/**
 * @license Highcharts JS v6.2.0 (2018-10-17)
 * 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 if (typeof define === 'function' && define.amd) {
		define(function () {
			return factory;
		});
	} else {
		factory(Highcharts);
	}
}(function (Highcharts) {
	(function (H) {
		/**
		 * License: www.highcharts.com/license
		 * Author: Christer Vasseng, Torstein Honsi
		 *
		 * This is a Highcharts module that draws long data series on a cannvas in order
		 * to increase performance of the initial load time and tooltip responsiveness.
		 *
		 * Compatible with WebGL compatible browsers (not IE < 11).
		 *
		 * 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
		 * - Dash styles are not rendered on lines.
		 * - 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
		 *  }
		 */

		/**
		 * Options for the Boost module. The Boost module allows certain series types
		 * to be rendered by WebGL instead of the default SVG. This allows hundreds of
		 * thousands of data points to be rendered in milliseconds. In addition to the
		 * WebGL rendering it saves time by skipping processing and inspection of the
		 * data wherever possible. This introduces some limitations to what features are
		 * available in Boost mode. See [the docs](
		 * https://www.highcharts.com/docs/advanced-chart-features/boost-module) for
		 * details.
		 *
		 * In addition to the global `boost` option, each series has a
		 * [boostThreshold](#plotOptions.series.boostThreshold) that defines when the
		 * boost should kick in.
		 *
		 * Requires the `modules/boost.js` module.
		 *
		 * @sample {highstock} highcharts/boost/line-series-heavy-stock
		 *         Stock chart
		 * @sample {highstock} highcharts/boost/line-series-heavy-dynamic
		 *         Dynamic stock chart
		 * @sample highcharts/boost/line
		 *         Line chart
		 * @sample highcharts/boost/line-series-heavy
		 *         Line chart with hundreds of series
		 * @sample highcharts/boost/scatter
		 *         Scatter chart
		 * @sample highcharts/boost/area
		 *         Area chart
		 * @sample highcharts/boost/arearange
		 *         Area range chart
		 * @sample highcharts/boost/column
		 *         Column chart
		 * @sample highcharts/boost/columnrange
		 *         Column range chart
		 * @sample highcharts/boost/bubble
		 *         Bubble chart
		 * @sample highcharts/boost/heatmap
		 *         Heat map
		 * @sample highcharts/boost/treemap
		 *         Tree map
		 *
		 * @product highcharts highstock
		 * @type {Object}
		 * @apioption boost
		 */

		/**
		 * 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.
		 *
		 * @type {Number}
		 * @default  null
		 * @apioption boost.seriesThreshold
		 */

		/**
		 * Enable or disable boost on a chart.
		 *
		 * @type {Boolean}
		 * @default true
		 * @apioption boost.enabled
		 */

		/**
		 * Debugging options for boost.
		 * Useful for benchmarking, and general timing.
		 *
		 * @type {Object}
		 * @apioption boost.debug
		 */

		/**
		 * Time the series rendering.
		 *
		 * This outputs the time spent on actual rendering in the console when
		 * set to true.
		 *
		 * @type {Boolean}
		 * @default false
		 * @apioption boost.debug.timeRendering
		 */

		/**
		 * Time the series processing.
		 *
		 * This outputs the time spent on transforming the series data to
		 * vertex buffers when set to true.
		 *
		 * @type {Boolean}
		 * @default false
		 * @apioption boost.debug.timeSeriesProcessing
		 */

		/**
		 * Time the the WebGL setup.
		 *
		 * This outputs the time spent on setting up the WebGL context,
		 * creating shaders, and textures.
		 *
		 * @type {Boolean}
		 * @default false
		 * @apioption boost.debug.timeSetup
		 */

		/**
		 * Time the building of the k-d tree.
		 *
		 * This outputs the time spent building the k-d tree used for
		 * markers etc.
		 *
		 * Note that the k-d tree is built async, and runs post-rendering.
		 * Following, it does not affect the performance of the rendering itself.
		 *
		 * @type {Boolean}
		 * @default false
		 * @apioption boost.debug.timeKDTree
		 */

		/**
		 * Show the number of points skipped through culling.
		 *
		 * When set to true, the number of points skipped in series processing
		 * is outputted. Points are skipped if they are closer than 1 pixel from
		 * each other.
		 *
		 * @type {Boolean}
		 * @default false
		 * @apioption boost.debug.showSkipSummary
		 */

		/**
		 * Time the WebGL to SVG buffer copy
		 *
		 * After rendering, the result is copied to an image which is injected
		 * into the SVG.
		 *
		 * If this property is set to true, the time it takes for the buffer copy
		 * to complete is outputted.
		 *
		 * @type {Boolean}
		 * @default false
		 * @apioption boost.debug.timeBufferCopy
		 */

		/**
		 * Enable or disable GPU translations. GPU translations are faster than doing
		 * the translation in JavaScript.
		 *
		 * This option may cause rendering issues with certain datasets.
		 * Namely, if your dataset has large numbers with small increments (such as
		 * timestamps), it won't work correctly. This is due to floating point
		 * precission.
		 *
		 * @type {Boolean}
		 * @default false
		 * @apioption boost.useGPUTranslations
		 */

		/**
		 * 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.
		 *
		 * To disable boosting on the series, set the `boostThreshold` to 0. Setting it
		 * to 1 will force boosting.
		 *
		 * Requires `modules/boost.js`.
		 *
		 * @type {Number}
		 * @default 5000
		 * @apioption plotOptions.series.boostThreshold
		 */

		/**
		 * If set to true, the whole chart will be boosted if one of the series
		 * crosses its threshold, and all the series can be boosted.
		 *
		 * @type {Boolean}
		 * @default true
		 * @apioption boost.allowForce
		 */

		/* global Float32Array */


		var win = H.win,
		    doc = win.document,
		    noop = function () {},
		    Chart = H.Chart,
		    Color = H.Color,
		    Series = H.Series,
		    seriesTypes = H.seriesTypes,
		    each = H.each,
		    objEach = H.objectEach,
		    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 = 30000,
		    mainCanvas = doc.createElement('canvas'),
		    index,
		    boostable = [
		        'area',
		        'arearange',
		        'column',
		        'columnrange',
		        'bar',
		        'line',
		        'scatter',
		        'heatmap',
		        'bubble',
		        'treemap'
		    ],
		    boostableMap = {};

		each(boostable, function (item) {
		    boostableMap[item] = 1;
		});

		// 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' &&
		            t !== null &&
		            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
		 * The result of this is cached in chart.boostForceChartBoost.
		 * It's re-fetched on redraw.
		 *
		 * We do this because there's a lot of overhead involved when dealing
		 * with a lot of series.
		 *
		 */
		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,
		        canBoostCount = 0,
		        allowBoostForce = pick(
		            chart.options.boost && chart.options.boost.allowForce,
		            true
		        ),
		        series;

		    if (typeof chart.boostForceChartBoost !== 'undefined') {
		        return chart.boostForceChartBoost;
		    }

		    if (chart.series.length > 1) {
		        for (var i = 0; i < chart.series.length; i++) {

		            series = chart.series[i];

		            // Don't count series with boostThreshold set to 0
		            // See #8950
		            if (series.options.boostThreshold === 0) {
		                continue;
		            }

		            if (boostableMap[series.type]) {
		                ++canBoostCount;
		            }

		            if (patientMax(
		                series.processedXData,
		                series.options.data,
		                // series.xData,
		                series.points
		            ) >= (series.options.boostThreshold || Number.MAX_VALUE)) {
		                ++sboostCount;
		            }
		        }
		    }

		    chart.boostForceChartBoost = allowBoostForce && (
		        (
		            canBoostCount === chart.series.length &&
		            sboostCount > 0
		        ) ||
		        sboostCount > 5
		    );

		    return chart.boostForceChartBoost;
		}

		/**
		 * Return true if ths boost.enabled option is true
		 * @param  {Highcharts.Chart} chart The chart
		 * @return {boolean}
		 */
		function boostEnabled(chart) {
		    return pick(
		        (
		            chart &&
		            chart.options &&
		            chart.options.boost &&
		            chart.options.boost.enabled
		        ),
		        true
		    );
		}

		/*
		 * Returns true if the chart is in series boost mode
		 * @param chart {Highcharts.Chart} - the chart to check
		 * @returns {Boolean} - true if the chart is in series boost mode
		 */
		Chart.prototype.isChartSeriesBoosting = function () {
		    var isSeriesBoosting,
		        threshold = pick(
		            this.options.boost && this.options.boost.seriesThreshold,
		            50
		        );

		    isSeriesBoosting = threshold <= this.series.length ||
		        shouldForceChartSeriesBoosting(this);

		    return isSeriesBoosting;
		};

		/*
		 * Get the clip rectangle for a target, either a series or the chart. For the
		 * chart, we need to consider the maximum extent of its Y axes, in case of
		 * Highstock panes and navigator.
		 */
		Chart.prototype.getBoostClipRect = function (target) {
		    var clipBox = {
		        x: this.plotLeft,
		        y: this.plotTop,
		        width: this.plotWidth,
		        height: this.plotHeight
		    };

		    if (target === this) {
		        each(this.yAxis, function (yAxis) {
		            clipBox.y = Math.min(yAxis.pos, clipBox.y);
		            clipBox.height = Math.max(
		                yAxis.pos - this.plotTop + yAxis.len,
		                clipBox.height
		            );
		        }, this);
		    }

		    return clipBox;
		};

		/*
		 * 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, overrideThreshold) {
		    return  isChartSeriesBoosting(series.chart) ||
		            patientMax(
		                series.processedXData,
		                series.options.data,
		                series.points
		            ) >= (
		                overrideThreshold ||
		                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 plotHeight;',

		            '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 (v > plotHeight) {',
		                        'v = plotHeight;',
		                    '}',
		                '}',
		                '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;',
		                'vec4 tcol;',

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

		                'if (isCircle) {',
		                    'tcol = texture2D(uSampler, gl_PointCoord.st);',
		                    'col *= tcol;',
		                    'if (tcol.r < 0.0) {',
		                        'discard;',
		                    '} else {',
		                        'gl_FragColor = col;',
		                    '}',
		                '} 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,
		        plotHeightUniform,
		        // Error stack
		        errors = [],
		        // Texture uniform
		        uSamplerUniform;

		    /*
		     * Handle errors accumulated in errors stack
		     */
		    function handleErrors() {
		        if (errors.length) {
		            H.error('[highcharts boost] shader error - ' + errors.join('\n'));
		        }
		    }

		    /* 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)) {
		            errors.push(
		                'when compiling ' +
		                type +
		                ' shader:\n' +
		                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;
		            handleErrors();
		            return false;
		        }

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

		        shaderProgram = gl.createProgram();

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

		        gl.linkProgram(shaderProgram);

		        if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
		            errors.push(gl.getProgramInfoLog(shaderProgram));
		            handleErrors();
		            shaderProgram = false;
		            return false;
		        }

		        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');
		        plotHeightUniform = uloc('plotHeight');

		        return true;
		    }

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

		    /*
		     * Bind the shader.
		     * This makes the shader the active one until another one is bound,
		     * or until 0 is bound.
		     */
		    function bind() {
		        if (gl && shaderProgram) {
		            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) {
		        if (gl && shaderProgram) {
		            var u = uLocations[name] = uLocations[name] ||
		                                       gl.getUniformLocation(
		                                          shaderProgram,
		                                          name
		                                       );
		            gl.uniform1f(u, val);
		        }
		    }

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

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

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

		    function setPlotHeight(n) {
		        if (gl && shaderProgram) {
		            gl.uniform1f(plotHeightUniform, n);
		        }
		    }

		    /*
		     * Flush
		     */
		    function reset() {
		        if (gl && shaderProgram) {
		            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 (gl && shaderProgram && 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) {
		        if (gl && shaderProgram) {
		            gl.uniform4f(
		                fillColorUniform,
		                color[0] / 255.0,
		                color[1] / 255.0,
		                color[2] / 255.0,
		                color[3]
		            );
		        }
		    }

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

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

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

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

		    if (gl) {
		        if (!createShader()) {
		            return false;
		        }
		    }

		    return {
		        psUniform: function () {
		            return psUniform;
		        },
		        pUniform: function () {
		            return pUniform;
		        },
		        fillColorUniform: function () {
		            return fillColorUniform;
		        },
		        setPlotHeight: setPlotHeight,
		        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,
		        // farray = false,
		        data;

		    // type = type || 'float';

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

		        iterator = 0;
		        components = dataComponents || 2;
		        data = [];
		    }

		    /*
		     * 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) {
		        var farray;

		        data = dataIn || [];

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

		        components = dataComponents || components;

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

		        if (!preAllocated) {
		            farray = new Float32Array(data);
		        }

		        buffer = gl.createBuffer();
		        gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
		        gl.bufferData(
		            gl.ARRAY_BUFFER,
		            preAllocated || farray,
		            gl.STATIC_DRAW
		        );

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

		        // Trigger cleanup
		        farray = false;

		        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;

		        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,
		        // Exports
		        exports = {},
		        // Is it inited?
		        isInited = false,
		        // The series stack
		        series = [],

		        // Texture handles
		        textureHandles = {},

		        // Things to draw as "rectangles" (i.e lines)
		        asBar = {
		            'column': true,
		            'columnrange': true,
		            'bar': true,
		            'area': true,
		            'arearange': true
		        },
		        asCircle = {
		            'scatter': true,
		            'bubble': true
		        },
		        // Render settings
		        settings = {
		            pointSize: 1,
		            lineWidth: 1,
		            fillColor: '#AA00AA',
		            useAlpha: true,
		            usePreallocated: false,
		            useGPUTranslations: false,
		            debug: {
		                timeRendering: false,
		                timeSeriesProcessing: false,
		                timeSetup: false,
		                timeBufferCopy: false,
		                timeKDTree: false,
		                showSkipSummary: false
		            }
		        };

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

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

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

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

		        vbuffer.allocate(s);
		    }

		    function allocateBufferForSingleSeries(series) {
		        var s = 0;

		        if (!settings.usePreallocated) {
		            return;
		        }

		        if (series.isSeriesBoosting) {
		            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,
		            plotHeight = series.chart.plotHeight,
		            plotWidth = series.chart.plotWidth,
		            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,
		            lastY = false,
		            minVal,
		            color,
		            scolor,
		            sdata = isStacked ? series.data : (xData || rawData),
		            closestLeft = { x: Number.MAX_VALUE, y: 0 },
		            closestRight = { x: -Number.MAX_VALUE, y: 0 },

		            skipped = 0,
		            hadPoints = false,

		            cullXThreshold = 1,
		            cullYThreshold = 1,

		            // The following are used in the builder while loop
		            x,
		            y,
		            d,
		            z,
		            i = -1,
		            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,
		            threshold = options.threshold;

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

		        if (chart.inverted) {
		            plotHeight = series.chart.plotWidth;
		            plotWidth = series.chart.plotHeight;
		        }

		        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);
		            }
		        }

		        function closeSegment() {
		            if (inst.segments.length) {
		                inst.segments[inst.segments.length - 1].to = data.length;
		            }
		        }

		        // Create a new segment for the current set
		        function beginSegment() {
		            // Insert a segment on the series.
		            // A segment is just a start indice.
		            // When adding a segment, if one exists from before, it should
		            // set the previous segment's end

		            if (inst.segments.length &&
		                inst.segments[inst.segments.length - 1].from === data.length
		            ) {
		                return;
		            }

		            closeSegment();

		            inst.segments.push({
		                from: data.length
		            });

		        }

		        // 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);
		        }

		        // Create the first segment
		        beginSegment();

		        // 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 (
		                    typeof 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 (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;
		                    // }

		                    // Fixes issues with inverted heatmaps (see #6981)
		                    // The root cause is that the coordinate system is flipped.
		                    // In other words, instead of [0,0] being top-left, it's
		                    // bottom-right. This causes a vertical and horizontal flip
		                    // in the resulting image, making it rotated 180 degrees.
		                    if (series.type === 'heatmap' && chart.inverted) {
		                        shapeArgs.x = xAxis.len - shapeArgs.x;
		                        shapeArgs.y = yAxis.len - shapeArgs.y;
		                        shapeArgs.width = -shapeArgs.width;
		                        shapeArgs.height = -shapeArgs.height;
		                    }

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

		            closeSegment();

		            return;
		        }

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

		        while (i < sdata.length - 1) {
		            d = sdata[++i];

		            // px = x = y = z = nx = low = false;
		            // chartDestroyed = typeof chart.index === 'undefined';
		            // nextInside = prevInside = pcolor = isXInside = isYInside = false;
		            // drawAsBar = asBar[series.type];

		            if (chartDestroyed) {
		                break;
		            }

		            // 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 (!connectNulls && (x === null || y === null)) {
		                beginSegment();
		                continue;
		            }

		            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 (yMin !== null &&
		                typeof yMin !== 'undefined' &&
		                yMax !== null &&
		                typeof yMax !== 'undefined'
		            ) {
		                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 === null && connectNulls) {
		                continue;
		            }

		            // Cull points outside the extremes
		            if (y === null || (!isYInside && !nextInside && !prevInside)) {
		                beginSegment();
		                continue;
		            }

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

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

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

		                // Make sure we're not drawing outside of the chart area.
		                // See #6594.
		                if (y > plotHeight) {
		                    y = plotHeight;
		                }

		                if (x > plotWidth) {
		                    // If this is  rendered as a point, just skip drawing it
		                    // entirely, as we're not dependandt on lineTo'ing to it.
		                    // See #8197
		                    if (inst.drawMode === 'points') {
		                        continue;
		                    }

		                    x = plotWidth;
		                }

		            }

		            if (drawAsBar) {

		                maxVal = y;
		                minVal = low;

		                if (low === false || typeof low === 'undefined') {
		                    if (y < 0) {
		                        minVal = y;
		                    } else {
		                        minVal = 0;
		                    }
		                }

		                if (!isRange && !isStacked) {
		                    minVal = Math.max(threshold, yMin); // #8731
		                }
		                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)
		                    );
		                }
		            }

		            // If the last _drawn_ point is closer to this point than the
		            // threshold, skip it. Shaves off 20-100ms in processing.

		            if (!settings.useGPUTranslations &&
		                !settings.usePreallocated &&
		                (lastX && Math.abs(x - lastX) < cullXThreshold) &&
		                (lastY && Math.abs(y - lastY) < cullYThreshold)
		            ) {
		                if (settings.debug.showSkipSummary) {
		                    ++skipped;
		                }

		                continue;
		            }

		            // Do step line if enabled.
		            // Draws an additional point at the old Y at the new X.
		            // See #6976.

		            if (options.step) {
		                vertice(
		                    x,
		                    lastY,
		                    0,
		                    2,
		                    pcolor
		                );
		            }

		            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;
		            lastY = y;

		            hadPoints = true;
		        }

		        if (settings.debug.showSkipSummary) {
		            console.log('skipped points:', skipped); // eslint-disable-line no-console
		        }

		        function pushSupplementPoint(point, atStart) {
		            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.

		            if (atStart) {
		                data = [point.x, point.y, 0, 2].concat(data);
		                return;
		            }

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

		        if (
		            !hadPoints &&
		            connectNulls !== false &&
		            series.drawMode === 'line_strip'
		        ) {
		            if (closestLeft.x < Number.MAX_VALUE) {
		                // We actually need to push this *before* the complete buffer.
		                pushSupplementPoint(closestLeft, true);
		            }

		            if (closestRight.x > -Number.MAX_VALUE) {
		                pushSupplementPoint(closestRight);
		            }
		        }

		        closeSegment();
		    }

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

		        series.push({
		            segments: [],
		            // 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',
		                'columnrange': 'lines',
		                'bar': '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.debug.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 = [];

		        if (vbuffer) {
		            vbuffer.destroy();
		        }
		    }

		    /*
		     * 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 || !shader) {
		            return false;
		        }

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

		        gl.canvas.width = width;
		        gl.canvas.height = height;

		        shader.bind();

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

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

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

		        shader.setInverted(chart.inverted);

		        // Render the series
		        each(series, function (s, si) {
		            var options = s.series.options,
		                shapeOptions = options.marker,
		                sindex,
		                lineWidth = typeof options.lineWidth !== 'undefined' ?
		                    options.lineWidth :
		                    1,
		                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,
		                shapeTexture = textureHandles[
		                    (shapeOptions && shapeOptions.symbol) || s.series.symbol
		                ] || textureHandles.circle,
		                color;

		            if (
		                s.segments.length === 0 ||
		                (s.segmentslength && s.segments[0].from === s.segments[0].to)
		            ) {
		                return;
		            }

		            if (shapeTexture.isReady) {
		                gl.bindTexture(gl.TEXTURE_2D, shapeTexture.handle);
		                shader.setTexture(shapeTexture.handle);
		            }

            
		            fillColor = (
		                s.series.markerGroup &&
		                s.series.markerGroup.getStyle('fill')
		            );
            

		            if (s.series.fillOpacity && options.fillOpacity) {
		                fillColor = new Color(fillColor).setOpacity(
		                    pick(options.fillOpacity, 1.0)
		                ).get();
		            }

		            color = H.color(fillColor).rgba;

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

		            // This is very much temporary
		            if (s.drawMode === 'lines' && settings.useAlpha && color[3] < 1) {
		                color[3] /= 10;
		            }

		            // 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.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] || false
		            );

		            // Do the actual rendering
		            // If the line width is < 0, skip rendering of the lines. See #7833.
		            if (lineWidth > 0 || s.drawMode !== 'line_strip') {
		                for (sindex = 0; sindex < s.segments.length; sindex++) {
		                    // if (s.segments[sindex].from < s.segments[sindex].to) {
		                    vbuffer.render(
		                        s.segments[sindex].from,
		                        s.segments[sindex].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);
		                for (sindex = 0; sindex < s.segments.length; sindex++) {
		                    // if (s.segments[sindex].from < s.segments[sindex].to) {
		                    vbuffer.render(
		                        s.segments[sindex].from,
		                        s.segments[sindex].to,
		                        'POINTS'
		                    );
		                    // }
		                }
		            }
		        });

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

		        if (postRenderCallback) {
		            postRenderCallback();
		        }

		        flush();
		    }

		    /*
		     * 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, or if we have no valid shader
		        if ((width === w && h === h) || !shader) {
		            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.debug.timeSetup) {
		            console.time('gl setup'); // eslint-disable-line no-console
		        }

		        for (; i < contexts.length; i++) {
		            gl = canvas.getContext(contexts[i], {
		            //    premultipliedAlpha: false
		            });
		            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);
		        gl.depthFunc(gl.LESS);

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

		        if (!shader) {
		            // We need to abort, there's no shader context
		            return false;
		        }

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

		        function createTexture(name, fn) {
		            var props = {
		                    isReady: false,
		                    texture: doc.createElement('canvas'),
		                    handle: gl.createTexture()
		                },
		                ctx = props.texture.getContext('2d');

		            textureHandles[name] = props;

		            props.texture.width = 512;
		            props.texture.height = 512;

		            ctx.mozImageSmoothingEnabled = false;
		            ctx.webkitImageSmoothingEnabled = false;
		            ctx.msImageSmoothingEnabled = false;
		            ctx.imageSmoothingEnabled = false;

		            ctx.strokeStyle = 'rgba(255, 255, 255, 0)';
		            ctx.fillStyle = '#FFF';

		            fn(ctx);

		            try {

		                gl.activeTexture(gl.TEXTURE0);
		                gl.bindTexture(gl.TEXTURE_2D, props.handle);
		                // gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);

		                gl.texImage2D(
		                    gl.TEXTURE_2D,
		                    0,
		                    gl.RGBA,
		                    gl.RGBA,
		                    gl.UNSIGNED_BYTE,
		                    props.texture
		                );

		                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
		                );

		                // gl.generateMipmap(gl.TEXTURE_2D);

		                gl.bindTexture(gl.TEXTURE_2D, null);

		                props.isReady = true;
		            } catch (e) {}
		        }

		        // Circle shape
		        createTexture('circle', function (ctx) {
		            ctx.beginPath();
		            ctx.arc(256, 256, 256, 0, 2 * Math.PI);
		            ctx.stroke();
		            ctx.fill();
		        });

		        // Square shape
		        createTexture('square', function (ctx) {
		            ctx.fillRect(0, 0, 512, 512);
		        });

		        // Diamond shape
		        createTexture('diamond', function (ctx) {
		            ctx.beginPath();
		            ctx.moveTo(256, 0);
		            ctx.lineTo(512, 256);
		            ctx.lineTo(256, 512);
		            ctx.lineTo(0, 256);
		            ctx.lineTo(256, 0);
		            ctx.fill();
		        });

		        // Triangle shape
		        createTexture('triangle', function (ctx) {
		            ctx.beginPath();
		            ctx.moveTo(0, 512);
		            ctx.lineTo(256, 0);
		            ctx.lineTo(512, 512);
		            ctx.lineTo(0, 512);
		            ctx.fill();
		        });

		        // Triangle shape (rotated)
		        createTexture('triangle-down', function (ctx) {
		            ctx.beginPath();
		            ctx.moveTo(0, 0);
		            ctx.lineTo(256, 512);
		            ctx.lineTo(512, 0);
		            ctx.lineTo(0, 0);
		            ctx.fill();
		        });

		        isInited = true;

		        if (settings.debug.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() {
		        flush();
		        vbuffer.destroy();
		        shader.destroy();
		        if (gl) {

		            objEach(textureHandles, function (key) {
		                if (textureHandles[key].handle) {
		                    gl.deleteTexture(textureHandles[key].handle);
		                }
		            });

		            gl.canvas.width = 1;
		            gl.canvas.height = 1;
		        }
		    }

		    // /////////////////////////////////////////////////////////////////////////
		    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,
		        alpha = 1,
		        foSupported = doc.implementation.hasFeature(
		            'www.http://w3.org/TR/SVG11/feature#Extensibility',
		            '1.1'
		        );

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

		    // Support for foreignObject is flimsy as best.
		    // IE does not support it, and Chrome has a bug which messes up
		    // the canvas draw order.
		    // As such, we force the Image fallback for now, but leaving the
		    // actual Canvas path in-place in case this changes in the future.
		    foSupported = false;

		    if (!target.renderTarget) {
		        target.canvas = mainCanvas;

		        // Fall back to image tag if foreignObject isn't supported,
		        // or if we're exporting.
		        if (chart.renderer.forExport || !foSupported) {
		            target.renderTarget = chart.renderer.image(
		                '',
		                0,
		                0,
		                width,
		                height
		            )
		            .addClass('highcharts-boost-canvas')
		            .add(targetGroup);

		            target.boostClear = function () {
		                target.renderTarget.attr({ href: '' });
		            };

		            target.boostCopy = function () {
		                target.boostResizeTarget();
		                target.renderTarget.attr({
		                    href: target.canvas.toDataURL('image/png')
		                });
		            };

		        } else {
		            target.renderTargetFo = chart.renderer
		                .createElement('foreignObject')
		                .add(targetGroup);

		            target.renderTarget = doc.createElement('canvas');
		            target.renderTargetCtx = target.renderTarget.getContext('2d');

		            target.renderTargetFo.element.appendChild(target.renderTarget);

		            target.boostClear = function () {
		                target.renderTarget.width = target.canvas.width;
		                target.renderTarget.height = target.canvas.height;
		            };

		            target.boostCopy = function () {
		                target.renderTarget.width = target.canvas.width;
		                target.renderTarget.height = target.canvas.height;

		                target.renderTargetCtx.drawImage(target.canvas, 0, 0);
		            };
		        }

		        target.boostResizeTarget = function () {
		            width = chart.chartWidth;
		            height = chart.chartHeight;

		            (target.renderTargetFo || target.renderTarget)
		                .attr({
		                    x: 0,
		                    y: 0,
		                    width: width,
		                    height: height
		                })
		                .css({
		                    pointerEvents: 'none',
		                    mixedBlendMode: 'normal',
		                    opacity: alpha
		                });

		            if (target instanceof H.Chart) {
		                target.markerGroup.translate(
		                    chart.plotLeft,
		                    chart.plotTop
		                );
		            }
		        };

		        target.boostClipRect = chart.renderer.clipRect();

		        (target.renderTargetFo || target.renderTarget)
		            .clip(target.boostClipRect);

		        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.boostClipRect.attr(chart.getBoostClipRect(target));

		    target.boostResizeTarget();
		    target.boostClear();

		    if (!target.ogl) {
		        target.ogl = GLRenderer(function () { // eslint-disable-line new-cap
		            if (target.ogl.settings.debug.timeBufferCopy) {
		                console.time('buffer copy'); // eslint-disable-line no-console
		            }

		            target.boostCopy();

		            if (target.ogl.settings.debug.timeBufferCopy) {
		                console.timeEnd('buffer copy'); // eslint-disable-line no-console
		            }

		        }); // eslint-disable-line new-cap

		        if (!target.ogl.init(target.canvas)) {
		            // The OGL renderer couldn't be inited.
		            // This likely means a shader error as we wouldn't get to this point
		            // if there was no WebGL support.
		            H.error('[highcharts boost] - unable to init WebGL renderer');
		        }

		        // 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.renderTarget &&
		        series.canvas &&
		        !(chart || series.chart).isChartSeriesBoosting()
		    ) {
		        renderer.render(chart || series.chart);
		    }
		}

		function allocateIfNotSeriesBoosting(renderer, series) {
		    if (renderer &&
		        series.renderTarget &&
		        series.canvas &&
		        !series.chart.isChartSeriesBoosting()
		    ) {
		        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
		 */
		H.eachAsync = function (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) {
		                H.eachAsync(arr, fn, finalFunc, chunkSize, i, noTimeout);
		            } else if (win.requestAnimationFrame) {
		                // If available, do requestAnimationFrame - shaves off a few ms
		                win.requestAnimationFrame(function () {
		                    H.eachAsync(arr, fn, finalFunc, chunkSize, i);
		                });
		            } else {
		                setTimeout(function () {
		                    H.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.
		 */
		addEvent(Series, 'destroy', function () {
		    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;
		    }
		});

		/**
		 * 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 (!this.isSeriesBoosting || (!this.hasExtremes || !this.hasExtremes())) {
		        return proceed.apply(this, Array.prototype.slice.call(arguments, 1));
		    }
		});

		// Set default options
		each(boostable,
		    function (type) {
		        if (plotOptions[type]) {
		            plotOptions[type].boostThreshold = 5000;
		            plotOptions[type].boostData = [];

		            seriesTypes[type].prototype.fillOpacity = true;
		        }
		    }
		);

		/**
		 * 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 (
		            !this.isSeriesBoosting ||
		            letItPass ||
		            !boostEnabled(this.chart) ||
		            this.type === 'heatmap' ||
		            this.type === 'treemap' ||
		            !boostableMap[this.type] ||
		            this.options.boostThreshold === 0
		        ) {

		            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') {
		        each(
		            ['column', 'bar', 'arearange', 'columnrange', 'heatmap', 'treemap'],
		            function (type) {
		                if (seriesTypes[type]) {
		                    wrap(seriesTypes[type].prototype, method, branch);
		                }
		            }
		        );
		    }
		});

		/** 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) {

		    var series = this,
		        dataToMeasure = this.options.data;

		    // Used twice in this function, first on this.options.data, the second
		    // time it runs the check again after processedXData is built.
		    // @todo Check what happens with data grouping
		    function getSeriesBoosting(data) {
		        return series.chart.isChartSeriesBoosting() || (
		            (data ? data.length : 0) >=
		            (series.options.boostThreshold || Number.MAX_VALUE)
		        );
		    }

		    if (boostEnabled(this.chart) && boostableMap[this.type]) {

		        // If there are no extremes given in the options, we also need to
		        // process the data to read the data extremes. If this is a heatmap, do
		        // default behaviour.
		        if (
		            !getSeriesBoosting(dataToMeasure) || // First pass with options.data
		            this.type === 'heatmap' ||
		            this.type === 'treemap' ||
		            this.options.stacking || // processedYData for the stack (#7481)
		            !this.hasExtremes ||
		            !this.hasExtremes(true)
		        ) {
		            proceed.apply(this, Array.prototype.slice.call(arguments, 1));
		            dataToMeasure = this.processedXData;
		        }

		        // Set the isBoosting flag, second pass with processedXData to see if we
		        // have zoomed.
		        this.isSeriesBoosting = getSeriesBoosting(dataToMeasure);

		        // Enter or exit boost mode
		        if (this.isSeriesBoosting) {
		            this.enterBoost();
		        } else if (this.exitBoost) {
		            this.exitBoost();
		        }

		    // The series type is not boostable
		    } else {
		        proceed.apply(this, Array.prototype.slice.call(arguments, 1));
		    }
		});

		addEvent(Series, 'hide', function () {
		    if (this.canvas && this.renderTarget) {
		        if (this.ogl) {
		            this.ogl.clear();
		        }
		        this.boostClear();
		    }

		});

		/**
		 * Enter boost mode and apply boost-specific properties.
		 */
		Series.prototype.enterBoost = function () {

		    this.alteredByBoost = [];

		    // Save the original values, including whether it was an own property or
		    // inherited from the prototype.
		    each(['allowDG', 'directTouch', 'stickyTracking'], function (prop) {
		        this.alteredByBoost.push({
		            prop: prop,
		            val: this[prop],
		            own: this.hasOwnProperty(prop)
		        });
		    }, this);

		    this.allowDG = false;
		    this.directTouch = false;
		    this.stickyTracking = true;

		    // Once we've been in boost mode, we don't want animation when returning to
		    // vanilla mode.
		    this.animate = null;

		    // Hide series label if any
		    if (this.labelBySeries) {
		        this.labelBySeries = this.labelBySeries.destroy();
		    }
		};

		/**
		 * Exit from boost mode and restore non-boost properties.
		 */
		Series.prototype.exitBoost = function () {
		    // Reset instance properties and/or delete instance properties and go back
		    // to prototype
		    each(this.alteredByBoost || [], function (setting) {
		        if (setting.own) {
		            this[setting.prop] = setting.val;
		        } else {
		            // Revert to prototype
		            delete this[setting.prop];
		        }
		    }, this);

		    // Clear previous run
		    if (this.boostClear) {
		        this.boostClear();
		    }

		};

		Series.prototype.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.
		 */
		Series.prototype.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.destroyElements) {
		                point.destroyElements(); // #7557
		            }
		        }
		    }

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



		/*
		 * Returns true if the current browser supports webgl
		 */
		H.hasWebGLSupport = function () {
		    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) {
		    var enabled = true,
		        renderer;

		    if (this.chart.options && this.chart.options.boost) {
		        enabled = typeof this.chart.options.boost.enabled === 'undefined' ?
		            true :
		            this.chart.options.boost.enabled;
		    }

		    if (!enabled || !this.isSeriesBoosting) {
		        return proceed.call(this);
		    }

		    this.chart.isBoosting = true;

		    // Make sure we have a valid OGL context
		    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 (!H.hasWebGLSupport()) {
		    if (typeof H.initCanvasBoost !== 'undefined') {
		        // Fallback to canvas boost
		        H.initCanvasBoost();
		    } else {
		        H.error(26);
		    }
		} else {

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



		    H.extend(Series.prototype, {

		        renderCanvas: function () {
		            var series = this,
		                options = series.options || {},
		                renderer = false,
		                chart = series.chart,
		                xAxis = this.xAxis,
		                yAxis = this.yAxis,
		                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,
		                boostOptions,
		                compareX = options.findNearestPointBy === 'x',

		                xDataFull = (
		                    this.xData ||
		                    this.options.xData ||
		                    this.processedXData ||
		                    false
		                ),

		                addKDPoint = function (clientX, plotY, i) {
		                    // Shaves off about 60ms compared to repeated concatenation
		                    index = compareX ? clientX : 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({
		                            x: xDataFull ? xDataFull[cropStart + i] : false,
		                            clientX: clientX,
		                            plotX: clientX,
		                            plotY: plotY,
		                            i: cropStart + i
		                        });
		                    }
		                };

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

		            chart.isBoosting = true;

		            boostOptions = renderer.settings;

		            if (!this.visible) {
		                return;
		            }

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

		                this.animate = null;
		                this.destroyGraphics();
		            }

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

		                // When switching from chart boosting mode, destroy redundant
		                // series boosting targets
		                if (this.renderTarget) {
		                    this.renderTarget = this.renderTarget.destroy();
		                }
		            }

		            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);
		            }

		            /* This builds the KD-tree */
		            function processPoint(d, i) {
		                var x,
		                    y,
		                    clientX,
		                    plotY,
		                    isNull,
		                    low = false,
		                    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;
		                                }

		                            }
		                            // Add points and reset
		                            if (clientX !== lastClientX) {
		                                if (minI !== undefined) { // maxI is number too
		                                    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');

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

		                if (boostOptions.debug.timeKDTree) {
		                    console.timeEnd('kd tree building'); // eslint-disable-line no-console
		                }
		            }

		            // Loop over the points to build the k-d tree - skip this if
		            // exporting
		            if (!chart.renderer.forExport) {
		                if (boostOptions.debug.timeKDTree) {
		                    console.time('kd tree building'); // eslint-disable-line no-console
		                }

		                H.eachAsync(
		                    isStacked ? series.data : (xData || rawData),
		                    processPoint,
		                    doneProcessing
		                );
		            }
		        }
		    });

		    /*
		     * 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);
		            }
		        }
		    );

		    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 (this.isSeriesBoosting) {
		                    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
		    });

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

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

		        /* Clear chart-level canvas */
		        function preRender() {
		            // Reset force state
		            chart.boostForceChartBoost = undefined;
		            chart.boostForceChartBoost = shouldForceChartSeriesBoosting(chart);
		            chart.isBoosting = false;

		            if (!chart.isChartSeriesBoosting() && chart.didBoost) {
		                chart.didBoost = false;
		            }

		            // Clear the canvas
		            if (chart.boostClear) {
		                chart.boostClear();
		            }

		            if (chart.canvas && chart.ogl && chart.isChartSeriesBoosting()) {
		                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);

		        // addEvent(chart, 'zoom', function () {
		        //     chart.boostForceChartBoost =
		        //         shouldForceChartSeriesBoosting(chart);
		        // });

		    });
		} // if hasCanvasSupport

	}(Highcharts));
	return (function () {


	}());
}));
