@ -62,6 +62,7 @@ typedef Containers::EnumSet<FramebufferClear, GLbitfield,
@requires_gl30 %Extension @extension{ARB,framebuffer_object}
@requires_gles30 %Extension @es_extension{ANGLE,framebuffer_blit} or
@es_extension{NV,framebuffer_blit}
@todo Remove redundant `%Buffer`
*/
enum class FramebufferBlit: GLbitfield {
ColorBuffer = GL_COLOR_BUFFER_BIT, /**< Color buffer */
@ -316,6 +316,7 @@ comes in handy.
@see @ref portability-shaders
@todo Use Containers::ArrayReference for setting uniform arrays?
@todo Compiling and linking more than one shader in parallel, then checking
status, should be faster -- https://twitter.com/g_truc/status/352778836657700866
@todo `GL_NUM_{PROGRAM,SHADER}_BINARY_FORMATS` + `GL_{PROGRAM,SHADER}_BINARY_FORMATS` (vector), (@extension{ARB,ES2_compatibility})
@ -42,6 +42,8 @@ namespace Magnum {
See @ref AbstractShaderProgram for more information.
@todoc Usage...
@section Shader-performance-optimization Performance optimizations
%Shader limits and implementation-defined values (such as @ref maxUniformComponents())