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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, 2019,
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2020, 2021, 2022, 2023, 2024, 2025
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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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#include "glShaderWrapper.h"
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#include "Magnum/GL/Shader.h"
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namespace Magnum { namespace Shaders { namespace Implementation {
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GLShaderWrapper::GLShaderWrapper(GL::Shader&& shader) noexcept: type{GLenum(shader.type())}, id{shader.release()} {}
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GLShaderWrapper::GLShaderWrapper(GLShaderWrapper&& other) noexcept: type{other.type}, id{other.id} {
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other.id = 0;
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}
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GLShaderWrapper& GLShaderWrapper::operator=(GLShaderWrapper&& other) noexcept {
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using Utility::swap;
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swap(other.type, type);
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swap(other.id, id);
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return *this;
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}
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GLShaderWrapper::~GLShaderWrapper() {
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/* Convert itself to a temporary GL::Shader, triggering deletion in its
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destructor. Cast to void to avoid warnings about an unused result. */
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if(id) static_cast<void>(GL::Shader{Utility::move(*this)});
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}
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GLShaderWrapper::operator GL::Shader() & noexcept {
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return GL::Shader::wrap(GL::Shader::Type(type), id);
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}
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GLShaderWrapper::operator GL::Shader() && noexcept {
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GL::Shader out = GL::Shader::wrap(GL::Shader::Type(type), id, GL::ObjectFlag::DeleteOnDestruction);
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id = 0;
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return out;
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}
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}}}
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