/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022 Vladimír Vondruš Copyright © Vladislav Oleshko Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "FlatGL.h" #include #include #include #include #include "Magnum/GL/Context.h" #include "Magnum/GL/Extensions.h" #include "Magnum/GL/Texture.h" #include "Magnum/Math/Color.h" #include "Magnum/Math/Matrix3.h" #include "Magnum/Math/Matrix4.h" #include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h" #ifndef MAGNUM_TARGET_GLES2 #include #include "Magnum/GL/Buffer.h" #include "Magnum/GL/TextureArray.h" #endif namespace Magnum { namespace Shaders { namespace { enum: Int { TextureUnit = 0, /* 1/2/3 taken by Phong (D/S/N), 4 by MeshVisualizer colormap */ ObjectIdTextureUnit = 5 /* shared with Phong and MeshVisualizer */ }; #ifndef MAGNUM_TARGET_GLES2 enum: Int { /* Not using the zero binding to avoid conflicts with ProjectionBufferBinding from other shaders which can likely stay bound to the same buffer for the whole time */ TransformationProjectionBufferBinding = 1, DrawBufferBinding = 2, TextureTransformationBufferBinding = 3, MaterialBufferBinding = 4 }; #endif } template typename FlatGL::CompileState FlatGL::compile(const Flags flags #ifndef MAGNUM_TARGET_GLES2 , const UnsignedInt materialCount, const UnsignedInt drawCount #endif ) { #ifndef CORRADE_NO_ASSERT { const bool textureTransformationNotEnabledOrTextured = !(flags & Flag::TextureTransformation) || flags & Flag::Textured #ifndef MAGNUM_TARGET_GLES2 || flags >= Flag::ObjectIdTexture #endif ; CORRADE_ASSERT(textureTransformationNotEnabledOrTextured, "Shaders::FlatGL: texture transformation enabled but the shader is not textured", CompileState{NoCreate}); } #endif #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(flags >= Flag::UniformBuffers) || materialCount, "Shaders::FlatGL: material count can't be zero", CompileState{NoCreate}); CORRADE_ASSERT(!(flags >= Flag::UniformBuffers) || drawCount, "Shaders::FlatGL: draw count can't be zero", CompileState{NoCreate}); #endif #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(flags & Flag::TextureArrays) || flags & Flag::Textured || flags >= Flag::ObjectIdTexture, "Shaders::FlatGL: texture arrays enabled but the shader is not textured", CompileState{NoCreate}); CORRADE_ASSERT(!(flags & Flag::UniformBuffers) || !(flags & Flag::TextureArrays) || flags >= (Flag::TextureArrays|Flag::TextureTransformation), "Shaders::FlatGL: texture arrays require texture transformation enabled as well if uniform buffers are used", CompileState{NoCreate}); #endif #ifndef MAGNUM_TARGET_GLES if(flags >= Flag::UniformBuffers) MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::uniform_buffer_object); #endif #ifndef MAGNUM_TARGET_GLES2 if(flags >= Flag::MultiDraw) { #ifndef MAGNUM_TARGET_GLES MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::shader_draw_parameters); #elif !defined(MAGNUM_TARGET_WEBGL) MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ANGLE::multi_draw); #else MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::WEBGL::multi_draw); #endif } #endif #ifndef MAGNUM_TARGET_GLES if(flags >= Flag::TextureArrays) MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::EXT::texture_array); #endif #ifdef MAGNUM_BUILD_STATIC /* Import resources on static build, if not already */ if(!Utility::Resource::hasGroup("MagnumShadersGL")) importShaderResources(); #endif Utility::Resource rs("MagnumShadersGL"); const GL::Context& context = GL::Context::current(); #ifndef MAGNUM_TARGET_GLES const GL::Version version = context.supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210}); #else const GL::Version version = context.supportedVersion({GL::Version::GLES300, GL::Version::GLES200}); #endif GL::Shader vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex); GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment); vert.addSource((flags & Flag::Textured #ifndef MAGNUM_TARGET_GLES2 || flags >= Flag::ObjectIdTexture #endif ) ? "#define TEXTURED\n" : "") .addSource(flags & Flag::VertexColor ? "#define VERTEX_COLOR\n" : "") .addSource(flags & Flag::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n" : "") #ifndef MAGNUM_TARGET_GLES2 .addSource(flags & Flag::TextureArrays ? "#define TEXTURE_ARRAYS\n" : "") #endif .addSource(dimensions == 2 ? "#define TWO_DIMENSIONS\n" : "#define THREE_DIMENSIONS\n") #ifndef MAGNUM_TARGET_GLES2 .addSource(flags >= Flag::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n" : "") #endif .addSource(flags & Flag::InstancedTransformation ? "#define INSTANCED_TRANSFORMATION\n" : "") .addSource(flags >= Flag::InstancedTextureOffset ? "#define INSTANCED_TEXTURE_OFFSET\n" : ""); #ifndef MAGNUM_TARGET_GLES2 if(flags >= Flag::UniformBuffers) { vert.addSource(Utility::formatString( "#define UNIFORM_BUFFERS\n" "#define DRAW_COUNT {}\n", drawCount)); vert.addSource(flags >= Flag::MultiDraw ? "#define MULTI_DRAW\n" : ""); } #endif vert.addSource(rs.getString("generic.glsl")) .addSource(rs.getString("Flat.vert")); frag.addSource(flags & Flag::Textured ? "#define TEXTURED\n" : "") #ifndef MAGNUM_TARGET_GLES2 .addSource(flags & Flag::TextureArrays ? "#define TEXTURE_ARRAYS\n" : "") #endif .addSource(flags & Flag::AlphaMask ? "#define ALPHA_MASK\n" : "") .addSource(flags & Flag::VertexColor ? "#define VERTEX_COLOR\n" : "") #ifndef MAGNUM_TARGET_GLES2 .addSource(flags & Flag::ObjectId ? "#define OBJECT_ID\n" : "") .addSource(flags >= Flag::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n" : "") .addSource(flags >= Flag::ObjectIdTexture ? "#define OBJECT_ID_TEXTURE\n" : "") #endif ; #ifndef MAGNUM_TARGET_GLES2 if(flags >= Flag::UniformBuffers) { frag.addSource(Utility::formatString( "#define UNIFORM_BUFFERS\n" "#define DRAW_COUNT {}\n" "#define MATERIAL_COUNT {}\n", drawCount, materialCount)); frag.addSource(flags >= Flag::MultiDraw ? "#define MULTI_DRAW\n" : ""); } #endif frag.addSource(rs.getString("generic.glsl")) .addSource(rs.getString("Flat.frag")); vert.submitCompile(); frag.submitCompile(); FlatGL out{NoInit}; out._flags = flags; #ifndef MAGNUM_TARGET_GLES2 out._materialCount = materialCount; out._drawCount = drawCount; #endif out.attachShaders({vert, frag}); /* ES3 has this done in the shader directly and doesn't even provide bindFragmentDataLocation() */ #if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) #ifndef MAGNUM_TARGET_GLES if(!context.isExtensionSupported(version)) #endif { out.bindAttributeLocation(Position::Location, "position"); if(flags & Flag::Textured #ifndef MAGNUM_TARGET_GLES2 || flags >= Flag::ObjectIdTexture #endif ) out.bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"); if(flags & Flag::VertexColor) out.bindAttributeLocation(Color3::Location, "vertexColor"); /* Color4 is the same */ #ifndef MAGNUM_TARGET_GLES2 if(flags & Flag::ObjectId) { out.bindFragmentDataLocation(ColorOutput, "color"); out.bindFragmentDataLocation(ObjectIdOutput, "objectId"); } if(flags >= Flag::InstancedObjectId) out.bindAttributeLocation(ObjectId::Location, "instanceObjectId"); #endif if(flags & Flag::InstancedTransformation) out.bindAttributeLocation(TransformationMatrix::Location, "instancedTransformationMatrix"); if(flags >= Flag::InstancedTextureOffset) out.bindAttributeLocation(TextureOffset::Location, "instancedTextureOffset"); } #endif out.submitLink(); return CompileState{std::move(out), std::move(vert), std::move(frag), version}; } template FlatGL::FlatGL(CompileState&& state): FlatGL{static_cast(std::move(state))} { #ifdef CORRADE_GRACEFUL_ASSERT /* When graceful assertions fire from within compile(), we get a NoCreate'd CompileState. Exiting makes it possible to test the assert. */ if(!id()) return; #endif CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink({state._vert, state._frag})); const GL::Context& context = GL::Context::current(); const GL::Version version = state._version; #ifndef MAGNUM_TARGET_GLES if(!context.isExtensionSupported(version)) #endif { #ifndef MAGNUM_TARGET_GLES2 if(_flags >= Flag::UniformBuffers) { if(_drawCount > 1) _drawOffsetUniform = uniformLocation("drawOffset"); } else #endif { _transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix"); if(_flags & Flag::TextureTransformation) _textureMatrixUniform = uniformLocation("textureMatrix"); #ifndef MAGNUM_TARGET_GLES2 if(_flags & Flag::TextureArrays) _textureLayerUniform = uniformLocation("textureLayer"); #endif _colorUniform = uniformLocation("color"); if(_flags & Flag::AlphaMask) _alphaMaskUniform = uniformLocation("alphaMask"); #ifndef MAGNUM_TARGET_GLES2 if(_flags & Flag::ObjectId) _objectIdUniform = uniformLocation("objectId"); #endif } } #ifndef MAGNUM_TARGET_GLES if(!context.isExtensionSupported(version)) #endif { if(_flags & Flag::Textured) setUniform(uniformLocation("textureData"), TextureUnit); #ifndef MAGNUM_TARGET_GLES2 if(_flags >= Flag::ObjectIdTexture) setUniform(uniformLocation("objectIdTextureData"), ObjectIdTextureUnit); if(_flags >= Flag::UniformBuffers) { setUniformBlockBinding(uniformBlockIndex("TransformationProjection"), TransformationProjectionBufferBinding); setUniformBlockBinding(uniformBlockIndex("Draw"), DrawBufferBinding); if(_flags & Flag::TextureTransformation) setUniformBlockBinding(uniformBlockIndex("TextureTransformation"), TextureTransformationBufferBinding); setUniformBlockBinding(uniformBlockIndex("Material"), MaterialBufferBinding); } #endif } /* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ #ifdef MAGNUM_TARGET_GLES #ifndef MAGNUM_TARGET_GLES2 if(_flags >= Flag::UniformBuffers) { /* Draw offset is zero by default */ } else #endif { setTransformationProjectionMatrix(MatrixTypeFor{Math::IdentityInit}); if(_flags & Flag::TextureTransformation) setTextureMatrix(Matrix3{Math::IdentityInit}); /* Texture layer is zero by default */ setColor(Magnum::Color4{1.0f}); if(_flags & Flag::AlphaMask) setAlphaMask(0.5f); /* Object ID is zero by default */ } #endif static_cast(version); static_cast(context); } template FlatGL::FlatGL(Flags flags): FlatGL{compile(flags)} {} #ifndef MAGNUM_TARGET_GLES2 template typename FlatGL::CompileState FlatGL::compile(Flags flags) { return compile(flags, 1, 1); } template FlatGL::FlatGL(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount): FlatGL{compile(flags, materialCount, drawCount)} {} #endif template FlatGL::FlatGL(NoInitT) {} template FlatGL& FlatGL::setTransformationProjectionMatrix(const MatrixTypeFor& matrix) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::FlatGL::setTransformationProjectionMatrix(): the shader was created with uniform buffers enabled", *this); #endif setUniform(_transformationProjectionMatrixUniform, matrix); return *this; } template FlatGL& FlatGL::setTextureMatrix(const Matrix3& matrix) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::FlatGL::setTextureMatrix(): the shader was created with uniform buffers enabled", *this); #endif CORRADE_ASSERT(_flags & Flag::TextureTransformation, "Shaders::FlatGL::setTextureMatrix(): the shader was not created with texture transformation enabled", *this); setUniform(_textureMatrixUniform, matrix); return *this; } #ifndef MAGNUM_TARGET_GLES2 template FlatGL& FlatGL::setTextureLayer(UnsignedInt id) { CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::FlatGL::setTextureLayer(): the shader was created with uniform buffers enabled", *this); CORRADE_ASSERT(_flags & Flag::TextureArrays, "Shaders::FlatGL::setTextureLayer(): the shader was not created with texture arrays enabled", *this); setUniform(_textureLayerUniform, id); return *this; } #endif template FlatGL& FlatGL::setColor(const Magnum::Color4& color) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::FlatGL::setColor(): the shader was created with uniform buffers enabled", *this); #endif setUniform(_colorUniform, color); return *this; } template FlatGL& FlatGL::setAlphaMask(Float mask) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::FlatGL::setAlphaMask(): the shader was created with uniform buffers enabled", *this); #endif CORRADE_ASSERT(_flags & Flag::AlphaMask, "Shaders::FlatGL::setAlphaMask(): the shader was not created with alpha mask enabled", *this); setUniform(_alphaMaskUniform, mask); return *this; } #ifndef MAGNUM_TARGET_GLES2 template FlatGL& FlatGL::setObjectId(UnsignedInt id) { CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::FlatGL::setObjectId(): the shader was created with uniform buffers enabled", *this); CORRADE_ASSERT(_flags & Flag::ObjectId, "Shaders::FlatGL::setObjectId(): the shader was not created with object ID enabled", *this); setUniform(_objectIdUniform, id); return *this; } #endif #ifndef MAGNUM_TARGET_GLES2 template FlatGL& FlatGL::setDrawOffset(const UnsignedInt offset) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::setDrawOffset(): the shader was not created with uniform buffers enabled", *this); CORRADE_ASSERT(offset < _drawCount, "Shaders::FlatGL::setDrawOffset(): draw offset" << offset << "is out of bounds for" << _drawCount << "draws", *this); if(_drawCount > 1) setUniform(_drawOffsetUniform, offset); return *this; } template FlatGL& FlatGL::bindTransformationProjectionBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding); return *this; } template FlatGL& FlatGL::bindTransformationProjectionBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding, offset, size); return *this; } template FlatGL& FlatGL::bindDrawBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding); return *this; } template FlatGL& FlatGL::bindDrawBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding, offset, size); return *this; } template FlatGL& FlatGL::bindTextureTransformationBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); CORRADE_ASSERT(_flags & Flag::TextureTransformation, "Shaders::FlatGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding); return *this; } template FlatGL& FlatGL::bindTextureTransformationBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); CORRADE_ASSERT(_flags & Flag::TextureTransformation, "Shaders::FlatGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding, offset, size); return *this; } template FlatGL& FlatGL::bindMaterialBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding); return *this; } template FlatGL& FlatGL::bindMaterialBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding, offset, size); return *this; } #endif template FlatGL& FlatGL::bindTexture(GL::Texture2D& texture) { CORRADE_ASSERT(_flags & Flag::Textured, "Shaders::FlatGL::bindTexture(): the shader was not created with texturing enabled", *this); #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags & Flag::TextureArrays), "Shaders::FlatGL::bindTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead", *this); #endif texture.bind(TextureUnit); return *this; } #ifndef MAGNUM_TARGET_GLES2 template FlatGL& FlatGL::bindTexture(GL::Texture2DArray& texture) { CORRADE_ASSERT(_flags & Flag::Textured, "Shaders::FlatGL::bindTexture(): the shader was not created with texturing enabled", *this); CORRADE_ASSERT(_flags & Flag::TextureArrays, "Shaders::FlatGL::bindTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead", *this); texture.bind(TextureUnit); return *this; } #endif #ifndef MAGNUM_TARGET_GLES2 template FlatGL& FlatGL::bindObjectIdTexture(GL::Texture2D& texture) { CORRADE_ASSERT(_flags >= Flag::ObjectIdTexture, "Shaders::FlatGL::bindObjectIdTexture(): the shader was not created with object ID texture enabled", *this); #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags & Flag::TextureArrays), "Shaders::FlatGL::bindObjectIdTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead", *this); #endif texture.bind(ObjectIdTextureUnit); return *this; } template FlatGL& FlatGL::bindObjectIdTexture(GL::Texture2DArray& texture) { CORRADE_ASSERT(_flags >= Flag::ObjectIdTexture, "Shaders::FlatGL::bindObjectIdTexture(): the shader was not created with object ID texture enabled", *this); CORRADE_ASSERT(_flags & Flag::TextureArrays, "Shaders::FlatGL::bindObjectIdTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead", *this); texture.bind(ObjectIdTextureUnit); return *this; } #endif template class MAGNUM_SHADERS_EXPORT FlatGL<2>; template class MAGNUM_SHADERS_EXPORT FlatGL<3>; namespace Implementation { Debug& operator<<(Debug& debug, const FlatGLFlag value) { #ifndef MAGNUM_TARGET_GLES2 /* Special case coming from the FlatGLFlags printer. As both flags are a superset of ObjectId, printing just one would result in `Flag::InstancedObjectId|Flag(0x800)` in the output. */ if(value == FlatGLFlag(UnsignedShort(FlatGLFlag::InstancedObjectId|FlatGLFlag::ObjectIdTexture))) return debug << FlatGLFlag::InstancedObjectId << Debug::nospace << "|" << Debug::nospace << FlatGLFlag::ObjectIdTexture; #endif debug << "Shaders::FlatGL::Flag" << Debug::nospace; switch(value) { /* LCOV_EXCL_START */ #define _c(v) case FlatGLFlag::v: return debug << "::" #v; _c(Textured) _c(AlphaMask) _c(VertexColor) _c(TextureTransformation) #ifndef MAGNUM_TARGET_GLES2 _c(ObjectId) _c(InstancedObjectId) _c(ObjectIdTexture) #endif _c(InstancedTransformation) _c(InstancedTextureOffset) #ifndef MAGNUM_TARGET_GLES2 _c(UniformBuffers) _c(MultiDraw) _c(TextureArrays) #endif #undef _c /* LCOV_EXCL_STOP */ } return debug << "(" << Debug::nospace << reinterpret_cast(UnsignedShort(value)) << Debug::nospace << ")"; } Debug& operator<<(Debug& debug, const FlatGLFlags value) { return Containers::enumSetDebugOutput(debug, value, "Shaders::FlatGL::Flags{}", { FlatGLFlag::Textured, FlatGLFlag::AlphaMask, FlatGLFlag::VertexColor, FlatGLFlag::InstancedTextureOffset, /* Superset of TextureTransformation */ FlatGLFlag::TextureTransformation, #ifndef MAGNUM_TARGET_GLES2 /* Both are a superset of ObjectId, meaning printing just one would result in `Flag::InstancedObjectId|Flag(0x800)` in the output. So we pass both and let the FlatGLFlag printer deal with that. */ FlatGLFlag(UnsignedShort(FlatGLFlag::InstancedObjectId|FlatGLFlag::ObjectIdTexture)), FlatGLFlag::InstancedObjectId, /* Superset of ObjectId */ FlatGLFlag::ObjectIdTexture, /* Superset of ObjectId */ FlatGLFlag::ObjectId, #endif FlatGLFlag::InstancedTransformation, #ifndef MAGNUM_TARGET_GLES2 FlatGLFlag::MultiDraw, /* Superset of UniformBuffers */ FlatGLFlag::UniformBuffers, FlatGLFlag::TextureArrays #endif }); } } }}