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#ifndef Magnum_GL_Renderbuffer_h
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#define Magnum_GL_Renderbuffer_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, 2019,
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2020, 2021 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 @ref Magnum::GL::Renderbuffer
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*/
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#include <Corrade/Containers/ArrayView.h>
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#include "Magnum/Tags.h"
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#include "Magnum/GL/AbstractObject.h"
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#include "Magnum/GL/GL.h"
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namespace Magnum { namespace GL {
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namespace Implementation { struct FramebufferState; }
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/**
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@brief Renderbuffer
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Attachable to a framebuffer as render target, see the @ref Framebuffer class
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for a detailed usage example.
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@section GL-Renderbuffer-performance-optimizations Performance optimizations
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The engine tracks currently bound renderbuffer to avoid unnecessary calls to
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@fn_gl{BindRenderbuffer} in @ref setStorage(). Renderbuffer limits and
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implementation-defined values (such as @ref maxSize()) are cached, so repeated
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queries don't result in repeated @fn_gl{Get} calls.
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If @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is available,
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functions @ref setStorage() and @ref setStorageMultisample() use DSA to avoid
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unnecessary calls to @fn_gl{BindRenderbuffer}. See their respective
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documentation for more information.
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@requires_gl30 Extension @gl_extension{ARB,framebuffer_object}
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*/
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class MAGNUM_GL_EXPORT Renderbuffer: public AbstractObject {
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friend Implementation::FramebufferState;
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public:
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/**
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* @brief Max supported renderbuffer 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.
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* @see @ref setStorage(), @ref setStorageMultisample(), @fn_gl{Get}
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* with @def_gl_keyword{MAX_RENDERBUFFER_SIZE}
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*/
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static Int maxSize();
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#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
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/**
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* @brief Max supported sample count
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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 neither OpenGL ES 3.0 nor ES extension
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* @gl_extension{ANGLE,framebuffer_multisample} /
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* @gl_extension{NV,framebuffer_multisample} is available, returns
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* @cpp 0 @ce.
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* @see @ref setStorageMultisample(), @fn_gl{Get} with
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* @def_gl_keyword{MAX_SAMPLES}
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* @requires_webgl20 Multisample framebuffers are not available in
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* WebGL 1.0.
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*/
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static Int maxSamples();
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#endif
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/**
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* @brief Wrap existing OpenGL renderbuffer object
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* @param id OpenGL renderbuffer 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 renderbuffer
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* object. Unlike renderbuffer created using constructor, the OpenGL
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* object is by default not deleted on destruction, use @p flags for
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* different behavior.
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* @see @ref release()
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*/
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static Renderbuffer wrap(GLuint id, ObjectFlags flags = {}) {
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return Renderbuffer{id, flags};
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}
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/**
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* @brief Constructor
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*
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* Generates new OpenGL renderbuffer object. If @gl_extension{ARB,direct_state_access}
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* (part of OpenGL 4.5) is not available, the renderbuffer is created
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* on first use.
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* @see @ref Renderbuffer(NoCreateT), @ref wrap(),
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* @fn_gl_keyword{CreateRenderbuffers}, eventually
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* @fn_gl_keyword{GenRenderbuffers}
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*/
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explicit Renderbuffer();
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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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* However note that this is a low-level and a potentially dangerous
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* API, see the documentation of @ref NoCreate for alternatives.
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* @see @ref Renderbuffer(), @ref wrap()
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*/
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explicit Renderbuffer(NoCreateT) noexcept: _id{0}, _flags{ObjectFlag::DeleteOnDestruction} {}
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/** @brief Copying is not allowed */
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Renderbuffer(const Renderbuffer&) = delete;
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/** @brief Move constructor */
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/* MinGW complains loudly if the declaration doesn't also have inline */
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inline Renderbuffer(Renderbuffer&& other) noexcept;
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/**
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* @brief Destructor
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*
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* Deletes associated OpenGL renderbuffer object.
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* @see @ref wrap(), @ref release(), @fn_gl_keyword{DeleteRenderbuffers}
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*/
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~Renderbuffer();
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/** @brief Copying is not allowed */
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Renderbuffer& operator=(const Renderbuffer&) = delete;
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/** @brief Move assignment */
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/* MinGW complains loudly if the declaration doesn't also have inline */
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inline Renderbuffer& operator=(Renderbuffer&& other) noexcept;
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/** @brief OpenGL renderbuffer ID */
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GLuint id() const { return _id; }
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/**
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* @brief Release OpenGL object
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*
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* Releases ownership of OpenGL renderbuffer object and returns its ID
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* so it is not deleted on destruction. The internal state is then
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* equivalent to moved-from state.
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* @see @ref wrap()
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*/
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/* MinGW complains loudly if the declaration doesn't also have inline */
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inline GLuint release();
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#ifndef MAGNUM_TARGET_WEBGL
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/**
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* @brief Renderbuffer label
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*
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* The result is *not* cached, repeated queries will result in repeated
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* OpenGL calls. If OpenGL 4.3 / OpenGL ES 3.2 is not supported and
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* neither @gl_extension{KHR,debug} (covered also by
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* @gl_extension{ANDROID,extension_pack_es31a}) nor @gl_extension{EXT,debug_label}
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* desktop or ES extension is available, this function returns empty
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* string.
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* @see @fn_gl_keyword{GetObjectLabel} or
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* @fn_gl_extension_keyword{GetObjectLabel,EXT,debug_label} with
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* @def_gl{RENDERBUFFER}
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* @requires_gles Debug output is not available in WebGL.
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*/
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std::string label();
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/**
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* @brief Set renderbuffer label
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* @return Reference to self (for method chaining)
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*
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* Default is empty string. If OpenGL 4.3 / OpenGL ES 3.2 is not
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* supported and neither @gl_extension{KHR,debug} (covered also by
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* @gl_extension{ANDROID,extension_pack_es31a}) nor @gl_extension{EXT,debug_label}
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* desktop or ES extension is available, this function does nothing.
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* @see @ref maxLabelLength(), @fn_gl_keyword{ObjectLabel} or
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* @fn_gl_extension_keyword{LabelObject,EXT,debug_label} with
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* @def_gl{RENDERBUFFER}
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* @requires_gles Debug output is not available in WebGL.
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*/
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Renderbuffer& setLabel(const std::string& label) {
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return setLabelInternal({label.data(), label.size()});
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}
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/** @overload */
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template<std::size_t size> Renderbuffer& setLabel(const char(&label)[size]) {
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return setLabelInternal({label, size - 1});
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}
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#endif
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/**
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* @brief Set renderbuffer storage
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* @param internalFormat Internal format
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* @param size Renderbuffer size
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*
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* If @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is
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* available, the renderbuffer is bound before the operation (if not
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* already).
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* @see @ref maxSize(), @fn_gl2_keyword{NamedRenderbufferStorage,RenderbufferStorage},
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* eventually @fn_gl{BindRenderbuffer} and
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* @fn_gl_keyword{RenderbufferStorage}
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*/
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void setStorage(RenderbufferFormat internalFormat, const Vector2i& size);
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#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
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/**
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* @brief Set multisample renderbuffer storage
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* @param samples Sample count
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* @param internalFormat Internal format
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* @param size Renderbuffer size
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*
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* If @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is
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* available, the renderbuffer is bound before the operation (if not
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* already).
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* @see @ref maxSize(), @ref maxSamples(),
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* @fn_gl2_keyword{NamedRenderbufferStorageMultisample,RenderbufferStorageMultisample},
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* eventually @fn_gl{BindRenderbuffer} and
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* @fn_gl_keyword{RenderbufferStorageMultisample}
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* @requires_gles30 Extension @gl_extension{ANGLE,framebuffer_multisample}
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* or @gl_extension{NV,framebuffer_multisample} in OpenGL ES 2.0.
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* @requires_webgl20 Multisample framebuffers are not available in
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* WebGL 1.0.
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* @todo How about @gl_extension{APPLE,framebuffer_multisample}, @fn_gl_extension{RenderbufferStorageMultisample,EXT,multisampled_render_to_texture}?
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*/
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void setStorageMultisample(Int samples, RenderbufferFormat internalFormat, const Vector2i& size);
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#endif
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private:
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explicit Renderbuffer(GLuint id, ObjectFlags flags) noexcept: _id{id}, _flags{flags} {}
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void MAGNUM_GL_LOCAL createImplementationDefault();
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_GL_LOCAL createImplementationDSA();
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#endif
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void MAGNUM_GL_LOCAL createIfNotAlready();
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#ifndef MAGNUM_TARGET_WEBGL
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Renderbuffer& setLabelInternal(Containers::ArrayView<const char> label);
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#endif
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void MAGNUM_GL_LOCAL storageImplementationDefault(RenderbufferFormat internalFormat, const Vector2i& size);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_GL_LOCAL storageImplementationDSA(RenderbufferFormat internalFormat, const Vector2i& size);
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#endif
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#ifndef MAGNUM_TARGET_GLES2
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void MAGNUM_GL_LOCAL storageMultisampleImplementationDefault(GLsizei samples, RenderbufferFormat internalFormat, const Vector2i& size);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_GL_LOCAL storageMultisampleImplementationDSA(GLsizei samples, RenderbufferFormat internalFormat, const Vector2i& size);
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#endif
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#elif !defined(MAGNUM_TARGET_WEBGL)
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void MAGNUM_GL_LOCAL storageMultisampleImplementationANGLE(GLsizei samples, RenderbufferFormat internalFormat, const Vector2i& size);
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void MAGNUM_GL_LOCAL storageMultisampleImplementationNV(GLsizei samples, RenderbufferFormat internalFormat, const Vector2i& size);
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#endif
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void MAGNUM_GL_LOCAL bind();
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GLuint _id;
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ObjectFlags _flags;
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};
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inline Renderbuffer::Renderbuffer(Renderbuffer&& other) noexcept: _id{other._id}, _flags{other._flags} {
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other._id = 0;
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}
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inline Renderbuffer& Renderbuffer::operator=(Renderbuffer&& other) noexcept {
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using std::swap;
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swap(_id, other._id);
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swap(_flags, other._flags);
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return *this;
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}
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inline GLuint Renderbuffer::release() {
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const GLuint id = _id;
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_id = 0;
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return id;
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}
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}}
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#endif
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