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#ifndef Magnum_BufferTexture_h
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#define Magnum_BufferTexture_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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#ifndef MAGNUM_TARGET_GLES
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/** @file
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* @brief Class Magnum::BufferTexture
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*/
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#endif
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#include "AbstractTexture.h"
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#ifndef MAGNUM_TARGET_GLES
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namespace Magnum {
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/**
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@brief %Buffer texture
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This texture is, unlike classic textures such as Texture or CubeMapTexture,
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used as simple data source, without any unnecessary interpolation and
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wrapping methods.
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@section BufferTexture-usage Usage
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%Texture data are stored in buffer and after binding the buffer to the texture
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using setBuffer(), you can fill the buffer at any time using data setting
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functions in Buffer itself.
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Note that the buffer is not managed (e.g. deleted on destruction) by the
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texture, so you have to manage it on your own. On the other hand it allows you
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to use one buffer for more textures or store more than one data in it.
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Example usage:
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@code
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Buffer* buffer;
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BufferTexture texture;
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texture.setBuffer(buffer);
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constexpr static Vector3 data[] = {
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// ...
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};
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buffer.setData(data, Buffer::Usage::StaticDraw);
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@endcode
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The texture is bound to layer specified by shader via bind(). In shader, the
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texture is used via `samplerBuffer`. Unlike in classic textures, coordinates
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for buffer textures are integer coordinates passed to `texelFetch()`. See also
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AbstractShaderProgram documentation for more information.
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@section BufferTexture-performance-optimization Performance optimizations
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If extension @extension{EXT,direct_state_access} is available, setBuffer()
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functions use DSA to avoid unnecessary calls to @fn_gl{ActiveTexture} and
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@fn_gl{BindTexture}. See @ref AbstractTexture-performance-optimization
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"relevant section in AbstractTexture documentation" and respective function
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documentation for more information.
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@requires_gl31 %Extension @extension{ARB,texture_buffer_object}
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@requires_gl Texture buffers are not available in OpenGL ES.
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*/
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class MAGNUM_EXPORT BufferTexture: private AbstractTexture {
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friend class Context;
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BufferTexture(const BufferTexture& other) = delete;
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BufferTexture(BufferTexture&& other) = delete;
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BufferTexture& operator=(const BufferTexture& other) = delete;
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BufferTexture& operator=(BufferTexture&& 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 setBuffer()
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*/
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enum class InternalFormat: GLenum {
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/** Red component, normalized unsigned byte. */
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R8 = GL_R8,
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/** Red and green component, each normalized unsigned byte. */
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RG8 = GL_RG8,
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/** RGBA, each component normalized unsigned byte. */
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RGBA8 = GL_RGBA8,
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/** Red component, normalized unsigned short. */
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R16 = GL_R16,
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/** Red and green component, each normalized unsigned short. */
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RG16 = GL_RG16,
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/** RGBA, each component normalized unsigned short. */
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RGBA16 = GL_RGBA16,
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/** Red component, non-normalized unsigned byte. */
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R8UI = GL_R8UI,
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/** Red and green component, each non-normalized unsigned byte. */
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RG8UI = GL_RG8UI,
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/** RGBA, each component non-normalized unsigned byte. */
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RGBA8UI = GL_RGBA8UI,
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/** Red component, non-normalized signed byte. */
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R8I = GL_R8I,
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/** Red and green component, each non-normalized signed byte. */
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RG8I = GL_RG8I,
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/** RGBA, each component non-normalized signed byte. */
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RGBA8I = GL_RGBA8I,
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/** Red component, non-normalized unsigned short. */
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R16UI = GL_R16UI,
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/** Red and green component, each non-normalized unsigned short. */
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RG16UI = GL_RG16UI,
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/** RGBA, each component non-normalized unsigned short. */
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RGBA16UI = GL_RGBA16UI,
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/** Red component, non-normalized signed short. */
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R16I = GL_R16I,
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/** Red and green component, each non-normalized signed short. */
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RG16I = GL_RG16I,
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/** RGBA, each component non-normalized signed short. */
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RGBA16I = GL_RGBA16I,
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/** Red component, non-normalized unsigned int. */
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R32UI = GL_R32UI,
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/** Red and green component, each non-normalized unsigned int. */
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RG32UI = GL_RG32UI,
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/**
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* RGB, each component non-normalized unsigned int.
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* @requires_gl40 %Extension @extension{ARB,texture_buffer_object_rgb32}
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*/
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RGB32UI = GL_RGB32UI,
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/** RGBA, each component non-normalized unsigned int. */
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RGBA32UI = GL_RGBA32UI,
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/** Red component, non-normalized signed int. */
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R32I = GL_R32I,
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/** Red and green component, each non-normalized signed int. */
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RG32I = GL_RG32I,
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/**
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* RGB, each component non-normalized signed int.
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* @requires_gl40 %Extension @extension{ARB,texture_buffer_object_rgb32}
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*/
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RGB32I = GL_RGB32I,
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/** RGBA, each component non-normalized signed int. */
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RGBA32I = GL_RGBA32I,
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/** Red component, half float. */
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R16F = GL_R16F,
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/** Red and green component, each half float. */
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RG16F = GL_RG16F,
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/** RGBA, each component half float. */
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RGBA16F = GL_RGBA16F,
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/** Red component, float. */
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R32F = GL_R32F,
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/** Red and green component, each float. */
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RG32F = GL_RG32F,
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/**
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* RGB, each component float.
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* @requires_gl40 %Extension @extension{ARB,texture_buffer_object_rgb32}
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*/
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RGB32F = GL_RGB32F,
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/** RGBA, each component float. */
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RGBA32F = GL_RGBA32F
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};
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inline explicit BufferTexture(): AbstractTexture(GL_TEXTURE_BUFFER) {}
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/** @copydoc AbstractTexture::bind() */
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inline void bind(GLint layer) { AbstractTexture::bind(layer); }
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/**
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* @brief Set texture buffer
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* @param internalFormat Internal format
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* @param buffer %Buffer with data
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*
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* Binds given buffer to this texture. The buffer itself can be then
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* filled with data of proper format at any time using Buffer own data
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* setting functions.
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* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and @fn_gl{TexBuffer}
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* or @fn_gl_extension{TextureBuffer,EXT,direct_state_access}
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*/
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inline void setBuffer(InternalFormat internalFormat, Buffer* buffer) {
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(this->*setBufferImplementation)(internalFormat, buffer);
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}
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/**
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* @brief Set texture buffer
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* @param internalFormat Internal format
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* @param buffer %Buffer
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* @param offset Offset
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* @param size Data size
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*
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* Binds range of given buffer to this texture. The buffer itself can
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* be then filled with data of proper format at any time using Buffer
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* own data setting functions.
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* @requires_gl43 %Extension @extension{ARB,texture_buffer_range}
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* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and @fn_gl{TexBuffer}
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* or @fn_gl_extension{TextureBufferRange,EXT,direct_state_access}
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*/
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inline void setBuffer(InternalFormat internalFormat, Buffer* buffer, GLintptr offset, GLsizeiptr size) {
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(this->*setBufferRangeImplementation)(internalFormat, buffer, offset, size);
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}
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private:
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static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context* context);
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typedef void(BufferTexture::*SetBufferImplementation)(InternalFormat, Buffer*);
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void MAGNUM_LOCAL setBufferImplementationDefault(InternalFormat internalFormat, Buffer* buffer);
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void MAGNUM_LOCAL setBufferImplementationDSA(InternalFormat internalFormat, Buffer* buffer);
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static SetBufferImplementation setBufferImplementation;
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typedef void(BufferTexture::*SetBufferRangeImplementation)(InternalFormat, Buffer*, GLintptr, GLsizeiptr);
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void MAGNUM_LOCAL setBufferRangeImplementationDefault(InternalFormat internalFormat, Buffer* buffer, GLintptr offset, GLsizeiptr size);
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void MAGNUM_LOCAL setBufferRangeImplementationDSA(InternalFormat internalFormat, Buffer* buffer, GLintptr offset, GLsizeiptr size);
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static SetBufferRangeImplementation setBufferRangeImplementation;
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};
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}
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#endif
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#endif
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