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#ifndef Magnum_BufferTexture_h
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#define Magnum_BufferTexture_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#ifndef MAGNUM_TARGET_GLES
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/** @file
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* @brief Class @ref Magnum::BufferTexture, enum @ref Magnum::BufferTextureFormat
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*/
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#endif
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#include "AbstractTexture.h"
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#ifndef MAGNUM_TARGET_GLES
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namespace Magnum {
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/**
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@brief Internal buffer texture format
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@see @ref BufferTexture
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*/
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enum class BufferTextureFormat: GLenum {
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/** Red component, normalized unsigned byte. */
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R8 = GL_R8,
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/** Red and green component, each normalized unsigned byte. */
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RG8 = GL_RG8,
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/** RGBA, each component normalized unsigned byte. */
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RGBA8 = GL_RGBA8,
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/** Red component, normalized unsigned short. */
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R16 = GL_R16,
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/** Red and green component, each normalized unsigned short. */
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RG16 = GL_RG16,
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/** RGBA, each component normalized unsigned short. */
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RGBA16 = GL_RGBA16,
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/** Red component, non-normalized unsigned byte. */
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R8UI = GL_R8UI,
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/** Red and green component, each non-normalized unsigned byte. */
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RG8UI = GL_RG8UI,
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/** RGBA, each component non-normalized unsigned byte. */
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RGBA8UI = GL_RGBA8UI,
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/** Red component, non-normalized signed byte. */
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R8I = GL_R8I,
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/** Red and green component, each non-normalized signed byte. */
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RG8I = GL_RG8I,
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/** RGBA, each component non-normalized signed byte. */
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RGBA8I = GL_RGBA8I,
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/** Red component, non-normalized unsigned short. */
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R16UI = GL_R16UI,
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/** Red and green component, each non-normalized unsigned short. */
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RG16UI = GL_RG16UI,
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/** RGBA, each component non-normalized unsigned short. */
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RGBA16UI = GL_RGBA16UI,
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/** Red component, non-normalized signed short. */
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R16I = GL_R16I,
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/** Red and green component, each non-normalized signed short. */
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RG16I = GL_RG16I,
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/** RGBA, each component non-normalized signed short. */
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RGBA16I = GL_RGBA16I,
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/** Red component, non-normalized unsigned int. */
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R32UI = GL_R32UI,
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/** Red and green component, each non-normalized unsigned int. */
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RG32UI = GL_RG32UI,
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/**
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* RGB, each component non-normalized unsigned int.
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* @requires_gl40 %Extension @extension{ARB,texture_buffer_object_rgb32}
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*/
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RGB32UI = GL_RGB32UI,
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/** RGBA, each component non-normalized unsigned int. */
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RGBA32UI = GL_RGBA32UI,
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/** Red component, non-normalized signed int. */
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R32I = GL_R32I,
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/** Red and green component, each non-normalized signed int. */
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RG32I = GL_RG32I,
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/**
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* RGB, each component non-normalized signed int.
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* @requires_gl40 %Extension @extension{ARB,texture_buffer_object_rgb32}
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*/
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RGB32I = GL_RGB32I,
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/** RGBA, each component non-normalized signed int. */
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RGBA32I = GL_RGBA32I,
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/** Red component, half float. */
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R16F = GL_R16F,
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/** Red and green component, each half float. */
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RG16F = GL_RG16F,
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/** RGBA, each component half float. */
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RGBA16F = GL_RGBA16F,
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/** Red component, float. */
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R32F = GL_R32F,
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/** Red and green component, each float. */
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RG32F = GL_RG32F,
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/**
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* RGB, each component float.
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* @requires_gl40 %Extension @extension{ARB,texture_buffer_object_rgb32}
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*/
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RGB32F = GL_RGB32F,
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/** RGBA, each component float. */
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RGBA32F = GL_RGBA32F
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};
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/**
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@brief %Buffer texture
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This texture is, unlike classic textures such as @ref Texture or
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@ref CubeMapTexture, used as simple data source, without any unnecessary
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interpolation and wrapping methods.
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@section BufferTexture-usage Usage
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%Texture data are stored in buffer and after binding the buffer to the texture
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using @ref setBuffer(), you can fill the buffer at any time using data setting
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functions in Buffer itself.
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Note that the buffer is not managed (e.g. deleted on destruction) by the
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texture, so you have to manage it on your own and ensure that it is available
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for whole texture lifetime. On the other hand it allows you to use one buffer
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for more textures or store more than one data in it.
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Example usage:
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@code
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Buffer buffer;
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BufferTexture texture;
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texture.setBuffer(BufferTextureFormat::RGB32F, buffer);
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constexpr static Vector3 data[] = {
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// ...
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};
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buffer.setData(data, BufferUsage::StaticDraw);
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@endcode
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The texture is bound to layer specified by shader via @ref bind(). In shader,
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the texture is used via `samplerBuffer`, `isamplerBuffer` or `usamplerBuffer`.
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Unlike in classic textures, coordinates for buffer textures are integer
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coordinates passed to `texelFetch()`. See also @ref AbstractShaderProgram
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documentation for more information.
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@section BufferTexture-performance-optimization Performance optimizations
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If extension @extension{EXT,direct_state_access} is available, @ref setBuffer()
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functions use DSA to avoid unnecessary calls to @fn_gl{ActiveTexture} and
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@fn_gl{BindTexture}. See
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@ref AbstractTexture-performance-optimization "relevant section in AbstractTexture documentation"
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and respective function documentation for more information.
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@see @ref Texture, @ref CubeMapTexture, @ref CubeMapTextureArray
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@requires_gl31 %Extension @extension{ARB,texture_buffer_object}
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@requires_gl Texture buffers are not available in OpenGL ES.
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*/
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class MAGNUM_EXPORT BufferTexture: private AbstractTexture {
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friend class Context;
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BufferTexture(const BufferTexture&) = delete;
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BufferTexture(BufferTexture&&) = delete;
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BufferTexture& operator=(const BufferTexture&) = delete;
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BufferTexture& operator=(BufferTexture&&) = delete;
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public:
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explicit BufferTexture(): AbstractTexture(GL_TEXTURE_BUFFER) {}
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/** @copydoc AbstractTexture::bind() */
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void bind(Int layer) { AbstractTexture::bind(layer); }
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/**
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* @brief Set texture buffer
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* @param internalFormat Internal format
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* @param buffer %Buffer with data
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*
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* Binds given buffer to this texture. The buffer itself can be then
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* filled with data of proper format at any time using @ref Buffer "Buffer"'s
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* own data setting functions.
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* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and @fn_gl{TexBuffer}
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* or @fn_gl_extension{TextureBuffer,EXT,direct_state_access}
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*/
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void setBuffer(BufferTextureFormat internalFormat, Buffer& buffer) {
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(this->*setBufferImplementation)(internalFormat, buffer);
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}
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/**
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* @brief Set texture buffer
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* @param internalFormat Internal format
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* @param buffer %Buffer
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* @param offset Offset
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* @param size Data size
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*
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* Binds range of given buffer to this texture. The buffer itself can
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* be then filled with data of proper format at any time using @ref Buffer "Buffer"'s
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* own data setting functions.
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* @requires_gl43 %Extension @extension{ARB,texture_buffer_range}
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* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and @fn_gl{TexBufferRange}
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* or @fn_gl_extension{TextureBufferRange,EXT,direct_state_access}
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*/
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void setBuffer(BufferTextureFormat internalFormat, Buffer& buffer, GLintptr offset, GLsizeiptr size) {
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(this->*setBufferRangeImplementation)(internalFormat, buffer, offset, size);
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}
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private:
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static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context& context);
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typedef void(BufferTexture::*SetBufferImplementation)(BufferTextureFormat, Buffer&);
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void MAGNUM_LOCAL setBufferImplementationDefault(BufferTextureFormat internalFormat, Buffer& buffer);
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void MAGNUM_LOCAL setBufferImplementationDSA(BufferTextureFormat internalFormat, Buffer& buffer);
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static SetBufferImplementation setBufferImplementation;
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typedef void(BufferTexture::*SetBufferRangeImplementation)(BufferTextureFormat, Buffer&, GLintptr, GLsizeiptr);
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void MAGNUM_LOCAL setBufferRangeImplementationDefault(BufferTextureFormat internalFormat, Buffer& buffer, GLintptr offset, GLsizeiptr size);
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void MAGNUM_LOCAL setBufferRangeImplementationDSA(BufferTextureFormat internalFormat, Buffer& buffer, GLintptr offset, GLsizeiptr size);
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static SetBufferRangeImplementation setBufferRangeImplementation;
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};
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}
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#endif
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#endif
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