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#ifndef Magnum_AbstractFramebuffer_h
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#define Magnum_AbstractFramebuffer_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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/** @file
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* @brief Class Magnum::AbstractFramebuffer
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*/
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#include <Containers/EnumSet.h>
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#include "Math/Geometry/Rectangle.h"
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#include "Buffer.h"
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#ifdef CORRADE_GCC45_COMPATIBILITY
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#include "ImageFormat.h"
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#endif
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namespace Magnum {
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/**
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@brief Mask for framebuffer clearing
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@see AbstractFramebuffer, FramebufferClearMask
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*/
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enum class FramebufferClear: GLbitfield {
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Color = GL_COLOR_BUFFER_BIT, /**< Color */
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Depth = GL_DEPTH_BUFFER_BIT, /**< Depth value */
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Stencil = GL_STENCIL_BUFFER_BIT /**< Stencil value */
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};
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/**
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@brief Mask for clearing
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@see AbstractFramebuffer::clear()
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*/
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typedef Containers::EnumSet<FramebufferClear, GLbitfield,
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GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT> FramebufferClearMask;
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/**
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@brief Mask for framebuffer blitting
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@see AbstractFramebuffer, FramebufferBlitMask
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@requires_gl30 %Extension @extension{ARB,framebuffer_object}
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@requires_gles30 %Extension @es_extension{ANGLE,framebuffer_blit} or
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@es_extension{NV,framebuffer_blit}
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*/
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enum class FramebufferBlit: GLbitfield {
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ColorBuffer = GL_COLOR_BUFFER_BIT, /**< Color buffer */
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DepthBuffer = GL_DEPTH_BUFFER_BIT, /**< Depth buffer */
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StencilBuffer = GL_STENCIL_BUFFER_BIT /**< Stencil buffer */
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};
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/**
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@brief Mask for framebuffer blitting
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@see AbstractFramebuffer::blit()
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@requires_gl30 %Extension @extension{ARB,framebuffer_object}
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@requires_gles30 %Extension @es_extension{ANGLE,framebuffer_blit} or
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@es_extension{NV,framebuffer_blit}
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*/
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typedef Containers::EnumSet<FramebufferBlit, GLbitfield,
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GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT> FramebufferBlitMask;
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/**
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@brief %Framebuffer blit filtering
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@see AbstractFramebuffer::blit()
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@requires_gl30 %Extension @extension{ARB,framebuffer_object}
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@requires_gles30 %Extension @es_extension{ANGLE,framebuffer_blit} or
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@es_extension{NV,framebuffer_blit}
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*/
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enum class FramebufferBlitFilter: GLenum {
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Nearest = GL_NEAREST, /**< Nearest neighbor filtering */
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Linear = GL_LINEAR /**< Linear interpolation filtering */
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};
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/**
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@brief Target for binding framebuffer
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@see DefaultFramebuffer::bind(), Framebuffer::bind()
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@requires_gl30 %Extension @extension{ARB,framebuffer_object}
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*/
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enum class FramebufferTarget: GLenum {
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/**
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* For reading only.
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* @requires_gles30 %Extension @es_extension{APPLE,framebuffer_multisample},
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* @es_extension{ANGLE,framebuffer_blit} or @es_extension{NV,framebuffer_blit}
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*/
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#ifndef MAGNUM_TARGET_GLES2
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Read = GL_READ_FRAMEBUFFER,
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#else
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Read = GL_READ_FRAMEBUFFER_APPLE,
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#endif
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/**
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* For drawing only.
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* @requires_gles30 %Extension @es_extension{APPLE,framebuffer_multisample},
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* @es_extension{ANGLE,framebuffer_blit} or @es_extension{NV,framebuffer_blit}
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*/
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#ifndef MAGNUM_TARGET_GLES2
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Draw = GL_DRAW_FRAMEBUFFER,
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#else
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Draw = GL_DRAW_FRAMEBUFFER_APPLE,
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#endif
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ReadDraw = GL_FRAMEBUFFER /**< For both reading and drawing. */
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};
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/**
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@brief Base for default and named framebuffers
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See DefaultFramebuffer and Framebuffer for more information.
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@section AbstractFramebuffer-performance-optimization Performance optimizations and security
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The engine tracks currently bound framebuffer and current viewport to avoid
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unnecessary calls to @fn_gl{BindFramebuffer} and @fn_gl{Viewport} when
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switching framebuffers.
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If @extension{ARB,robustness} is available, read() operations are protected
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from buffer overflow.
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@todo @extension{ARB,viewport_array}
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*/
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class MAGNUM_EXPORT AbstractFramebuffer {
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friend class Context;
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AbstractFramebuffer(const AbstractFramebuffer&) = delete;
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AbstractFramebuffer(AbstractFramebuffer&&) = delete;
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AbstractFramebuffer& operator=(const AbstractFramebuffer&) = delete;
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AbstractFramebuffer& operator=(AbstractFramebuffer&&) = delete;
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public:
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/**
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* @brief Copy block of pixels
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* @param source Source framebuffer
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* @param destination Destination framebuffer
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* @param sourceRectangle Source rectangle
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* @param destinationRectangle Destination rectangle
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* @param mask Which buffers to perform blit operation on
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* @param filter Interpolation filter
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*
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* Binds @p source framebuffer to @ref FramebufferTarget "FramebufferTarget::Read"
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* and @p destination framebuffer to @ref FramebufferTarget "FramebufferTarget::Draw"
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* and performs blitting operation. See DefaultFramebuffer::mapForRead(),
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* Framebuffer::mapForRead(), DefaultFramebuffer::mapForDraw() and
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* Framebuffer::mapForDraw() for specifying particular buffers for
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* blitting operation.
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* @see @fn_gl{BlitFramebuffer}
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* @requires_gles30 %Extension @es_extension{ANGLE,framebuffer_blit} or
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* @es_extension{NV,framebuffer_blit}
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*/
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static void blit(AbstractFramebuffer& source, AbstractFramebuffer& destination, const Rectanglei& sourceRectangle, const Rectanglei& destinationRectangle, FramebufferBlitMask mask, FramebufferBlitFilter filter);
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/**
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* @brief Copy block of pixels
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* @param source Source framebuffer
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* @param destination Destination framebuffer
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* @param rectangle Source and destination rectangle
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* @param mask Which buffers to perform blit operation on
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*
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* Convenience alternative to above function when source rectangle is
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* the same as destination rectangle. As the image is copied
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* pixel-by-pixel, no interpolation is needed and thus
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* @ref FramebufferBlitFilter "FramebufferBlitFilter::Nearest"
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* filtering is used by default.
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* @see @fn_gl{BlitFramebuffer}
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* @requires_gles30 %Extension @es_extension{ANGLE,framebuffer_blit} or
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* @es_extension{NV,framebuffer_blit}
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*/
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static void blit(AbstractFramebuffer& source, AbstractFramebuffer& destination, const Rectanglei& rectangle, FramebufferBlitMask mask) {
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blit(source, destination, rectangle, rectangle, mask, FramebufferBlitFilter::Nearest);
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}
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/**
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* @brief Bind framebuffer for rendering
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*
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* Binds the framebuffer and updates viewport to saved dimensions.
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* @see setViewport(), DefaultFramebuffer::mapForRead(),
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* Framebuffer::mapForRead(), DefaultFramebuffer::mapForDraw(),
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* Framebuffer::mapForDraw(), @fn_gl{BindFramebuffer},
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* @fn_gl{Viewport}
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* @todo Bind internally to ReadDraw if separate binding points are not
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* supported
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*/
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void bind(FramebufferTarget target);
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/** @brief Viewport rectangle */
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Rectanglei viewport() const { return _viewport; }
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/**
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* @brief Set viewport
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* @return Reference to self (for method chaining)
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*
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* Saves the viewport to be used at later time in bind(). If the
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* framebuffer is currently bound, updates the viewport to given
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* rectangle.
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* @see @fn_gl{Viewport}
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*/
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AbstractFramebuffer& setViewport(const Rectanglei& rectangle);
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/**
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* @brief Clear specified buffers in framebuffer
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* @param mask Which buffers to clear
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*
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* To improve performance you can also use
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* DefaultFramebuffer::invalidate() / Framebuffer::invalidate() instead
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* of clearing given buffer if you will not use it anymore or fully
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* overwrite it later.
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* @see Renderer::setClearColor(), Renderer::setClearDepth(),
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* Renderer::setClearStencil(), @fn_gl{BindFramebuffer},
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* @fn_gl{Clear}
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*/
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void clear(FramebufferClearMask mask);
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/**
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* @brief Read block of pixels from framebuffer to image
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* @param offset Offset in the framebuffer
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* @param size %Image size
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* @param image %Image where to put the data
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*
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* %Image parameters like format and type of pixel data are taken from
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* given image.
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*
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* If @extension{ARB,robustness} is available, the operation is
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* protected from buffer overflow.
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* @see @fn_gl{BindFramebuffer}, @fn_gl{ReadPixels} or
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* @fn_gl_extension{ReadnPixels,ARB,robustness}
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*/
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void read(const Vector2i& offset, const Vector2i& size, Image2D& image);
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#ifndef MAGNUM_TARGET_GLES2
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/**
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* @brief Read block of pixels from framebuffer to buffer image
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* @param offset Offset in the framebuffer
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* @param size %Image size
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* @param image %Buffer image where to put the data
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* @param usage %Buffer usage
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*
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* See read(const Vector2i&, const Vector2i&, Image2D*) for more
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* information.
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* @requires_gles30 Pixel buffer objects are not available in OpenGL ES 2.0.
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*/
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void read(const Vector2i& offset, const Vector2i& size, BufferImage2D& image, Buffer::Usage usage);
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#endif
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#ifdef DOXYGEN_GENERATING_OUTPUT
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private:
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#else
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protected:
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#endif
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explicit AbstractFramebuffer();
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~AbstractFramebuffer();
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void MAGNUM_LOCAL bindInternal(FramebufferTarget target);
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FramebufferTarget MAGNUM_LOCAL bindInternal();
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void MAGNUM_LOCAL setViewportInternal();
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#ifdef MAGNUM_TARGET_GLES2
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static MAGNUM_LOCAL FramebufferTarget readTarget;
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static MAGNUM_LOCAL FramebufferTarget drawTarget;
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#endif
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typedef GLenum(AbstractFramebuffer::*CheckStatusImplementation)(FramebufferTarget);
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static CheckStatusImplementation checkStatusImplementation;
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typedef void(AbstractFramebuffer::*DrawBuffersImplementation)(GLsizei, const GLenum*);
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static MAGNUM_LOCAL DrawBuffersImplementation drawBuffersImplementation;
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typedef void(AbstractFramebuffer::*DrawBufferImplementation)(GLenum);
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static DrawBufferImplementation drawBufferImplementation;
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typedef void(AbstractFramebuffer::*ReadBufferImplementation)(GLenum);
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static ReadBufferImplementation readBufferImplementation;
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void MAGNUM_LOCAL invalidateImplementation(GLsizei count, GLenum* attachments);
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void MAGNUM_LOCAL invalidateImplementation(GLsizei count, GLenum* attachments, const Rectanglei& rectangle);
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GLuint _id;
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Rectanglei _viewport;
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private:
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static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context& context);
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GLenum MAGNUM_LOCAL checkStatusImplementationDefault(FramebufferTarget target);
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#ifndef MAGNUM_TARGET_GLES
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GLenum MAGNUM_LOCAL checkStatusImplementationDSA(FramebufferTarget target);
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#endif
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void MAGNUM_LOCAL drawBuffersImplementationDefault(GLsizei count, const GLenum* buffers);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL drawBuffersImplementationDSA(GLsizei count, const GLenum* buffers);
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#endif
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void MAGNUM_LOCAL drawBufferImplementationDefault(GLenum buffer);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL drawBufferImplementationDSA(GLenum buffer);
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#endif
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void MAGNUM_LOCAL readBufferImplementationDefault(GLenum buffer);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL readBufferImplementationDSA(GLenum buffer);
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#endif
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typedef void(*ReadImplementation)(const Vector2i&, const Vector2i&, ImageFormat, ImageType, std::size_t, GLvoid*);
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static void MAGNUM_LOCAL readImplementationDefault(const Vector2i& offset, const Vector2i& size, ImageFormat format, ImageType type, std::size_t dataSize, GLvoid* data);
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#ifndef MAGNUM_TARGET_GLES3
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static void MAGNUM_LOCAL readImplementationRobustness(const Vector2i& offset, const Vector2i& size, ImageFormat format, ImageType type, std::size_t dataSize, GLvoid* data);
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#endif
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static ReadImplementation MAGNUM_LOCAL readImplementation;
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};
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inline AbstractFramebuffer::AbstractFramebuffer() = default;
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inline AbstractFramebuffer::~AbstractFramebuffer() = default;
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CORRADE_ENUMSET_OPERATORS(FramebufferClearMask)
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CORRADE_ENUMSET_OPERATORS(FramebufferBlitMask)
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}
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#endif
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