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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, 2014, 2015, 2016, 2017, 2018
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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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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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/** @file
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* @brief Class @ref Magnum::BufferTexture
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*/
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#endif
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#include "Magnum/AbstractTexture.h"
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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namespace Magnum {
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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, used as simple
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data source, without any unnecessary 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{.cpp}
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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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In shader, the texture is used via @glsl samplerBuffer @ce,
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@glsl isamplerBuffer @ce or @glsl usamplerBuffer @ce. Unlike in classic
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textures, coordinates for buffer textures are integer coordinates passed to
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@glsl texelFetch() @ce. See @ref AbstractShaderProgram documentation for more
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information about usage in shaders.
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@section BufferTexture-performance-optimizations Performance optimizations
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If either @extension{ARB,direct_state_access} (part of OpenGL 4.5) or
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@extension{EXT,direct_state_access} is available, @ref setBuffer() functions
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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 TextureArray, @ref CubeMapTexture,
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@ref CubeMapTextureArray, @ref RectangleTexture, @ref MultisampleTexture
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@requires_gl31 Extension @extension{ARB,texture_buffer_object}
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@requires_gles30 Not defined in OpenGL ES 2.0.
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@requires_es_extension Extension @extension{ANDROID,extension_pack_es31a}/
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@extension{EXT,texture_buffer}
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@requires_gles Texture buffers are not available in WebGL.
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*/
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class MAGNUM_EXPORT BufferTexture: public AbstractTexture {
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friend Implementation::TextureState;
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public:
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/**
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* @brief Max supported buffer texture size
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*
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* The result is cached, repeated queries don't result in repeated
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* OpenGL calls. If @extension{ARB,texture_buffer_object} (part of
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* OpenGL 3.1) is not available, returns @cpp 0 @ce.
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* @see @fn_gl{Get} with @def_gl_keyword{MAX_TEXTURE_BUFFER_SIZE}
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*/
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static Int maxSize();
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/**
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* @brief Minimum required alignment for texture buffer offsets
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*
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* The result is cached, repeated queries don't result in repeated
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* OpenGL calls. If extension @extension{ARB,texture_buffer_range}
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* (part of OpenGL 4.3) is not available, returns @cpp 1 @ce.
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* @see @fn_gl{Get} with @def_gl_keyword{TEXTURE_BUFFER_OFFSET_ALIGNMENT}
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*/
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static Int offsetAlignment();
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/**
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* @brief Wrap existing OpenGL buffer texture object
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* @param id OpenGL buffer texture ID
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* @param flags Object creation flags
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*
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* The @p id is expected to be of an existing OpenGL texture object
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* with target @def_gl{TEXTURE_BUFFER}. Unlike texture created using
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* constructor, the OpenGL object is by default not deleted on
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* destruction, use @p flags for different behavior.
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* @see @ref release()
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*/
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static BufferTexture wrap(GLuint id, ObjectFlags flags = {}) {
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return BufferTexture{id, flags};
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}
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/**
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* @brief Constructor
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*
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* Creates new OpenGL texture object. If @extension{ARB,direct_state_access}
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* (part of OpenGL 4.5) is not available, the texture is created on
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* first use.
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* @see @ref BufferTexture(NoCreateT), @ref wrap(),
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* @fn_gl_keyword{CreateTextures} with @def_gl{TEXTURE_BUFFER},
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* eventually @fn_gl_keyword{GenTextures}
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*/
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explicit BufferTexture():
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#ifndef MAGNUM_TARGET_GLES
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AbstractTexture(GL_TEXTURE_BUFFER) {}
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#else
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AbstractTexture(GL_TEXTURE_BUFFER_EXT) {}
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#endif
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/**
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* @brief Construct without creating the underlying OpenGL object
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*
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* The constructed instance is equivalent to moved-from state. Useful
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* in cases where you will overwrite the instance later anyway. Move
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* another object over it to make it useful.
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*
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* This function can be safely used for constructing (and later
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* destructing) objects even without any OpenGL context being active.
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* @see @ref BufferTexture(), @ref wrap()
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*/
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explicit BufferTexture(NoCreateT) noexcept:
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#ifndef MAGNUM_TARGET_GLES
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AbstractTexture{NoCreate, GL_TEXTURE_BUFFER} {}
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#else
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AbstractTexture{NoCreate, GL_TEXTURE_BUFFER_EXT} {}
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#endif
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/**
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* @brief Bind texture to given image unit
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* @param imageUnit Image unit
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* @param access Image access
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* @param format Image format
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*
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* @note This function is meant to be used only internally from
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* @ref AbstractShaderProgram subclasses. See its documentation
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* for more information.
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* @see @ref bindImages(Int, std::initializer_list<AbstractTexture*>),
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* @ref unbindImage(), @ref unbindImages(),
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* @ref AbstractShaderProgram::maxImageUnits(),
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* @fn_gl_keyword{BindImageTexture}
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* @requires_gl42 Extension @extension{ARB,shader_image_load_store}
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* @requires_gles31 Shader image load/store is not available in OpenGL
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* ES 3.0 and older.
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* @requires_gles Shader image load/store is not available in WebGL.
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*/
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void bindImage(Int imageUnit, ImageAccess access, ImageFormat format) {
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bindImageInternal(imageUnit, 0, false, 0, access, format);
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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 with data
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* @return Reference to self (for method chaining)
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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. If neither @extension{ARB,direct_state_access}
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* (part of OpenGL 4.5) nor @extension{EXT,direct_state_access} is
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* available, the texture is bound before the operation (if not
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* already).
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* @see @ref maxSize(), @fn_gl2_keyword{TextureBuffer,TexBuffer},
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* @fn_gl_extension_keyword{TextureBuffer,EXT,direct_state_access},
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* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
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* @fn_gl_keyword{TexBuffer}
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*/
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BufferTexture& setBuffer(BufferTextureFormat internalFormat, Buffer& buffer);
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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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* @return Reference to self (for method chaining)
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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. If neither @extension{ARB,direct_state_access}
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* (part of OpenGL 4.5) nor @extension{EXT,direct_state_access} is
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* available, the texture is bound before the operation (if not
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* already).
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* @see @ref maxSize(), @fn_gl2_keyword{TextureBufferRange,TexBufferRange},
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* @fn_gl_extension_keyword{TextureBufferRange,EXT,direct_state_access},
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* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
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* @fn_gl_keyword{TexBufferRange}
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* @requires_gl43 Extension @extension{ARB,texture_buffer_range}
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*/
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BufferTexture& setBuffer(BufferTextureFormat internalFormat, Buffer& buffer, GLintptr offset, GLsizeiptr size);
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/* Overloads to remove WTF-factor from method chaining order */
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#ifndef DOXYGEN_GENERATING_OUTPUT
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BufferTexture& setLabel(const std::string& label) {
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AbstractTexture::setLabel(label);
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return *this;
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}
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template<std::size_t size> BufferTexture& setLabel(const char(&label)[size]) {
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AbstractTexture::setLabel<size>(label);
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return *this;
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}
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#endif
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private:
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explicit BufferTexture(GLuint id, ObjectFlags flags): AbstractTexture{id,
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#ifndef MAGNUM_TARGET_GLES
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GL_TEXTURE_BUFFER,
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#else
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GL_TEXTURE_BUFFER_EXT,
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#endif
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flags} {}
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void MAGNUM_LOCAL setBufferImplementationDefault(BufferTextureFormat internalFormat, Buffer& buffer);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL setBufferImplementationDSA(BufferTextureFormat internalFormat, Buffer& buffer);
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void MAGNUM_LOCAL setBufferImplementationDSAEXT(BufferTextureFormat internalFormat, Buffer& buffer);
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#endif
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void MAGNUM_LOCAL setBufferRangeImplementationDefault(BufferTextureFormat internalFormat, Buffer& buffer, GLintptr offset, GLsizeiptr size);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL setBufferRangeImplementationDSA(BufferTextureFormat internalFormat, Buffer& buffer, GLintptr offset, GLsizeiptr size);
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void MAGNUM_LOCAL setBufferRangeImplementationDSAEXT(BufferTextureFormat internalFormat, Buffer& buffer, GLintptr offset, GLsizeiptr size);
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#endif
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};
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}
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#else
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#error this header is not available in OpenGL ES 2.0 and WebGL build
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#endif
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#endif
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