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534 lines
22 KiB
534 lines
22 KiB
#ifndef Magnum_Framebuffer_h |
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#define Magnum_Framebuffer_h |
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/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013 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 Magnum::Framebuffer |
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*/ |
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#include "AbstractFramebuffer.h" |
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#include "CubeMapTexture.h" |
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namespace Magnum { |
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/** |
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@brief %Framebuffer |
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Unlike DefaultFramebuffer, which is used for on-screen rendering, this class |
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is used for off-screen rendering, usable either in windowless applications, |
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texture generation or for various post-processing effects. |
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@section Framebuffer-usage Example usage |
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See @ref DefaultFramebuffer-usage "DefaultFramebuffer documentation" for |
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introduction. Imagine you have shader with multiple outputs (e.g. for deferred |
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rendering). You want to render them off-screen to textures and then use the |
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textures for actual on-screen rendering. First you need to create the |
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framebuffer with the same viewport as default framebuffer and attach textures |
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and renderbuffers to desired outputs: |
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@code |
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Framebuffer framebuffer(defaultFramebuffer.viewportPosition(), defaultFramebuffer.viewportSize()); |
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Texture2D color, normal; |
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Renderbuffer depthStencil; |
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// configure the textures and allocate texture memory... |
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framebuffer.attachTexture2D(Framebuffer::ColorAttachment(0), &color); |
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framebuffer.attachTexture2D(Framebuffer::ColorAttachment(1), &normal); |
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framebuffer.attachRenderbuffer(Framebuffer::BufferAttachment::DepthStencil, &depthStencil); |
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@endcode |
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Then you need to map outputs of your shader to color attachments in the |
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framebuffer: |
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@code |
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framebuffer.mapForDraw({{MyShader::ColorOutput, Framebuffer::ColorAttachment(0)}, |
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{MyShader::NormalOutput, Framebuffer::ColorAttachment(1)}}); |
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@endcode |
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The actual @ref Platform::GlutApplication::drawEvent() "drawEvent()" might |
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look like this. First you clear all buffers you need, perform drawing to |
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off-screen framebuffer, then bind the default and render the textures on |
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screen: |
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@code |
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void drawEvent() { |
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defaultFramebuffer.clear(DefaultFramebuffer::Clear::Color) |
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framebuffer.clear(Framebuffer::Clear::Color|Framebuffer::Clear::Depth|Framebuffer::Clear::Stencil); |
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framebuffer.bind(Framebuffer::Target::Draw); |
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// ... |
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defaultFramebuffer.bind(DefaultFramebuffer::Target::Draw); |
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// ... |
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} |
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@endcode |
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@section Framebuffer-performance-optimization Performance optimizations |
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See also @ref AbstractFramebuffer-performance-optimization "relevant section in AbstractFramebuffer". |
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If extension @extension{EXT,direct_state_access} is available, functions |
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mapForDraw(), mapForRead(), attachRenderbuffer(), attachTexture1D(), |
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attachTexture2D(), attachCubeMapTexture() and attachTexture3D() use DSA |
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to avoid unnecessary calls to @fn_gl{BindFramebuffer}. See their respective |
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documentation for more information. |
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@requires_gl30 %Extension @extension{ARB,framebuffer_object} |
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*/ |
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class MAGNUM_EXPORT Framebuffer: public AbstractFramebuffer { |
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friend class Context; |
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public: |
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/** |
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* @brief Color attachment |
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* |
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* @see Attachment, attachRenderbuffer(), attachTexture1D(), |
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* attachTexture2D(), attachCubeMapTexture(), attachTexture3D() |
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*/ |
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class ColorAttachment { |
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friend class Framebuffer; |
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public: |
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/** |
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* @brief Constructor |
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* @param id Color attachment id |
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*/ |
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constexpr explicit ColorAttachment(UnsignedInt id): attachment(GL_COLOR_ATTACHMENT0 + id) {} |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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constexpr explicit operator GLenum() const { return attachment; } |
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#endif |
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private: |
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GLenum attachment; |
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}; |
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/** |
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* @brief Draw attachment |
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* |
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* @see mapForDraw() |
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*/ |
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class DrawAttachment { |
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public: |
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/** @brief No attachment */ |
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static const DrawAttachment None; |
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/** @brief Color attachment */ |
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constexpr /*implicit*/ DrawAttachment(Framebuffer::ColorAttachment attachment): attachment(GLenum(attachment)) {} |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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constexpr explicit operator GLenum() const { return attachment; } |
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#endif |
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private: |
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constexpr explicit DrawAttachment(GLenum attachment): attachment(attachment) {} |
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GLenum attachment; |
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}; |
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/** |
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* @brief %Buffer attachment |
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* |
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* @see attachRenderbuffer(), attachTexture1D(), attachTexture2D(), |
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* attachCubeMapTexture(), attachTexture3D() |
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*/ |
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class BufferAttachment { |
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public: |
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/** @brief Depth buffer */ |
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static const BufferAttachment Depth; |
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/** @brief Stencil buffer */ |
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static const BufferAttachment Stencil; |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief Both depth and stencil buffer |
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* |
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* @requires_gles30 Combined depth and stencil attachment is |
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* not available in OpenGL ES 2.0. |
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*/ |
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static const BufferAttachment DepthStencil; |
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#endif |
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/** @brief Color buffer */ |
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constexpr /*implicit*/ BufferAttachment(Framebuffer::ColorAttachment attachment): attachment(GLenum(attachment)) {} |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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constexpr explicit operator GLenum() const { return attachment; } |
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#endif |
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private: |
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constexpr explicit BufferAttachment(GLenum attachment): attachment(attachment) {} |
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GLenum attachment; |
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}; |
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/** |
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* @brief Invalidation attachment |
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* |
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* @see invalidate() |
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* @requires_gl43 %Extension @extension{ARB,invalidate_subdata} |
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* @requires_gles30 %Extension @es_extension{EXT,discard_framebuffer} |
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*/ |
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class InvalidationAttachment { |
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public: |
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/** @brief Invalidate depth buffer */ |
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static const InvalidationAttachment Depth; |
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/** @brief Invalidate stencil buffer */ |
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static const InvalidationAttachment Stencil; |
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/** @brief Invalidate color buffer */ |
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constexpr /*implicit*/ InvalidationAttachment(Framebuffer::ColorAttachment attachment): attachment(GLenum(attachment)) {} |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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constexpr explicit operator GLenum() const { return attachment; } |
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#endif |
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private: |
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constexpr explicit InvalidationAttachment(GLenum attachment): attachment(attachment) {} |
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GLenum attachment; |
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}; |
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/** |
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* @brief Status |
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* |
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* @see checkStatus() |
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*/ |
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enum class Status: GLenum { |
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/** The framebuffer is complete */ |
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Complete = GL_FRAMEBUFFER_COMPLETE, |
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/** Any of the attachment points are incomplete */ |
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IncompleteAttachment = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, |
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/** The framebuffer does not have at least one image attached to it */ |
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IncompleteMissingAttachment = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT, |
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#ifndef MAGNUM_TARGET_GLES |
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/** @todo Why exactly this is not needed? */ |
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/** |
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* No object attached to any draw color attachment points |
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* @requires_gl Not available in OpenGL ES. |
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*/ |
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IncompleteDrawBuffer = GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER, |
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/** |
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* No object attached to read color attachment point |
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* @requires_gl Not available in OpenGL ES. |
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*/ |
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IncompleteReadBuffer = GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER, |
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#endif |
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/** |
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* Combination of internal formats of the attached images violates |
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* an implementation-dependent set of restrictions. |
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*/ |
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Unsupported = GL_FRAMEBUFFER_UNSUPPORTED, |
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/** |
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* Sample count or locations are not the same for all attached |
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* images. |
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* @requires_gles30 %Extension @es_extension{ANGLE,framebuffer_multisample}, |
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* @es_extension{APPLE,framebuffer_multisample}, |
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* @es_extension{EXT,multisampled_render_to_texture} or |
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* @es_extension{NV,framebuffer_multisample} |
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*/ |
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#ifndef MAGNUM_TARGET_GLES2 |
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IncompleteMultisample = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, |
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#else |
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IncompleteMultisample = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE, |
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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/** @todo Why exactly this is not needed? */ |
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/** |
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* Mismatched layered color attachments |
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* @requires_gl Not available in OpenGL ES. |
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*/ |
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IncompleteLayerTargets = GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS |
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#endif |
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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 framebuffer. |
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* @see setViewport(), @fn_gl{GenFramebuffers} |
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*/ |
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explicit Framebuffer(const Rectanglei& viewport); |
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/** |
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* @brief Destructor |
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* |
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* Deletes associated OpenGL framebuffer. |
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* @see @fn_gl{DeleteFramebuffers} |
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*/ |
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~Framebuffer(); |
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/** |
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* @brief Check framebuffer status |
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* @param target Target for which check the status |
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* |
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* If @extension{EXT,direct_state_access} is not available and the |
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* framebuffer is not currently bound, it is bound before the |
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* operation. |
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* @see @fn_gl{BindFramebuffer}, @fn_gl{CheckFramebufferStatus} or |
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* @fn_gl_extension{CheckNamedFramebufferStatus,EXT,direct_state_access} |
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*/ |
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Status checkStatus(FramebufferTarget target) { |
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return Status((this->*checkStatusImplementation)(target)); |
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} |
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/** |
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* @brief Map shader output to attachments |
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* @return Pointer to self (for method chaining) |
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* |
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* @p attachments is list of shader outputs mapped to framebuffer |
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* color attachment IDs. %Shader outputs which are not listed are not |
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* used, you can achieve the same by passing Framebuffer::DrawAttachment::None |
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* as color attachment ID. Example usage: |
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* @code |
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* framebuffer.mapForDraw({{MyShader::ColorOutput, Framebuffer::ColorAttachment(0)}, |
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* {MyShader::NormalOutput, Framebuffer::DrawAttachment::None}}); |
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* @endcode |
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* |
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* If @extension{EXT,direct_state_access} is not available and the |
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* framebufferbuffer is not currently bound, it is bound before the |
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* operation. |
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* @see mapForRead(), @fn_gl{BindFramebuffer}, @fn_gl{DrawBuffers} or |
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* @fn_gl_extension{FramebufferDrawBuffers,EXT,direct_state_access} |
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* @requires_gles30 %Extension @es_extension2{NV,draw_buffers,GL_NV_draw_buffers} |
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*/ |
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Framebuffer* mapForDraw(std::initializer_list<std::pair<UnsignedInt, DrawAttachment>> attachments); |
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/** |
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* @brief Map shader output to attachment |
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* @param attachment Draw attachment |
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* @return Pointer to self (for method chaining) |
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* |
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* Similar to above function, can be used in cases when shader has |
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* only one (unnamed) output. |
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* |
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* If @extension{EXT,direct_state_access} is not available and the |
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* framebufferbuffer is not currently bound, it is bound before the |
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* operation. |
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* @see mapForRead(), @fn_gl{BindFramebuffer}, @fn_gl{DrawBuffer} or |
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* @fn_gl_extension{FramebufferDrawBuffer,EXT,direct_state_access}, |
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* @fn_gl{DrawBuffers} in OpenGL ES 3.0 |
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* @requires_gles30 %Extension @es_extension2{NV,draw_buffers,GL_NV_draw_buffers} |
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*/ |
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Framebuffer* mapForDraw(DrawAttachment attachment) { |
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(this->*drawBufferImplementation)(GLenum(attachment)); |
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return this; |
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} |
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/** |
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* @brief Invalidate framebuffer |
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* @param attachments Attachments to invalidate |
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* |
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* The framebuffer is bound to some target before the operation, if |
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* not already. |
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* @see @fn_gl{InvalidateFramebuffer} or @fn_gles_extension{DiscardFramebuffer,EXT,discard_framebuffer} |
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* on OpenGL ES 2.0 |
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* @requires_gl43 %Extension @extension{ARB,invalidate_subdata}. Use |
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* clear() instead where the extension is not supported. |
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* @requires_gles30 %Extension @es_extension{EXT,discard_framebuffer}. |
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* Use clear() instead where the extension is not supported. |
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*/ |
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void invalidate(std::initializer_list<InvalidationAttachment> attachments); |
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/** |
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* @brief Invalidate framebuffer rectangle |
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* @param attachments Attachments to invalidate |
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* @param rectangle %Rectangle to invalidate |
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* |
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* The framebuffer is bound to some target before the operation, if |
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* not already. |
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* @see @fn_gl{InvalidateSubFramebuffer} or @fn_gles_extension{DiscardSubFramebuffer,EXT,discard_framebuffer} |
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* on OpenGL ES 2.0 |
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* @requires_gl43 %Extension @extension{ARB,invalidate_subdata}. Use |
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* clear() instead where the extension is not supported. |
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* @requires_gles30 %Extension @es_extension{EXT,discard_framebuffer}. |
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* Use clear() instead where the extension is not supported. |
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*/ |
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void invalidate(std::initializer_list<InvalidationAttachment> attachments, const Rectanglei& rectangle); |
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/** |
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* @brief Map given color attachment for reading |
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* @param attachment Color attachment |
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* @return Pointer to self (for method chaining) |
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* |
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* If @extension{EXT,direct_state_access} is not available and the |
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* framebufferbuffer is not currently bound, it is bound before the |
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* operation. |
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* @see mapForDraw(), @fn_gl{BindFramebuffer}, @fn_gl{ReadBuffer} or |
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* @fn_gl_extension{FramebufferReadBuffer,EXT,direct_state_access} |
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* @requires_gles30 %Extension @es_extension2{NV,read_buffer,GL_NV_read_buffer} |
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*/ |
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Framebuffer* mapForRead(ColorAttachment attachment) { |
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(this->*readBufferImplementation)(GLenum(attachment)); |
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return this; |
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} |
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/** |
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* @brief Attach renderbuffer to given buffer |
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* @param attachment %Buffer attachment |
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* @param renderbuffer %Renderbuffer |
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* @return Pointer to self (for method chaining) |
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* |
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* If @extension{EXT,direct_state_access} is not available and the |
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* framebufferbuffer is not currently bound, it is bound before the |
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* operation. |
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* @see @fn_gl{BindFramebuffer}, @fn_gl{FramebufferRenderbuffer} or |
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* @fn_gl_extension{NamedFramebufferRenderbuffer,EXT,direct_state_access} |
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*/ |
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Framebuffer* attachRenderbuffer(BufferAttachment attachment, Renderbuffer* renderbuffer) { |
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(this->*renderbufferImplementation)(attachment, renderbuffer); |
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return this; |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* @brief Attach 1D texture to given buffer |
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* @param attachment %Buffer attachment |
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* @param texture 1D texture |
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* @param level Mip level |
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* @return Pointer to self (for method chaining) |
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* |
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* If @extension{EXT,direct_state_access} is not available and the |
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* framebufferbuffer is not currently bound, it is bound before the |
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* operation. |
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* @see @fn_gl{BindFramebuffer}, @fn_gl{FramebufferTexture} or |
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* @fn_gl_extension{NamedFramebufferTexture1D,EXT,direct_state_access} |
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* @requires_gl Only 2D and 3D textures are available in OpenGL ES. |
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*/ |
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Framebuffer* attachTexture1D(BufferAttachment attachment, Texture1D* texture, Int level) { |
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(this->*texture1DImplementation)(attachment, texture, level); |
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return this; |
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} |
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#endif |
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/** |
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* @brief Attach 2D texture to given buffer |
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* @param attachment %Buffer attachment |
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* @param texture 2D texture |
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* @param level Mip level |
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* @return Pointer to self (for method chaining) |
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* |
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* If @extension{EXT,direct_state_access} is not available and the |
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* framebufferbuffer is not currently bound, it is bound before the |
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* operation. |
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* @see attachCubeMapTexture(), @fn_gl{BindFramebuffer}, @fn_gl{FramebufferTexture} |
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* or @fn_gl_extension{NamedFramebufferTexture2D,EXT,direct_state_access} |
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*/ |
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Framebuffer* attachTexture2D(BufferAttachment attachment, Texture2D* texture, Int level); |
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/** |
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* @brief Attach cube map texture to given buffer |
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* @param attachment %Buffer attachment |
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* @param texture Cube map texture |
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* @param coordinate Cube map coordinate |
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* @param level Mip level |
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* @return Pointer to self (for method chaining) |
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* |
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* If @extension{EXT,direct_state_access} is not available and the |
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* framebufferbuffer is not currently bound, it is bound before the |
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* operation. |
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* @see attachTexture2D(), @fn_gl{BindFramebuffer}, @fn_gl{FramebufferTexture} |
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* or @fn_gl_extension{NamedFramebufferTexture2D,EXT,direct_state_access} |
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*/ |
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Framebuffer* attachCubeMapTexture(BufferAttachment attachment, CubeMapTexture* texture, CubeMapTexture::Coordinate coordinate, Int level) { |
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(this->*texture2DImplementation)(attachment, GLenum(coordinate), texture->id(), level); |
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return this; |
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} |
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/** |
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* @brief Attach 3D texture to given buffer |
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* @param attachment %Buffer attachment |
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* @param texture 3D texture |
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* @param level Mip level |
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* @param layer Layer of 2D image within a 3D texture |
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* @return Pointer to self (for method chaining) |
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* |
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* If @extension{EXT,direct_state_access} is not available and the |
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* framebufferbuffer is not currently bound, it is bound before the |
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* operation. |
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* @see @fn_gl{BindFramebuffer}, @fn_gl{FramebufferTexture} or |
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* @fn_gl_extension{NamedFramebufferTexture3D,EXT,direct_state_access} |
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* @requires_es_extension %Extension @es_extension{OES,texture_3D} |
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*/ |
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Framebuffer* attachTexture3D(BufferAttachment attachment, Texture3D* texture, Int level, Int layer) { |
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/** @todo Check for texture target compatibility */ |
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(this->*texture3DImplementation)(attachment, texture, level, layer); |
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return this; |
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} |
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/* Overloads to remove WTF-factor from method chaining order */ |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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Framebuffer* setViewport(const Rectanglei& rectangle) { |
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AbstractFramebuffer::setViewport(rectangle); |
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return this; |
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} |
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#endif |
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private: |
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static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context* context); |
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typedef void(Framebuffer::*RenderbufferImplementation)(BufferAttachment, Renderbuffer*); |
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void MAGNUM_LOCAL renderbufferImplementationDefault(BufferAttachment attachment, Renderbuffer* renderbuffer); |
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#ifndef MAGNUM_TARGET_GLES |
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void MAGNUM_LOCAL renderbufferImplementationDSA(BufferAttachment attachment, Renderbuffer* renderbuffer); |
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#endif |
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static RenderbufferImplementation renderbufferImplementation; |
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#ifndef MAGNUM_TARGET_GLES |
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typedef void(Framebuffer::*Texture1DImplementation)(BufferAttachment, Texture1D*, GLint); |
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void MAGNUM_LOCAL texture1DImplementationDefault(BufferAttachment attachment, Texture1D* texture, GLint level); |
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void MAGNUM_LOCAL texture1DImplementationDSA(BufferAttachment attachment, Texture1D* texture, GLint level); |
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static Texture1DImplementation texture1DImplementation; |
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#endif |
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typedef void(Framebuffer::*Texture2DImplementation)(BufferAttachment, GLenum, GLuint, GLint); |
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void MAGNUM_LOCAL texture2DImplementationDefault(BufferAttachment attachment, GLenum textureTarget, GLuint textureId, GLint level); |
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#ifndef MAGNUM_TARGET_GLES |
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void MAGNUM_LOCAL texture2DImplementationDSA(BufferAttachment attachment, GLenum textureTarget, GLuint textureId, GLint level); |
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#endif |
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static MAGNUM_LOCAL Texture2DImplementation texture2DImplementation; |
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typedef void(Framebuffer::*Texture3DImplementation)(BufferAttachment, Texture3D*, GLint, GLint); |
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void MAGNUM_LOCAL texture3DImplementationDefault(BufferAttachment attachment, Texture3D* texture, GLint level, GLint layer); |
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#ifndef MAGNUM_TARGET_GLES |
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void MAGNUM_LOCAL texture3DImplementationDSA(BufferAttachment attachment, Texture3D* texture, GLint level, GLint layer); |
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#endif |
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static Texture3DImplementation texture3DImplementation; |
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}; |
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/** @debugoperator{DefaultFramebuffer} */ |
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Debug MAGNUM_EXPORT operator<<(Debug debug, Framebuffer::Status value); |
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} |
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#endif
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