#ifndef Magnum_Framebuffer_h #define Magnum_Framebuffer_h /* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015 Vladimír Vondruš 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. */ /** @file * @brief Class @ref Magnum::Framebuffer */ #include "Magnum/AbstractFramebuffer.h" #include "Magnum/CubeMapTexture.h" #ifdef _X11_XLIB_H_ /* Xlib.h, I hate you sincerely */ #undef Status #endif namespace Magnum { /** @brief Framebuffer Unlike @ref DefaultFramebuffer, which is used for on-screen rendering, this class is used for off-screen rendering, usable either in windowless applications, texture generation or for various post-processing effects. @anchor Framebuffer-usage ## Example usage See @ref DefaultFramebuffer-usage "DefaultFramebuffer documentation" for introduction. Imagine you have shader with multiple outputs (e.g. for deferred rendering). You want to render them off-screen to textures and then use the textures for actual on-screen rendering. First you need to create the framebuffer with the same viewport as default framebuffer and attach textures and renderbuffers to desired outputs: @code Framebuffer framebuffer({defaultFramebuffer.viewportPosition(), defaultFramebuffer.viewportSize()}); Texture2D color, normal; Renderbuffer depthStencil; // configure the textures and allocate texture memory... framebuffer.attachTexture2D(Framebuffer::ColorAttachment(0), color); framebuffer.attachTexture2D(Framebuffer::ColorAttachment(1), normal); framebuffer.attachRenderbuffer(Framebuffer::BufferAttachment::DepthStencil, depthStencil); @endcode Then you need to map outputs of your shader to color attachments in the framebuffer: @code framebuffer.mapForDraw({{MyShader::ColorOutput, Framebuffer::ColorAttachment(0)}, {MyShader::NormalOutput, Framebuffer::ColorAttachment(1)}}); @endcode The actual @ref Platform::Sdl2Application::drawEvent() "drawEvent()" might look like this. First you clear all buffers you need, perform drawing to off-screen framebuffer, then bind the default and render the textures on screen: @code void drawEvent() { defaultFramebuffer.clear(FramebufferClear::Color) framebuffer.clear(FramebufferClear::Color|FramebufferClear::Depth|FramebufferClear::Stencil); framebuffer.bind(); // ... defaultFramebuffer.bind(); // ... } @endcode ## Performance optimizations See also @ref AbstractFramebuffer-performance-optimization "relevant section in AbstractFramebuffer". If on desktop GL and either @extension{ARB,direct_state_access} (part of OpenGL 4.5) or @extension{EXT,direct_state_access} is available, functions @ref checkStatus(), @ref mapForDraw(), @ref mapForRead(), @ref invalidate(), @ref attachRenderbuffer(), @ref attachTexture(), @ref attachCubeMapTexture() and @ref attachTextureLayer() use DSA to avoid unnecessary calls to @fn_gl{BindFramebuffer}. See their respective documentation for more information. @requires_gl30 Extension @extension{ARB,framebuffer_object} @todo `MAX_COLOR_ATTACHMENTS` */ class MAGNUM_EXPORT Framebuffer: public AbstractFramebuffer, public AbstractObject { friend Implementation::FramebufferState; public: /** * @brief Color attachment * * @see @ref BufferAttachment, @ref attachRenderbuffer(), * @ref attachTexture1D(), @ref attachTexture2D(), * @ref attachCubeMapTexture(), @ref attachTexture3D() */ class ColorAttachment { friend Framebuffer; public: /** * @brief Constructor * @param id Color attachment ID * * @requires_gles30 Extension @es_extension{NV,fbo_color_attachments} * is required for @p id greater than 0 in OpenGL ES 2.0 */ constexpr explicit ColorAttachment(UnsignedInt id): attachment(GL_COLOR_ATTACHMENT0 + id) {} #ifndef DOXYGEN_GENERATING_OUTPUT constexpr explicit operator GLenum() const { return attachment; } #endif private: GLenum attachment; }; /** * @brief Draw attachment * * @see @ref mapForDraw() */ class DrawAttachment { public: /** @brief No attachment */ static const DrawAttachment None; /** @brief Color attachment */ constexpr /*implicit*/ DrawAttachment(Framebuffer::ColorAttachment attachment): attachment(GLenum(attachment)) {} #ifndef DOXYGEN_GENERATING_OUTPUT constexpr explicit operator GLenum() const { return attachment; } #endif private: constexpr explicit DrawAttachment(GLenum attachment): attachment(attachment) {} GLenum attachment; }; /** * @brief Buffer attachment * * @see @ref attachRenderbuffer(), @ref attachTexture1D(), * @ref attachTexture2D(), @ref attachCubeMapTexture(), * @ref attachTexture3D() */ class MAGNUM_EXPORT BufferAttachment { public: /** @brief Depth buffer */ static const BufferAttachment Depth; /** @brief Stencil buffer */ static const BufferAttachment Stencil; #ifndef MAGNUM_TARGET_GLES2 /** * @brief Both depth and stencil buffer * * @requires_gles30 Combined depth and stencil attachment is * not available in OpenGL ES 2.0. Attach the same object * to both @ref BufferAttachment::Depth and * @ref BufferAttachment::Stencil instead. * @todo Support this in ES2 (bind to both depth and stencil internally) */ static const BufferAttachment DepthStencil; #endif /** @brief Color buffer */ constexpr /*implicit*/ BufferAttachment(Framebuffer::ColorAttachment attachment): attachment(GLenum(attachment)) {} #ifndef DOXYGEN_GENERATING_OUTPUT constexpr explicit operator GLenum() const { return attachment; } #endif private: constexpr explicit BufferAttachment(GLenum attachment): attachment(attachment) {} GLenum attachment; }; /** * @brief Invalidation attachment * * @see @ref invalidate() * @requires_gl43 Extension @extension{ARB,invalidate_subdata} * @requires_gles30 Extension @es_extension{EXT,discard_framebuffer} * in OpenGL ES 2.0 */ class InvalidationAttachment { public: /** @brief Invalidate depth buffer */ static const InvalidationAttachment Depth; /** @brief Invalidate stencil buffer */ static const InvalidationAttachment Stencil; /** @brief Invalidate color buffer */ constexpr /*implicit*/ InvalidationAttachment(Framebuffer::ColorAttachment attachment): attachment(GLenum(attachment)) {} #ifndef DOXYGEN_GENERATING_OUTPUT constexpr explicit operator GLenum() const { return attachment; } #endif private: constexpr explicit InvalidationAttachment(GLenum attachment): attachment(attachment) {} GLenum attachment; }; /** * @brief Status * * @see @ref checkStatus() */ enum class Status: GLenum { /** The framebuffer is complete */ Complete = GL_FRAMEBUFFER_COMPLETE, /** Any of the attachment points are incomplete */ IncompleteAttachment = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, /** The framebuffer does not have at least one image attached to it */ IncompleteMissingAttachment = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT, #ifndef MAGNUM_TARGET_GLES /** @todo Why exactly this is not needed? */ /** * No object attached to any draw color attachment points * @requires_gl Not available in OpenGL ES. */ IncompleteDrawBuffer = GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER, /** * No object attached to read color attachment point * @requires_gl Not available in OpenGL ES. */ IncompleteReadBuffer = GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER, #endif /** * Combination of internal formats of the attached images violates * an implementation-dependent set of restrictions. */ Unsupported = GL_FRAMEBUFFER_UNSUPPORTED, /** * Sample count or locations are not the same for all attached * images. * @requires_gles30 Extension @es_extension{ANGLE,framebuffer_multisample}, * @es_extension{APPLE,framebuffer_multisample}, * @es_extension{EXT,multisampled_render_to_texture} or * @es_extension{NV,framebuffer_multisample} in OpenGL ES 2.0 */ #ifndef MAGNUM_TARGET_GLES2 IncompleteMultisample = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, #else IncompleteMultisample = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE, #endif #ifndef MAGNUM_TARGET_GLES /** * Mismatched layered color attachments * @requires_gl Geometry shaders are not available in OpenGL ES. */ IncompleteLayerTargets = GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS #endif }; /** @todo `GL_MAX_FRAMEBUFFER_WIDTH` etc. when @extension{ARB,framebuffer_no_attachments} is done */ /** * @brief Max supported color attachment count * * The result is cached, repeated queries don't result in repeated * OpenGL calls. If neither OpenGL ES 3.0 nor ES extension * @extension{NV,fbo_color_attachments} is available, returns `0`. * @see @ref mapForDraw(), @fn_gl{Get} with @def_gl{MAX_COLOR_ATTACHMENTS} */ static Int maxColorAttachments(); /** * @brief Constructor * * Generates new OpenGL framebuffer object. If @extension{ARB,direct_state_access} * (part of OpenGL 4.5) is not supported, the framebuffer is created on * first use. * @see @ref setViewport(), @fn_gl{CreateFramebuffers}, eventually * @fn_gl{GenFramebuffers} */ explicit Framebuffer(const Range2Di& viewport); /** @brief Copying is not allowed */ Framebuffer(const Framebuffer&) = delete; /** @brief Move constructor */ Framebuffer(Framebuffer&& other) noexcept; /** * @brief Destructor * * Deletes associated OpenGL framebuffer object. * @see @fn_gl{DeleteFramebuffers} */ ~Framebuffer(); /** @brief Copying is not allowed */ Framebuffer& operator=(const Framebuffer&) = delete; /** @brief Move assignment */ Framebuffer& operator=(Framebuffer&& other) noexcept; /** @brief OpenGL framebuffer ID */ GLuint id() const { return _id; } /** * @brief Framebuffer label * * The result is *not* cached, repeated queries will result in repeated * OpenGL calls. If OpenGL 4.3 is not supported and neither * @extension{KHR,debug} nor @extension2{EXT,debug_label} desktop or ES * extension is available, this function returns empty string. * @see @fn_gl{GetObjectLabel} or * @fn_gl_extension2{GetObjectLabel,EXT,debug_label} with * @def_gl{FRAMEBUFFER} */ std::string label(); /** * @brief Set framebuffer label * @return Reference to self (for method chaining) * * Default is empty string. If OpenGL 4.3 is not supported and neither * @extension{KHR,debug} nor @extension2{EXT,debug_label} desktop or ES * extension is available, this function does nothing. * @see @ref maxLabelLength(), @fn_gl{ObjectLabel} or * @fn_gl_extension2{LabelObject,EXT,debug_label} with * @def_gl{FRAMEBUFFER} */ Framebuffer& setLabel(const std::string& label) { return setLabelInternal({label.data(), label.size()}); } /** @overload */ template Framebuffer& setLabel(const char(&label)[size]) { return setLabelInternal({label, size - 1}); } /** * @brief Check framebuffer status * @param target Target for which check the status * * If on OpenGL ES or neither @extension{ARB,direct_state_access} (part * of OpenGL 4.5) nor @extension{EXT,direct_state_access} is available, * the framebuffer is bound before the operation (if not already). * * On OpenGL ES 2.0, if none of @es_extension{APPLE,framebuffer_multisample}, * @es_extension{ANGLE,framebuffer_blit} or @es_extension{NV,framebuffer_blit} * is available, the @p target parameter is ignored. * @see @fn_gl2{CheckNamedFramebufferStatus,CheckFramebufferStatus}, * @fn_gl_extension{CheckNamedFramebufferStatus,EXT,direct_state_access}, * eventually @fn_gl{BindFramebuffer} and @fn_gl{CheckFramebufferStatus} */ Status checkStatus(FramebufferTarget target); /** * @brief Map shader output to attachments * @return Reference to self (for method chaining) * * @p attachments is list of shader outputs mapped to framebuffer * color attachment IDs. Shader outputs which are not listed are not * used, you can achieve the same by passing @ref Framebuffer::DrawAttachment::None * as color attachment ID. Example usage: * @code * framebuffer.mapForDraw({{MyShader::ColorOutput, Framebuffer::ColorAttachment(0)}, * {MyShader::NormalOutput, Framebuffer::DrawAttachment::None}}); * @endcode * * If on OpenGL ES or neither @extension{ARB,direct_state_access} (part * of OpenGL 4.5) nor @extension{EXT,direct_state_access} is available, * the framebuffer is bound before the operation (if not already). * @see @ref maxDrawBuffers(), @ref maxDualSourceDrawBuffers(), * @ref maxColorAttachments(), @ref mapForRead(), * @fn_gl2{NamedFramebufferDrawBuffers,DrawBuffers}, * @fn_gl_extension{FramebufferDrawBuffers,EXT,direct_state_access}, * eventually @fn_gl{BindFramebuffer} and @fn_gl{DrawBuffers} * @requires_gles30 Extension @es_extension2{NV,draw_buffers,GL_NV_draw_buffers} * in OpenGL ES 2.0 */ Framebuffer& mapForDraw(std::initializer_list> attachments); /** * @brief Map shader output to attachment * @param attachment Draw attachment * @return Reference to self (for method chaining) * * Similar to above function, can be used in cases when shader has * only one (unnamed) output. * * If on OpenGL ES or neither @extension{ARB,direct_state_access} (part * of OpenGL 4.5) nor @extension{EXT,direct_state_access} is available, * the framebuffer is bound before the operation (if not already). * @see @ref maxColorAttachments(), @ref mapForRead(), * @fn_gl2{NamedFramebufferDrawBuffer,DrawBuffer}, * @fn_gl_extension{FramebufferDrawBuffer,EXT,direct_state_access}, * eventually @fn_gl{BindFramebuffer} and @fn_gl{DrawBuffer} or * @fn_gl{DrawBuffers} in OpenGL ES 3.0 * @requires_gles30 Extension @es_extension2{NV,draw_buffers,GL_NV_draw_buffers} * in OpenGL ES 2.0 */ Framebuffer& mapForDraw(DrawAttachment attachment); /** * @brief Map given color attachment for reading * @param attachment Color attachment * @return Reference to self (for method chaining) * * If on OpenGL ES or neither @extension{ARB,direct_state_access} (part * of OpenGL 4.5) nor @extension{EXT,direct_state_access} is available, * the framebuffer is bound before the operation (if not already). * @see @ref mapForDraw(), @fn_gl2{NamedFramebufferReadBuffer,ReadBuffer}, * @fn_gl_extension{FramebufferReadBuffer,EXT,direct_state_access}, * eventually @fn_gl{BindFramebuffer} and @fn_gl{ReadBuffer} * @requires_gles30 Extension @es_extension2{NV,read_buffer,GL_NV_read_buffer} * in OpenGL ES 2.0 */ Framebuffer& mapForRead(ColorAttachment attachment); /** * @brief Invalidate framebuffer * @param attachments Attachments to invalidate * * If extension @extension{ARB,invalidate_subdata} (part of OpenGL * 4.3), extension @es_extension{EXT,discard_framebuffer} in OpenGL ES * 2.0 or OpenGL ES 3.0 is not available, this function does nothing. * If @extension{ARB,direct_state_access} (part of OpenGL 4.5) is not * available, the framebuffer is bound before the operation (if not * already). * @see @fn_gl2{InvalidateNamedFramebufferData,InvalidateFramebuffer}, * eventually @fn_gl{InvalidateFramebuffer} or * @fn_gles_extension{DiscardFramebuffer,EXT,discard_framebuffer} * on OpenGL ES 2.0 */ void invalidate(std::initializer_list attachments); #ifndef MAGNUM_TARGET_GLES2 /** * @brief Invalidate framebuffer rectangle * @param attachments Attachments to invalidate * @param rectangle Rectangle to invalidate * * If extension @extension{ARB,invalidate_subdata} (part of OpenGL * 4.3) is not available, this function does nothing. If * @extension{ARB,direct_state_access} (part of OpenGL 4.5) is not * available, the framebuffer is bound before the operation (if not * already). * @see @ref invalidate(std::initializer_list), * @fn_gl2{InvalidateNamedFramebufferSubData,InvalidateSubFramebuffer}, * eventually @fn_gl{InvalidateSubFramebuffer} * @requires_gles30 Use @ref invalidate(std::initializer_list) * in OpenGL ES 2.0 instead. */ void invalidate(std::initializer_list attachments, const Range2Di& rectangle); #endif /** * @brief Attach renderbuffer to given buffer * @param attachment Buffer attachment * @param renderbuffer Renderbuffer * @return Reference to self (for method chaining) * * If on OpenGL ES or neither @extension{ARB,direct_state_access} (part * of OpenGL 4.5) nor @extension{EXT,direct_state_access} is available, * the framebuffer is bound before the operation (if not already). * @see @fn_gl2{NamedFramebufferRenderbuffer,FramebufferRenderbuffer}, * @fn_gl_extension{NamedFramebufferRenderbuffer,EXT,direct_state_access}, * eventually @fn_gl{BindFramebuffer} and @fn_gl{FramebufferRenderbuffer} */ Framebuffer& attachRenderbuffer(BufferAttachment attachment, Renderbuffer& renderbuffer); #ifndef MAGNUM_TARGET_GLES /** * @brief Attach texture to given buffer * @param attachment Buffer attachment * @param texture Texture * @param level Mip level * @return Reference to self (for method chaining) * * If on OpenGL ES or neither @extension{ARB,direct_state_access} (part * of OpenGL 4.5) nor @extension{EXT,direct_state_access} is available, * the framebuffer is bound before the operation (if not already). * @see @ref attachCubeMapTexture(), @fn_gl2{NamedFramebufferTexture,FramebufferTexture}, * @fn_gl_extension{NamedFramebufferTexture1D,EXT,direct_state_access}, * eventually @fn_gl{BindFramebuffer} and * @fn_gl2{FramebufferTexture1D,FramebufferTexture} * @requires_gl Only 2D and 3D textures are available in OpenGL ES. */ Framebuffer& attachTexture(BufferAttachment attachment, Texture1D& texture, Int level); #endif /** * @brief Attach texture to given buffer * @param attachment Buffer attachment * @param texture Texture * @param level Mip level * @return Reference to self (for method chaining) * * If on OpenGL ES or neither @extension{ARB,direct_state_access} (part * of OpenGL 4.5) nor @extension{EXT,direct_state_access} is available, * the framebuffer is bound before the operation (if not already). * @see @ref attachCubeMapTexture(), @fn_gl2{NamedFramebufferTexture,FramebufferTexture}, * @fn_gl_extension{NamedFramebufferTexture2D,EXT,direct_state_access}, * eventually @fn_gl{BindFramebuffer} and * @fn_gl2{FramebufferTexture2D,FramebufferTexture} */ Framebuffer& attachTexture(BufferAttachment attachment, Texture2D& texture, Int level); #ifndef MAGNUM_TARGET_GLES /** @overload * @requires_gl31 Extension @extension{ARB,texture_rectangle} * @requires_gl Rectangle textures are not available in OpenGL ES. */ Framebuffer& attachTexture(BufferAttachment attachment, RectangleTexture& texture); #endif #ifndef MAGNUM_TARGET_GLES2 /** @overload * @requires_gl32 Extension @extension{ARB,texture_multisample} * @requires_gles31 Multisample textures are not available in OpenGL ES * 3.0 and older. */ Framebuffer& attachTexture(BufferAttachment attachment, MultisampleTexture2D& texture); #endif /** * @brief Attach cube map texture to given buffer * @param attachment Buffer attachment * @param texture Texture * @param coordinate Cube map coordinate * @param level Mip level * @return Reference to self (for method chaining) * * If on OpenGL ES or neither @extension{ARB,direct_state_access} (part * of OpenGL 4.5) nor @extension{EXT,direct_state_access} is available, * the framebuffer is bound before the operation (if not already). * @see @ref attachTexture2D(), @fn_gl2{NamedFramebufferTexture,FramebufferTexture}, * @fn_gl_extension{NamedFramebufferTexture2D,EXT,direct_state_access}, * eventually @fn_gl{BindFramebuffer} and @fn_gl2{FramebufferTexture2D,FramebufferTexture} */ Framebuffer& attachCubeMapTexture(BufferAttachment attachment, CubeMapTexture& texture, CubeMapTexture::Coordinate coordinate, Int level); /** * @brief Attach texture layer to given buffer * @param attachment Buffer attachment * @param texture Texture * @param level Mip level * @param layer Layer * @return Reference to self (for method chaining) * * If on OpenGL ES or neither @extension{ARB,direct_state_access} (part * of OpenGL 4.5) nor @extension{EXT,direct_state_access} is available, * the framebuffer is bound before the operation (if not already). * @see @fn_gl2{NamedFramebufferTextureLayer,FramebufferTextureLayer}, * @fn_gl_extension{NamedFramebufferTextureLayer,EXT,direct_state_access}, * eventually @fn_gl{BindFramebuffer} and @fn_gl2{FramebufferTextureLayer,FramebufferTexture} * or @fn_gles_extension{FramebufferTexture3D,OES,texture_3D} in * OpenGL ES 2.0 * @requires_gles30 Extension @es_extension{OES,texture_3D} in OpenGL * ES 2.0 */ Framebuffer& attachTextureLayer(BufferAttachment attachment, Texture3D& texture, Int level, Int layer); #ifndef MAGNUM_TARGET_GLES /** @overload * @requires_gl30 Extension @extension{EXT,texture_array} * @requires_gl Only 2D array textures are available in OpenGL ES. */ Framebuffer& attachTextureLayer(BufferAttachment attachment, Texture1DArray& texture, Int level, Int layer); #endif #ifndef MAGNUM_TARGET_GLES2 /** @overload * @requires_gl30 Extension @extension{EXT,texture_array} * @requires_gles30 Array textures are not available in OpenGL ES 2.0 */ Framebuffer& attachTextureLayer(BufferAttachment attachment, Texture2DArray& texture, Int level, Int layer); #endif #ifndef MAGNUM_TARGET_GLES /** @overload * @requires_gl40 Extension @extension{ARB,texture_cube_map_array} * @requires_gl Cube map texture arrays are not available in OpenGL ES. */ Framebuffer& attachTextureLayer(BufferAttachment attachment, CubeMapTextureArray& texture, Int level, Int layer); /** @overload * @requires_gl32 Extension @extension{ARB,texture_multisample} * @requires_gl Multisample array textures are not available in OpenGL ES. */ Framebuffer& attachTextureLayer(BufferAttachment attachment, MultisampleTexture2DArray& texture, Int layer); #endif #ifdef MAGNUM_BUILD_DEPRECATED #ifndef MAGNUM_TARGET_GLES /** * @copybrief attachTexture() * @deprecated Use one of @ref attachTexture() overloads instead. */ Framebuffer& attachTexture1D(BufferAttachment attachment, Texture1D& texture, Int level) { return attachTexture(attachment, texture, level); } #endif /** * @copybrief attachTexture() * @deprecated Use one of @ref attachTexture() overloads instead. */ Framebuffer& attachTexture2D(BufferAttachment attachment, Texture2D& texture, Int level); /** * @copybrief attachTextureLayer() * @deprecated Use one of @ref attachTextureLayer() overloads instead. */ Framebuffer& attachTexture3D(BufferAttachment attachment, Texture3D& texture, Int level, Int layer) { return attachTextureLayer(attachment, texture, level, layer); } #endif /* Overloads to remove WTF-factor from method chaining order */ #ifndef DOXYGEN_GENERATING_OUTPUT Framebuffer& setViewport(const Range2Di& rectangle) { AbstractFramebuffer::setViewport(rectangle); return *this; } Framebuffer& clear(FramebufferClearMask mask) { AbstractFramebuffer::clear(mask); return *this; } #endif private: void MAGNUM_LOCAL createImplementationDefault(); #ifndef MAGNUM_TARGET_GLES void MAGNUM_LOCAL createImplementationDSA(); #endif Framebuffer& setLabelInternal(Containers::ArrayReference label); void MAGNUM_LOCAL renderbufferImplementationDefault(BufferAttachment attachment, Renderbuffer& renderbuffer); #ifndef MAGNUM_TARGET_GLES void MAGNUM_LOCAL renderbufferImplementationDSA(BufferAttachment attachment, Renderbuffer& renderbuffer); void MAGNUM_LOCAL renderbufferImplementationDSAEXT(BufferAttachment attachment, Renderbuffer& renderbuffer); #endif #ifndef MAGNUM_TARGET_GLES void MAGNUM_LOCAL texture1DImplementationDefault(BufferAttachment attachment, GLuint textureId, GLint level); void MAGNUM_LOCAL texture1DImplementationDSA(BufferAttachment attachment, GLuint textureId, GLint level); void MAGNUM_LOCAL texture1DImplementationDSAEXT(BufferAttachment attachment, GLuint textureId, GLint level); #endif void MAGNUM_LOCAL texture2DImplementationDefault(BufferAttachment attachment, GLenum textureTarget, GLuint textureId, GLint level); #ifndef MAGNUM_TARGET_GLES void MAGNUM_LOCAL texture2DImplementationDSA(BufferAttachment attachment, GLenum textureTarget, GLuint textureId, GLint level); void MAGNUM_LOCAL texture2DImplementationDSAEXT(BufferAttachment attachment, GLenum textureTarget, GLuint textureId, GLint level); #endif void MAGNUM_LOCAL textureLayerImplementationDefault(BufferAttachment attachment, GLuint textureId, GLint level, GLint layer); #ifndef MAGNUM_TARGET_GLES void MAGNUM_LOCAL textureLayerImplementationDSA(BufferAttachment attachment, GLuint textureId, GLint level, GLint layer); void MAGNUM_LOCAL textureLayerImplementationDSAEXT(BufferAttachment attachment, GLuint textureId, GLint level, GLint layer); #endif }; /** @debugoperatorclassenum{Magnum::Framebuffer,Magnum::Framebuffer::Status} */ Debug MAGNUM_EXPORT operator<<(Debug debug, Framebuffer::Status value); inline Framebuffer::Framebuffer(Framebuffer&& other) noexcept { _id = other._id; _viewport = other._viewport; _created = other._created; other._id = 0; other._viewport = {}; } inline Framebuffer& Framebuffer::operator=(Framebuffer&& other) noexcept { using std::swap; swap(_id, other._id); swap(_viewport, other._viewport); swap(_created, other._created); return *this; } } #endif