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#ifndef Magnum_Renderbuffer_h
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#define Magnum_Renderbuffer_h
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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/** @file
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* @brief Class Magnum::Renderbuffer
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*/
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#include "Math/Vector2.h"
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#include "Magnum.h"
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#include "magnumVisibility.h"
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namespace Magnum {
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/**
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@brief %Renderbuffer
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Attachable to Framebuffer as render target.
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@requires_gl30 %Extension @extension{EXT,framebuffer_object}
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*/
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class Renderbuffer {
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Renderbuffer(const Renderbuffer& other) = delete;
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Renderbuffer(Renderbuffer&& other) = delete;
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Renderbuffer& operator=(const Renderbuffer& other) = delete;
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Renderbuffer& operator=(Renderbuffer&& other) = delete;
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public:
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/**
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* @brief Internal format
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*
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* @see @ref Texture::setData() "setData()"
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* @todo RGB, RGB8 ES only (ES3 + @es_extension{OES,rgb8_rgba8})
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*/
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enum class InternalFormat: GLenum {
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#ifndef MAGNUM_TARGET_GLES
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/**
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* Red component, normalized unsigned, size implementation-dependent.
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* @deprecated Prefer to use the exactly specified version of this
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* format, e.g. @ref Magnum::Renderbuffer::InternalFormat "InternalFormat::R8".
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* @requires_gl30 %Extension @extension{ARB,texture_rg}
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* @requires_gl Use exactly specified format in OpenGL ES instead.
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*/
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Red = GL_RED,
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#endif
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/**
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* Red component, normalized unsigned byte.
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* @requires_gl30 %Extension @extension{ARB,texture_rg}
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* @requires_gles30 %Extension @es_extension{EXT,texture_rg}
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*/
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#ifndef MAGNUM_TARGET_GLES2
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R8 = GL_R8,
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#else
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R8 = GL_R8_EXT,
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#endif
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#ifndef MAGNUM_TARGET_GLES
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/**
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* Red and green component, normalized unsigned, size
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* implementation-dependent.
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* @deprecated Prefer to use the exactly specified version of this
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* format, e.g. @ref Magnum::Renderbuffer::InternalFormat "InternalFormat::RG8".
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* @requires_gl30 %Extension @extension{ARB,texture_rg}
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* @requires_gl Use exactly specified format in OpenGL ES instead.
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*/
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RG = GL_RG,
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#endif
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/**
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* Red and green component, each normalized unsigned byte.
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* @requires_gl30 %Extension @extension{ARB,texture_rg}
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* @requires_gles30 %Extension @es_extension{EXT,texture_rg}
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*/
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#ifndef MAGNUM_TARGET_GLES2
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RG8 = GL_RG8,
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#else
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RG8 = GL_RG8_EXT,
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#endif
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#ifndef MAGNUM_TARGET_GLES
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/**
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* RGBA, normalized unsigned, size implementation-dependent.
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* @deprecated Prefer to use the exactly specified version of this
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* format, e.g. @ref Magnum::Renderbuffer::InternalFormat "InternalFormat::RGBA8".
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* @requires_gl Use exactly specified format in OpenGL ES 2.0
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* instead.
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*/
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RGBA = GL_RGBA,
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#endif
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/**
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* RGBA, each component normalized unsigned byte.
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* @requires_gles30 %Extension @es_extension{ARM,rgba8} or
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* @es_extension{OES,required_internalformat} and @es_extension{OES,rgb8_rgba8}
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*/
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#ifndef MAGNUM_TARGET_GLES2
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RGBA8 = GL_RGBA8,
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#else
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RGBA8 = GL_RGBA8_OES,
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#endif
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#ifndef MAGNUM_TARGET_GLES
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/**
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* Red component, normalized unsigned short.
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* @requires_gl30 %Extension @extension{ARB,texture_rg}
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* @requires_gl Only byte-sized normalized formats are available
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* in OpenGL ES.
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*/
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R16 = GL_R16,
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/**
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* Red and green component, each normalized unsigned short.
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* @requires_gl30 %Extension @extension{ARB,texture_rg}
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* @requires_gl Only byte-sized normalized formats are available
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* in OpenGL ES.
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*/
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RG16 = GL_RG16,
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/**
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* RGB, each component normalized unsigned short.
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* @requires_gl Only byte-sized normalized formats are available
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* in OpenGL ES.
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*/
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RGB16 = GL_RGB16,
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/**
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* RGBA, each component normalized unsigned short.
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* @requires_gl Only byte-sized normalized formats are available
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* in OpenGL ES.
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*/
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RGBA16 = GL_RGBA16,
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#endif
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#ifndef MAGNUM_TARGET_GLES2
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/**
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* Red component, non-normalized unsigned byte.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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R8UI = GL_R8UI,
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/**
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* Red and green component, each non-normalized unsigned byte.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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RG8UI = GL_RG8UI,
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/**
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* RGBA, each component non-normalized unsigned byte.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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RGBA8UI = GL_RGBA8UI,
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/**
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* Red component, non-normalized signed byte.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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R8I = GL_R8I,
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/**
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* Red and green component, each non-normalized signed byte.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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RG8I = GL_RG8I,
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/**
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* RGBA, each component non-normalized signed byte.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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RGBA8I = GL_RGBA8I,
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/**
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* Red component, non-normalized unsigned short.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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R16UI = GL_R16UI,
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/**
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* Red and green component, each non-normalized unsigned short.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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RG16UI = GL_RG16UI,
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/**
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* RGBA, each component non-normalized unsigned short.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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RGBA16UI = GL_RGBA16UI,
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/**
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* Red component, non-normalized signed short.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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R16I = GL_R16I,
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/**
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* Red and green component, each non-normalized signed short.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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RG16I = GL_RG16I,
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/**
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* RGBA, each component non-normalized signed short.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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RGBA16I = GL_RGBA16I,
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/**
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* Red component, non-normalized unsigned int.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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R32UI = GL_R32UI,
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/**
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* Red and green component, each non-normalized unsigned int.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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RG32UI = GL_RG32UI,
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/**
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* RGBA, each component non-normalized unsigned int.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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RGBA32UI = GL_RGBA32UI,
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/**
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* Red component, non-normalized signed int.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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R32I = GL_R32I,
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/**
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* Red and green component, each non-normalized signed int.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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RG32I = GL_RG32I,
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/**
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* RGBA, each component non-normalized signed int.
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* @requires_gl30 %Extension @extension{EXT,texture_integer}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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RGBA32I = GL_RGBA32I,
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#endif
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#ifndef MAGNUM_TARGET_GLES
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/**
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* Red component, half float.
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* @requires_gl30 %Extension @extension{ARB,texture_float}
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* @requires_gl Only (non)normalized integral formats are
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* available in OpenGL ES.
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*/
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R16F = GL_R16F,
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/**
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* Red and green component, each half float.
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* @requires_gl30 %Extension @extension{ARB,texture_float}
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* @requires_gl Only (non)normalized integral formats are
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* available in OpenGL ES.
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*/
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RG16F = GL_RG16F,
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/**
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* RGBA, each component half float.
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* @requires_gl30 %Extension @extension{ARB,texture_float}
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* @requires_gl Only (non)normalized integral formats are
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* available in OpenGL ES.
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*/
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RGBA16F = GL_RGBA16F,
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/**
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* Red component, float.
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* @requires_gl30 %Extension @extension{ARB,texture_float}
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* @requires_gl Only (non)normalized integral formats are
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* available in OpenGL ES.
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*/
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R32F = GL_R32F,
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/**
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* Red and green component, each float.
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* @requires_gl30 %Extension @extension{ARB,texture_float}
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* @requires_gl Only (non)normalized integral formats are
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* available in OpenGL ES.
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*/
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RG32F = GL_RG32F,
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/**
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* RGBA, each component float.
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* @requires_gl30 %Extension @extension{ARB,texture_float}
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* @requires_gl Only (non)normalized integral formats are
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* available in OpenGL ES.
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*/
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RGBA32F = GL_RGBA32F,
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#endif
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#ifndef MAGNUM_TARGET_GLES2
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/**
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* RGBA, normalized unsigned, each RGB component 10bit, alpha 2bit.
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* @requires_gles30 Usable only as internal texture format in OpenGL
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* ES 2.0, see @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::RGB10A2".
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*/
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RGB10A2 = GL_RGB10_A2,
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/**
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* RGBA, non-normalized unsigned, each RGB component 10bit, alpha 2bit.
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* @requires_gl33 %Extension @extension{ARB,texture_rgb10_a2ui}
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* @requires_gles30 Only normalized integral formats are available
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* in OpenGL ES 2.0.
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*/
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RGB10A2UI = GL_RGB10_A2UI,
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#endif
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/** RGBA, normalized unsigned, each RGB component 5bit, alpha 1bit. */
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RGB5A1 = GL_RGB5_A1,
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/** RGBA, normalized unsigned, each component 4bit. */
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RGBA4 = GL_RGBA4,
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#ifndef MAGNUM_TARGET_GLES
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/**
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* RGB, float, red and green 11bit, blue 10bit.
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* @requires_gl30 %Extension @extension{EXT,packed_float}
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|
* @requires_gl Usable only as internal texture format in OpenGL
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* ES, see @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::R11FG11FB10F".
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*/
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R11FG11FB10F = GL_R11F_G11F_B10F,
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#endif
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/* 1.5.6 <= GLEW < 1.8.0 doesn't have this, even if there is
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GL_ARB_ES2_compatibility */
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#if defined(GL_RGB565) || defined(DOXYGEN_GENERATING_OUTPUT)
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/** RGB, normalized unsigned, red and blue 5bit, green 6bit. */
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RGB565 = GL_RGB565,
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#endif
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|
/**
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* sRGBA, each component normalized unsigned byte.
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* @requires_gles30 %Extension @es_extension{EXT,sRGB}
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*/
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|
#ifndef MAGNUM_TARGET_GLES2
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SRGB8Alpha8 = GL_SRGB8_ALPHA8,
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#else
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SRGB8Alpha8 = GL_SRGB8_ALPHA8_EXT,
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#endif
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|
#ifndef MAGNUM_TARGET_GLES
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/**
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* Depth component, size implementation-dependent.
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|
* @todo is this allowed in core?
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|
|
* @deprecated Prefer to use exactly specified version of this
|
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|
|
* format, e.g. @ref Magnum::Renderbuffer::InternalFormat "InternalFormat::DepthComponent16".
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|
|
* @requires_gl Use exactly specified format in OpenGL ES instead.
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|
|
*/
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|
DepthComponent = GL_DEPTH_COMPONENT,
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|
#endif
|
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|
|
/** Depth component, 16bit. */
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|
|
DepthComponent16 = GL_DEPTH_COMPONENT16,
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|
|
/**
|
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|
|
* Depth component, 24bit.
|
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|
|
* @requires_gles30 %Extension @es_extension{OES,depth24}
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|
|
*/
|
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|
|
#ifndef MAGNUM_TARGET_GLES2
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|
DepthComponent24 = GL_DEPTH_COMPONENT24,
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|
#else
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|
|
DepthComponent24 = GL_DEPTH_COMPONENT24_OES,
|
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|
|
#endif
|
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|
|
/**
|
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|
|
|
* Depth component, 32bit.
|
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|
|
|
* @requires_es_extension %Extension @es_extension{OES,depth32}
|
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|
|
|
*/
|
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|
|
#ifndef MAGNUM_TARGET_GLES
|
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|
|
DepthComponent32 = GL_DEPTH_COMPONENT32,
|
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|
|
#else
|
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|
|
DepthComponent32 = GL_DEPTH_COMPONENT32_OES,
|
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|
|
#endif
|
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|
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|
|
#ifndef MAGNUM_TARGET_GLES2
|
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|
|
|
/**
|
|
|
|
|
* Depth component, 32bit float.
|
|
|
|
|
* @requires_gl30 %Extension @extension{ARB,depth_buffer_float}
|
|
|
|
|
* @requires_gles30 Only integral depth textures are available in
|
|
|
|
|
* OpenGL ES 2.0.
|
|
|
|
|
*/
|
|
|
|
|
DepthComponent32F = GL_DEPTH_COMPONENT32F,
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/**
|
|
|
|
|
* Stencil index, size implementation-dependent.
|
|
|
|
|
* @deprecated Prefer to use exactly specified version of this
|
|
|
|
|
* format, e.g. @ref Magnum::Renderbuffer::InternalFormat "InternalFormat::StencilIndex8".
|
|
|
|
|
* @requires_gl Use exactly specified format in OpenGL ES instead.
|
|
|
|
|
*/
|
|
|
|
|
StencilIndex = GL_STENCIL_INDEX,
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 1-bit stencil index.
|
|
|
|
|
* @requires_es_extension %Extension @es_extension{OES,stencil1}
|
|
|
|
|
*/
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
StencilIndex1 = GL_STENCIL_INDEX1,
|
|
|
|
|
#else
|
|
|
|
|
StencilIndex1 = GL_STENCIL_INDEX1_OES,
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 4-bit stencil index.
|
|
|
|
|
* @requires_es_extension %Extension @es_extension{OES,stencil4}
|
|
|
|
|
*/
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
StencilIndex4 = GL_STENCIL_INDEX4,
|
|
|
|
|
#else
|
|
|
|
|
StencilIndex4 = GL_STENCIL_INDEX4_OES,
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/** 8-bit stencil index. */
|
|
|
|
|
StencilIndex8 = GL_STENCIL_INDEX8,
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/**
|
|
|
|
|
* 16-bit stencil index.
|
|
|
|
|
* @requires_gl At most 8bit stencil index is available in OpenGL
|
|
|
|
|
* ES.
|
|
|
|
|
*/
|
|
|
|
|
StencilIndex16 = GL_STENCIL_INDEX16,
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Depth and stencil component, size implementation-dependent.
|
|
|
|
|
* @deprecated Prefer to use exactly specified version of this
|
|
|
|
|
* format, e.g. @ref Magnum::Renderbuffer::InternalFormat "InternalFormat::Depth24Stencil8".
|
|
|
|
|
* @requires_gl Use exactly specified format in OpenGL ES instead.
|
|
|
|
|
*/
|
|
|
|
|
DepthStencil = GL_DEPTH_STENCIL,
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 24bit depth and 8bit stencil component.
|
|
|
|
|
* @requires_gl30 %Extension @extension{EXT,packed_depth_stencil}
|
|
|
|
|
* @requires_gles30 %Extension @es_extension{OES,packed_depth_stencil}
|
|
|
|
|
*/
|
|
|
|
|
#ifdef MAGNUM_TARGET_GLES2
|
|
|
|
|
Depth24Stencil8 = GL_DEPTH24_STENCIL8_OES,
|
|
|
|
|
#else
|
|
|
|
|
Depth24Stencil8 = GL_DEPTH24_STENCIL8,
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 32bit float depth component and 8bit stencil component.
|
|
|
|
|
* @requires_gl30 %Extension @extension{ARB,depth_buffer_float}
|
|
|
|
|
* @requires_gles30 Only integral depth textures are available in
|
|
|
|
|
* OpenGL ES 2.0.
|
|
|
|
|
*/
|
|
|
|
|
Depth32FStencil8 = GL_DEPTH32F_STENCIL8,
|
|
|
|
|
#endif
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Constructor
|
|
|
|
|
*
|
|
|
|
|
* Generates new OpenGL renderbuffer.
|
|
|
|
|
* @see @fn_gl{GenRenderbuffers}
|
|
|
|
|
*/
|
|
|
|
|
inline Renderbuffer() {
|
|
|
|
|
glGenRenderbuffers(1, &renderbuffer);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Destructor
|
|
|
|
|
*
|
|
|
|
|
* Deletes associated OpenGL renderbuffer.
|
|
|
|
|
* @see @fn_gl{DeleteRenderbuffers}
|
|
|
|
|
*/
|
|
|
|
|
inline ~Renderbuffer() {
|
|
|
|
|
glDeleteRenderbuffers(1, &renderbuffer);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @brief OpenGL internal renderbuffer ID */
|
|
|
|
|
inline GLuint id() const { return renderbuffer; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind renderbuffer
|
|
|
|
|
*
|
|
|
|
|
* @see @fn_gl{BindRenderbuffer}
|
|
|
|
|
*/
|
|
|
|
|
inline void bind() {
|
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set renderbuffer storage
|
|
|
|
|
* @param internalFormat Internal format
|
|
|
|
|
* @param size Renderbuffer size
|
|
|
|
|
*
|
|
|
|
|
* @see bind(), @fn_gl{RenderbufferStorage}
|
|
|
|
|
*/
|
|
|
|
|
inline void setStorage(InternalFormat internalFormat, const Vector2i& size) {
|
|
|
|
|
bind();
|
|
|
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GLenum(internalFormat), size.x(), size.y());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
GLuint renderbuffer;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endif
|