://api.highcharts.com/highcharts#Point
         */
        Series.prototype.getPoint = function(boostPoint) {
            var point = boostPoint,
                xData = this.xData || this.options.xData || this.processedXData || false;

            if (boostPoint && !(boostPoint instanceof this.pointClass)) {
                point = (new this.pointClass()).init( // eslint-disable-line new-cap
                    this,
                    this.options.data[boostPoint.i],
                    xData ? xData[boostPoint.i] : undefined
                );

                point.category = point.x;

                point.dist = boostPoint.dist;
                point.distX = boostPoint.distX;
                point.plotX = boostPoint.plotX;
                point.plotY = boostPoint.plotY;
                point.index = boostPoint.i;
            }

            return point;
        };

        /**
         * Return a point instance from the k-d-tree
         */
        wrap(Series.prototype, 'searchPoint', function(proceed) {
            return this.getPoint(
                proceed.apply(this, [].slice.call(arguments, 1))
            );
        });

        /**
         * Extend series.destroy to also remove the fake k-d-tree points (#5137). 
         * Normally this is handled by Series.destroy that calls Point.destroy, 
         * but the fake search points are not registered like that.
         */
        wrap(Series.prototype, 'destroy', function(proceed) {
            var series = this,
                chart = series.chart;

            if (chart.markerGroup === series.markerGroup) {
                series.markerGroup = null;
            }

            if (chart.hoverPoints) {
                chart.hoverPoints = grep(chart.hoverPoints, function(point) {
                    return point.series === series;
                });
            }

            if (chart.hoverPoint && chart.hoverPoint.series === series) {
                chart.hoverPoint = null;
            }

            proceed.call(this);
        });

        /**
         * Do not compute extremes when min and max are set.
         * If we use this in the core, we can add the hook 
         * to hasExtremes to the methods directly.
         */
        wrap(Series.prototype, 'getExtremes', function(proceed) {
            if (!isSeriesBoosting(this) || (!this.hasExtremes || !this.hasExtremes())) {
                return proceed.apply(this, Array.prototype.slice.call(arguments, 1));
            }
        });

        // Set default options
        each([
                'area',
                'arearange',
                'column',
                'line',
                'scatter',
                'heatmap',
                'bubble',
                'treemap',
                'heatmap'
            ],
            function(type) {
                if (plotOptions[type]) {
                    plotOptions[type].boostThreshold = 5000;
                    plotOptions[type].boostData = [];
                }
            }
        );

        /**
         * Override a bunch of methods the same way. If the number of points is 
         * below the threshold, run the original method. If not, check for a 
         * canvas version or do nothing.
         *
         * Note that we're not overriding any of these for heatmaps.
         */
        each([
            'translate',
            'generatePoints',
            'drawTracker',
            'drawPoints',
            'render'
        ], function(method) {
            function branch(proceed) {
                var letItPass = this.options.stacking &&
                    (method === 'translate' || method === 'generatePoints');

                if (!isSeriesBoosting(this) ||
                    letItPass ||
                    this.type === 'heatmap' ||
                    this.type === 'treemap'
                ) {

                    // Clear image
                    if (method === 'render' && this.image && !isChartSeriesBoosting(this.chart)) {
                        this.image.attr({
                            href: ''
                        });
                        this.animate = null; // We're zooming in, don't run animation
                    }

                    proceed.call(this);

                    // If a canvas version of the method exists, like renderCanvas(), run
                } else if (this[method + 'Canvas']) {
                    this[method + 'Canvas']();
                }
            }

            wrap(Series.prototype, method, branch);

            // A special case for some types - their translate method is already wrapped
            if (method === 'translate') {
                if (seriesTypes.column) {
                    wrap(seriesTypes.column.prototype, method, branch);
                }

                if (seriesTypes.arearange) {
                    wrap(seriesTypes.arearange.prototype, method, branch);
                }

                if (seriesTypes.treemap) {
                    wrap(seriesTypes.treemap.prototype, method, branch);
                }
            }
        });

        /*
         * Returns true if the current browser supports webgl
         */
        function hasWebGLSupport() {
            var i = 0,
                canvas,
                contexts = ['webgl', 'experimental-webgl', 'moz-webgl', 'webkit-3d'],
                context = false;

            if (typeof win.WebGLRenderingContext !== 'undefined') {
                canvas = doc.createElement('canvas');

                for (; i < contexts.length; i++) {
                    try {
                        context = canvas.getContext(contexts[i]);
                        if (typeof context !== 'undefined' && context !== null) {
                            return true;
                        }
                    } catch (e) {

                    }
                }
            }

            return false;
        }

        /* Used for treemap|heatmap.drawPoints */
        function pointDrawHandler(proceed) {
            if (!isSeriesBoosting(this)) {
                return proceed.call(this);
            }

            //Make sure we have a valid OGL context
            var renderer = createAndAttachRenderer(this.chart, this);

            if (renderer) {
                allocateIfNotSeriesBoosting(renderer, this);
                renderer.pushSeries(this);
            }

            renderIfNotSeriesBoosting(renderer, this);
        }



        ////////////////////////////////////////////////////////////////////////////////
        // We're wrapped in a closure, so just return if there's no webgl support

        if (!hasWebGLSupport()) {
            if (typeof H.initCanvasBoost !== 'undefined') {
                // Fallback to canvas boost             
                H.initCanvasBoost();
            } else {
                H.error(26);
            }
        } else {

            ////////////////////////////////////////////////////////////////////////////
            // GL-SPECIFIC WRAPPINGS FOLLOWS

            /** If the series is a heatmap or treemap, or if the series is not boosting
             *  do the default behaviour. Otherwise, process if the series has no 
             *  extremes.
             */
            wrap(Series.prototype, 'processData', function(proceed) {
                // If this is a heatmap, do default behaviour
                if (!isSeriesBoosting(this) ||
                    this.type === 'heatmap' ||
                    this.type === 'treemap') {
                    proceed.apply(this, Array.prototype.slice.call(arguments, 1));
                }

                if (!this.hasExtremes || !this.hasExtremes(true)) {
                    proceed.apply(this, Array.prototype.slice.call(arguments, 1));
                }
            });

            H.extend(Series.prototype, {
                pointRange: 0,
                directTouch: false,
                allowDG: false, // No data grouping, let boost handle large data 
                hasExtremes: function(checkX) {
                    var options = this.options,
                        data = options.data,
                        xAxis = this.xAxis && this.xAxis.options,
                        yAxis = this.yAxis && this.yAxis.options;

                    return data.length > (options.boostThreshold || Number.MAX_VALUE) &&
                        isNumber(yAxis.min) && isNumber(yAxis.max) &&
                        (!checkX || (isNumber(xAxis.min) && isNumber(xAxis.max)));
                },

                /**
                 * If implemented in the core, parts of this can probably be 
                 * shared with other similar methods in Highcharts.
                 */
                destroyGraphics: function() {
                    var series = this,
                        points = this.points,
                        point,
                        i;

                    if (points) {
                        for (i = 0; i < points.length; i = i + 1) {
                            point = points[i];
                            if (point && point.graphic) {
                                point.graphic = point.graphic.destroy();
                            }
                        }
                    }

                    each(['graph', 'area', 'tracker'], function(prop) {
                        if (series[prop]) {
                            series[prop] = series[prop].destroy();
                        }
                    });
                },

                renderCanvas: function() {
                    var series = this,
                        options = series.options || {},
                        renderer = false,
                        chart = series.chart,
                        xAxis = this.xAxis,
                        yAxis = this.yAxis,
                        //ctx,
                        //c = 0,
                        xData = options.xData || series.processedXData,
                        yData = options.yData || series.processedYData,

                        rawData = options.data,
                        xExtremes = xAxis.getExtremes(),
                        xMin = xExtremes.min,
                        xMax = xExtremes.max,
                        yExtremes = yAxis.getExtremes(),
                        yMin = yExtremes.min,
                        yMax = yExtremes.max,
                        pointTaken = {},
                        lastClientX,
                        sampling = !!series.sampling,
                        points,
                        enableMouseTracking = options.enableMouseTracking !== false,
                        threshold = options.threshold,
                        yBottom = yAxis.getThreshold(threshold),
                        isRange = series.pointArrayMap &&
                        series.pointArrayMap.join(',') === 'low,high',
                        isStacked = !!options.stacking,
                        cropStart = series.cropStart || 0,
                        requireSorting = series.requireSorting,
                        useRaw = !xData,
                        minVal,
                        maxVal,
                        minI,
                        maxI,

                        addKDPoint = function(clientX, plotY, i) {
                            //Shaves off about 60ms compared to repeated concatination
                            index = clientX + ',' + plotY;

                            // The k-d tree requires series points. 
                            // Reduce the amount of points, since the time to build the 
                            // tree increases exponentially.
                            if (enableMouseTracking && !pointTaken[index]) {
                                pointTaken[index] = true;

                                if (chart.inverted) {
                                    clientX = xAxis.len - clientX;
                                    plotY = yAxis.len - plotY;
                                }

                                points.push({
                                    clientX: clientX,
                                    plotX: clientX,
                                    plotY: plotY,
                                    i: cropStart + i
                                });
                            }
                        };

                    // Get or create the renderer
                    renderer = createAndAttachRenderer(chart, series);

                    if (!this.visible) {
                        if (!isChartSeriesBoosting(chart) && renderer) {
                            renderer.clear();
                            this.image.attr({
                                href: ''
                            });
                        }
                        return;
                    }

                    // If we are zooming out from SVG mode, destroy the graphics
                    if (this.points || this.graph) {
                        this.destroyGraphics();
                    }

                    // If we're rendering per. series we should create the marker groups
                    // as usual.
                    if (!isChartSeriesBoosting(chart)) {
                        this.markerGroup = series.plotGroup(
                            'markerGroup',
                            'markers',
                            true,
                            1,
                            chart.seriesGroup
                        );
                    } else {
                        //Use a single group for the markers
                        this.markerGroup = chart.markerGroup;
                    }

                    points = this.points = [];

                    // Do not start building while drawing 
                    series.buildKDTree = noop;

                    if (renderer) {
                        allocateIfNotSeriesBoosting(renderer, this);
                        renderer.pushSeries(series);
                        // Perform the actual renderer if we're on series level
                        renderIfNotSeriesBoosting(renderer, this, chart);
                        //console.log(series, chart);
                    }

                    /* This builds the KD-tree */
                    function processPoint(d, i) {
                        var x,
                            y,
                            clientX,
                            plotY,
                            isNull,
                            low,
                            chartDestroyed = typeof chart.index === 'undefined',
                            isYInside = true;

                        if (!chartDestroyed) {
                            if (useRaw) {
                                x = d[0];
                                y = d[1];
                            } else {
                                x = d;
                                y = yData[i];
                            }

                            // Resolve low and high for range series
                            if (isRange) {
                                if (useRaw) {
                                    y = d.slice(1, 3);
                                }
                                low = y[0];
                                y = y[1];
                            } else if (isStacked) {
                                x = d.x;
                                y = d.stackY;
                                low = y - d.y;
                            }

                            isNull = y === null;

                            // Optimize for scatter zooming
                            if (!requireSorting) {
                                isYInside = y >= yMin && y <= yMax;
                            }

                            if (!isNull && x >= xMin && x <= xMax && isYInside) {

                                // We use ceil to allow the KD tree to work with sub
                                // pixels, which can be used in boost to space pixels
                                clientX = Math.ceil(xAxis.toPixels(x, true));

                                if (sampling) {
                                    if (minI === undefined || clientX === lastClientX) {
                                        if (!isRange) {
                                            low = y;
                                        }
                                        if (maxI === undefined || y > maxVal) {
                                            maxVal = y;
                                            maxI = i;
                                        }
                                        if (minI === undefined || low < minVal) {
                                            minVal = low;
                                            minI = i;
                                        }

                                    }
                                    if (clientX !== lastClientX) { // Add points and reset
                                        if (minI !== undefined) { // then maxI is also a number
                                            plotY = yAxis.toPixels(maxVal, true);
                                            yBottom = yAxis.toPixels(minVal, true);

                                            addKDPoint(clientX, plotY, maxI);
                                            if (yBottom !== plotY) {
                                                addKDPoint(clientX, yBottom, minI);
                                            }
                                        }

                                        minI = maxI = undefined;
                                        lastClientX = clientX;
                                    }
                                } else {
                                    plotY = Math.ceil(yAxis.toPixels(y, true));
                                    addKDPoint(clientX, plotY, i);
                                }
                            }
                        }

                        return !chartDestroyed;
                    }

                    function doneProcessing() {
                        fireEvent(series, 'renderedCanvas');
                        // Pass tests in Pointer. 
                        // Replace this with a single property, and replace when zooming
                        // in below boostThreshold.
                        series.directTouch = false;
                        series.options.stickyTracking = true;

                        // Go back to prototype, ready to build
                        delete series.buildKDTree;
                        series.buildKDTree();
                    }

                    // Loop over the points to build the k-d tree
                    eachAsync(
                        isStacked ? series.data : (xData || rawData),
                        processPoint,
                        doneProcessing,
                        chart.renderer.forExport ? Number.MAX_VALUE : undefined
                    );
                }
            });

            /*
             * We need to handle heatmaps separatly, since we can't perform the
             * size/color calculations in the shader easily.
             *
             * This likely needs future optimization.
             *
             */
            each(['heatmap', 'treemap'],
                function(t) {
                    if (seriesTypes[t]) {
                        wrap(seriesTypes[t].prototype, 'drawPoints', pointDrawHandler);
                        seriesTypes[t].prototype.directTouch = false; // Use k-d-tree
                    }
                }
            );

            if (seriesTypes.bubble) {
                // By default, the bubble series does not use the KD-tree, so force it
                // to.
                delete seriesTypes.bubble.prototype.buildKDTree;
                seriesTypes.bubble.prototype.directTouch = false;

                // Needed for markers to work correctly
                wrap(
                    seriesTypes.bubble.prototype,
                    'markerAttribs',
                    function(proceed) {
                        if (isSeriesBoosting(this)) {
                            return false;
                        }
                        return proceed.apply(this, [].slice.call(arguments, 1));
                    }
                );
            }

            seriesTypes.scatter.prototype.fill = true;

            extend(seriesTypes.area.prototype, {
                fill: true,
                fillOpacity: true,
                sampling: true
            });

            extend(seriesTypes.column.prototype, {
                fill: true,
                sampling: true
            });

            wrap(Series.prototype, 'setVisible', function(proceed, vis) {
                proceed.call(this, vis, false);
                if (this.visible === false && this.ogl && this.canvas && this.image) {
                    this.ogl.clear();
                    this.image.attr({
                        href: ''
                    });
                } else {
                    this.chart.redraw();
                }
            });

            /**
             * Take care of the canvas blitting
             */
            H.Chart.prototype.callbacks.push(function(chart) {

                /* Convert chart-level canvas to image */
                function canvasToSVG() {
                    if (chart.ogl && isChartSeriesBoosting(chart)) {
                        chart.ogl.render(chart);
                    }
                }

                /* Clear chart-level canvas */
                function preRender() {

                    if (!isChartSeriesBoosting(chart) && chart.didBoost) {
                        chart.didBoost = false;
                        // Clear the canvas
                        if (chart.image) {
                            chart.image.attr({
                                href: ''
                            });
                        }
                    }

                    if (chart.canvas && chart.ogl && isChartSeriesBoosting(chart)) {
                        chart.didBoost = true;

                        // Allocate
                        chart.ogl.allocateBuffer(chart);
                    }

                    //see #6518 + #6739
                    if (chart.markerGroup && chart.xAxis && chart.xAxis.length > 0 && chart.yAxis && chart.yAxis.length > 0) {
                        chart.markerGroup.translate(
                            chart.xAxis[0].pos,
                            chart.yAxis[0].pos
                        );
                    }

                }

                addEvent(chart, 'predraw', preRender);
                addEvent(chart, 'render', canvasToSVG);
            });
        } // if hasCanvasSupport

    }(Highcharts));
}));