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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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#include "TextureImage.h"
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#include "Magnum/Image.h"
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#ifndef MAGNUM_TARGET_GLES2
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#include "Magnum/GL/BufferImage.h"
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#endif
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#include "Magnum/GL/Context.h"
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#include "Magnum/GL/Extensions.h"
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#include "Magnum/GL/Framebuffer.h"
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#include "Magnum/GL/Texture.h"
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#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_GLES2)
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#include <Corrade/Utility/Resource.h>
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#include "Magnum/GL/AbstractShaderProgram.h"
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#include "Magnum/GL/Mesh.h"
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#include "Magnum/GL/PixelFormat.h"
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#include "Magnum/GL/Shader.h"
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#include "Magnum/GL/TextureFormat.h"
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#include "Magnum/GL/Version.h"
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#ifdef MAGNUM_BUILD_STATIC
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static void importDebugToolsResources() {
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CORRADE_RESOURCE_INITIALIZE(MagnumDebugTools_RESOURCES)
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}
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#endif
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#endif
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namespace Magnum { namespace DebugTools {
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#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_GLES2)
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namespace {
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class FloatReinterpretShader: public GL::AbstractShaderProgram {
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public:
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explicit FloatReinterpretShader();
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FloatReinterpretShader& setTexture(GL::Texture2D& texture, Int level) {
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texture.bind(0);
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setUniform(levelUniform, level);
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return *this;
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}
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private:
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Int levelUniform;
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};
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FloatReinterpretShader::FloatReinterpretShader() {
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#ifdef MAGNUM_BUILD_STATIC
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/* Import resources on static build, if not already */
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if(!Utility::Resource::hasGroup("MagnumDebugTools"))
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importDebugToolsResources();
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#endif
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Utility::Resource rs{"MagnumDebugTools"};
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GL::Shader vert{GL::Version::GLES300, GL::Shader::Type::Vertex};
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GL::Shader frag{GL::Version::GLES300, GL::Shader::Type::Fragment};
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vert.addSource(rs.get("TextureImage.vert"));
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frag.addSource(rs.get("TextureImage.frag"));
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CORRADE_INTERNAL_ASSERT(GL::Shader::compile({vert, frag}));
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attachShaders({vert, frag});
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CORRADE_INTERNAL_ASSERT(link());
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levelUniform = uniformLocation("level");
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setUniform(uniformLocation("textureData"), 0);
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}
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}
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#endif
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void textureSubImage(GL::Texture2D& texture, const Int level, const Range2Di& range, Image2D& image) {
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#ifndef MAGNUM_TARGET_GLES
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if(GL::Context::current().isExtensionSupported<GL::Extensions::ARB::get_texture_sub_image>()) {
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texture.subImage(level, range, image);
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return;
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}
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#endif
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#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_GLES2)
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GL::PixelType type = GL::pixelType(image.format(), image.formatExtra());
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if(type == GL::PixelType::Float) {
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GL::TextureFormat textureFormat;
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GL::PixelFormat reinterpretFormat;
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GL::PixelFormat format = GL::pixelFormat(image.format());
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switch(format) {
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case GL::PixelFormat::Red:
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textureFormat = GL::TextureFormat::R32UI;
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reinterpretFormat = GL::PixelFormat::RedInteger;
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break;
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case GL::PixelFormat::RG:
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textureFormat = GL::TextureFormat::RG32UI;
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reinterpretFormat = GL::PixelFormat::RGInteger;
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break;
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case GL::PixelFormat::RGB:
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textureFormat = GL::TextureFormat::RGB32UI;
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reinterpretFormat = GL::PixelFormat::RGBInteger;
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break;
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case GL::PixelFormat::RGBA:
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textureFormat = GL::TextureFormat::RGBA32UI;
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reinterpretFormat = GL::PixelFormat::RGBAInteger;
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break;
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default:
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CORRADE_ASSERT(false, "DebugTools::textureSubImage(): unsupported pixel format" << format, );
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}
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GL::Texture2D output;
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output.setStorage(1, textureFormat, range.max());
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GL::Framebuffer fb{range};
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fb.attachTexture(GL::Framebuffer::ColorAttachment{0}, output, 0)
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.bind();
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CORRADE_INTERNAL_ASSERT(fb.checkStatus(GL::FramebufferTarget::Draw) == GL::Framebuffer::Status::Complete);
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CORRADE_INTERNAL_ASSERT(fb.checkStatus(GL::FramebufferTarget::Read) == GL::Framebuffer::Status::Complete);
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FloatReinterpretShader shader;
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shader.setTexture(texture, level);
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GL::Mesh mesh;
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mesh.setCount(3)
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.draw(shader);
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/* release() needs to be called after querying the size to avoid zeroing it out */
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const Vector2i imageSize = image.size();
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Image2D temp{image.storage(), reinterpretFormat, GL::PixelType::UnsignedInt, imageSize, image.release()};
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fb.read(range, temp);
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image = Image2D{image.storage(), image.format(), image.formatExtra(), image.pixelSize(), imageSize, temp.release()};
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return;
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}
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#endif
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GL::Framebuffer fb{range};
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fb.attachTexture(GL::Framebuffer::ColorAttachment{0}, texture, level)
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.read(range, image);
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}
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Image2D textureSubImage(GL::Texture2D& texture, const Int level, const Range2Di& range, Image2D&& image) {
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textureSubImage(texture, level, range, image);
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return std::move(image);
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}
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#ifndef MAGNUM_TARGET_GLES2
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void textureSubImage(GL::Texture2D& texture, const Int level, const Range2Di& range, GL::BufferImage2D& image, const GL::BufferUsage usage) {
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#ifndef MAGNUM_TARGET_GLES
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if(GL::Context::current().isExtensionSupported<GL::Extensions::ARB::get_texture_sub_image>()) {
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texture.subImage(level, range, image, usage);
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return;
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}
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#endif
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GL::Framebuffer fb{range};
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fb.attachTexture(GL::Framebuffer::ColorAttachment{0}, texture, level)
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.read(range, image, usage);
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}
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GL::BufferImage2D textureSubImage(GL::Texture2D& texture, const Int level, const Range2Di& range, GL::BufferImage2D&& image, const GL::BufferUsage usage) {
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textureSubImage(texture, level, range, image, usage);
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return std::move(image);
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}
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#endif
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void textureSubImage(GL::CubeMapTexture& texture, const GL::CubeMapCoordinate coordinate, const Int level, const Range2Di& range, Image2D& image) {
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GL::Framebuffer fb{range};
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fb.attachCubeMapTexture(GL::Framebuffer::ColorAttachment{0}, texture, coordinate, level)
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.read(range, image);
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}
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Image2D textureSubImage(GL::CubeMapTexture& texture, const GL::CubeMapCoordinate coordinate, const Int level, const Range2Di& range, Image2D&& image) {
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textureSubImage(texture, coordinate, level, range, image);
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return std::move(image);
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}
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#ifndef MAGNUM_TARGET_GLES2
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void textureSubImage(GL::CubeMapTexture& texture, const GL::CubeMapCoordinate coordinate, const Int level, const Range2Di& range, GL::BufferImage2D& image, const GL::BufferUsage usage) {
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GL::Framebuffer fb{range};
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fb.attachCubeMapTexture(GL::Framebuffer::ColorAttachment{0}, texture, coordinate, level)
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.read(range, image, usage);
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}
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GL::BufferImage2D textureSubImage(GL::CubeMapTexture& texture, const GL::CubeMapCoordinate coordinate, const Int level, const Range2Di& range, GL::BufferImage2D&& image, const GL::BufferUsage usage) {
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textureSubImage(texture, coordinate, level, range, image, usage);
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return std::move(image);
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}
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#endif
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}}
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