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+/**
+ * Copyright 2009 Sun Microsystems, Inc. All Rights Reserved.
+ * Copyright 2010 JogAmp Community. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification, are
+ * permitted provided that the following conditions are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice, this list of
+ * conditions and the following disclaimer.
+ *
+ * 2. Redistributions in binary form must reproduce the above copyright notice, this list
+ * of conditions and the following disclaimer in the documentation and/or other materials
+ * provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
+ * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+ * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * The views and conclusions contained in the software and documentation are those of the
+ * authors and should not be interpreted as representing official policies, either expressed
+ * or implied, of JogAmp Community.
+ */
+
+package com.jogamp.opengl;
+
+/**
+ * <P>The base interface from which all GL profiles derive, providing
+ * checked conversion down to concrete profiles, access to the
+ * OpenGL context associated with the GL and extension/function
+ * availability queries as described below.</P>
+ *
+ * <P> While the APIs for vendor extensions are unconditionally
+ * exposed, the underlying functions may not be present. The method
+ * {@link #isFunctionAvailable} should be used to query the
+ * availability of any non-core function before it is used for the
+ * first time; for example,
+ * <code>gl.isFunctionAvailable("glProgramStringARB")</code>. On
+ * certain platforms (Windows in particular), the most "core"
+ * functionality is only OpenGL 1.1, so in theory any routines first
+ * exposed in OpenGL 1.2, 1.3, and 1.4, 1.5, or 2.0 as well as vendor
+ * extensions should all be queried. Calling an unavailable function
+ * will cause a {@link GLException} to be raised. </P>
+ *
+ * {@link #isExtensionAvailable} may also be used to determine whether
+ * a specific extension is available before calling the routines or
+ * using the functionality it exposes: for example,
+ * <code>gl.isExtensionAvailable("GL_ARB_vertex_program");</code>.
+ * However, in this case it is up to the end user to know which
+ * routines or functionality are associated with which OpenGL
+ * extensions. It may also be used to test for the availability of a
+ * particular version of OpenGL: for example,
+ * <code>gl.isExtensionAvailable("GL_VERSION_1_5");</code>.
+ *
+ * <P> Exceptions to the window system extension naming rules:
+ *
+ * <UL>
+ *
+ * <LI> The memory allocators for the NVidia vertex_array_range (VAR)
+ * extension, in particular <code>wglAllocateMemoryNV</code> /
+ * <code>glXAllocateMemoryNV</code> and associated routines. {@link
+ * #glAllocateMemoryNV} has been provided for window system-independent
+ * access to VAR. {@link #isFunctionAvailable} will translate an argument
+ * of "glAllocateMemoryNV" or "glFreeMemoryNV" into the appropriate
+ * window system-specific name. </P>
+ *
+ * <LI> WGL_ARB_pbuffer, WGL_ARB_pixel_format, and other
+ * platform-specific pbuffer functionality; the availability of
+ * pbuffers can be queried on Windows, X11 and Mac OS X platforms by
+ * querying {@link #isExtensionAvailable} with an argument of
+ * "GL_ARB_pbuffer" or "GL_ARB_pixel_format".
+ *
+ * </UL> <P>
+ *
+ */
+public interface GLBase {
+
+ /**
+ * Indicates whether this GL object conforms to any of the OpenGL profiles.
+ */
+ public boolean isGL();
+
+ /**
+ * Indicates whether this GL object conforms to the OpenGL &ge; 4.0 compatibility profile.
+ * The GL4 compatibility profile includes the GL2, GL2ES1, GL2ES2, GL3, GL3bc and GL4 profile.
+ * @see GLContext#isGL4bc()
+ */
+ public boolean isGL4bc();
+
+ /**
+ * Indicates whether this GL object conforms to the OpenGL &ge; 4.0 core profile.
+ * The GL4 core profile includes the GL2ES2, and GL3 profile.
+ * @see GLContext#isGL4()
+ */
+ public boolean isGL4();
+
+ /**
+ * Indicates whether this GL object conforms to the OpenGL &ge; 3.1 compatibility profile.
+ * The GL3 compatibility profile includes the GL2, GL2ES1, GL2ES2 and GL3 profile.
+ * @see GLContext#isGL3bc()
+ */
+ public boolean isGL3bc();
+
+ /**
+ * Indicates whether this GL object conforms to the OpenGL &ge; 3.1 core profile.
+ * The GL3 core profile includes the GL2ES2 profile.
+ * @see GLContext#isGL3()
+ */
+ public boolean isGL3();
+
+ /**
+ * Indicates whether this GL object conforms to the OpenGL &le; 3.0 profile.
+ * The GL2 profile includes the GL2ES1 and GL2ES2 profile.
+ * @see GLContext#isGL2()
+ */
+ public boolean isGL2();
+
+ /**
+ * Indicates whether this GL object conforms to the OpenGL ES &ge; 1.0 profile.
+ * @see GLContext#isGLES1()
+ */
+ public boolean isGLES1();
+
+ /**
+ * Indicates whether this GL object conforms to the OpenGL ES &ge; 2.0 profile.
+ * <p>
+ * Remark: ES2 compatible desktop profiles are not included.
+ * To query whether core ES2 functionality is provided, use {@link #isGLES2Compatible()}.
+ * </p>
+ * @see #isGLES2Compatible()
+ * @see GLContext#isGLES2()
+ */
+ public boolean isGLES2();
+
+ /**
+ * Indicates whether this GL object conforms to the OpenGL ES &ge; 3.0 profile.
+ * <p>
+ * Remark: ES3 compatible desktop profiles are not included.
+ * To query whether core ES3 functionality is provided, use {@link #isGLES3Compatible()}.
+ * </p>
+ * @see #isGLES3Compatible()
+ * @see GLContext#isGLES3()
+ */
+ public boolean isGLES3();
+
+ /**
+ * Indicates whether this GL object conforms to one of the OpenGL ES profiles,
+ * see {@link #isGLES1()}, {@link #isGLES2()} and {@link #isGLES3()}.
+ * @see GLContext#isGLES()
+ */
+ public boolean isGLES();
+
+ /**
+ * Indicates whether this GL object conforms to a GL2ES1 compatible profile.
+ * @see GLContext#isGL2ES1()
+ */
+ public boolean isGL2ES1();
+
+ /**
+ * Indicates whether this GL object conforms to a GL2ES2 compatible profile.
+ * @see GLContext#isGL2ES2()
+ */
+ public boolean isGL2ES2();
+
+ /**
+ * Indicates whether this GL object conforms to a either a GL2GL3 or GL3ES3 compatible profile.
+ * @see GLContext#isGL2ES3()
+ */
+ public boolean isGL2ES3();
+
+ /**
+ * Indicates whether this GL object conforms to a GL3ES3 compatible profile.
+ * @see GLContext#isGL3ES3()
+ */
+ public boolean isGL3ES3();
+
+ /**
+ * Returns true if this GL object conforms to a GL4ES3 compatible profile, i.e. if {@link #isGLES3Compatible()} returns true.
+ * <p>Includes [ GL &ge; 4.3, GL &ge; 3.1 w/ GL_ARB_ES3_compatibility and GLES3 ]</p>
+ * @see GLContext#isGL4ES3()
+ */
+ public boolean isGL4ES3();
+
+ /**
+ * Indicates whether this GL object conforms to a GL2GL3 compatible profile.
+ * @see GLContext#isGL2GL3()
+ */
+ public boolean isGL2GL3();
+
+ /**
+ * Indicates whether this GL object uses a GL4 core profile. <p>Includes [ GL4 ].</p>
+ * @see GLContext#isGL4core()
+ */
+ public boolean isGL4core();
+
+ /**
+ * Indicates whether this GL object uses a GL3 core profile. <p>Includes [ GL4, GL3 ].</p>
+ * @see GLContext#isGL3core()
+ */
+ public boolean isGL3core();
+
+ /**
+ * Indicates whether this GL object uses a GL core profile. <p>Includes [ GL4, GL3, GLES3, GL2ES2 ].</p>
+ * @see GLContext#isGLcore()
+ */
+ public boolean isGLcore();
+
+ /**
+ * Indicates whether this GL object is compatible with the core OpenGL ES2 functionality.
+ * @return true if this context is an ES2 context or implements
+ * the extension <code>GL_ARB_ES2_compatibility</code>, otherwise false
+ * @see GLContext#isGLES2Compatible()
+ */
+ public boolean isGLES2Compatible();
+
+ /**
+ * Indicates whether this GL object is compatible with the core OpenGL ES3 functionality.
+ * <p>
+ * Return true if the underlying context is an ES3 context or implements
+ * the extension <code>GL_ARB_ES3_compatibility</code>, otherwise false.
+ * </p>
+ * <p>
+ * Includes [ GL &ge; 4.3, GL &ge; 3.1 w/ GL_ARB_ES3_compatibility and GLES3 ]
+ * </p>
+ * @see GLContext#isGLES3Compatible()
+ */
+ public boolean isGLES3Compatible();
+
+ /**
+ * Indicates whether this GL object supports GLSL.
+ * @see GLContext#hasGLSL()
+ */
+ public boolean hasGLSL();
+
+ /**
+ * Returns the downstream GL instance in case this is a wrapping pipeline, otherwise <code>null</code>.
+ * <p>
+ * See {@link #getRootGL()} for retrieving the implementing root instance.
+ * </p>
+ * @throws GLException if the downstream instance is not null and not a GL implementation
+ * @see #getRootGL()
+ */
+ public GL getDownstreamGL() throws GLException;
+
+ /**
+ * Returns the implementing root instance, considering a wrapped pipelined hierarchy, see {@link #getDownstreamGL()}.
+ * <p>
+ * If this instance is not a wrapping pipeline, i.e. has no downstream instance,
+ * this instance is returned.
+ * </p>
+ * @throws GLException if the root instance is not a GL implementation
+ */
+ public GL getRootGL() throws GLException;
+
+ /**
+ * Casts this object to the GL interface.
+ * @throws GLException if this object is not a GL implementation
+ */
+ public GL getGL() throws GLException;
+
+ /**
+ * Casts this object to the GL4bc interface.
+ * @throws GLException if this object is not a GL4bc implementation
+ */
+ public GL4bc getGL4bc() throws GLException;
+
+ /**
+ * Casts this object to the GL4 interface.
+ * @throws GLException if this object is not a GL4 implementation
+ */
+ public GL4 getGL4() throws GLException;
+
+ /**
+ * Casts this object to the GL3bc interface.
+ * @throws GLException if this object is not a GL3bc implementation
+ */
+ public GL3bc getGL3bc() throws GLException;
+
+ /**
+ * Casts this object to the GL3 interface.
+ * @throws GLException if this object is not a GL3 implementation
+ */
+ public GL3 getGL3() throws GLException;
+
+ /**
+ * Casts this object to the GL2 interface.
+ * @throws GLException if this object is not a GL2 implementation
+ */
+ public GL2 getGL2() throws GLException;
+
+ /**
+ * Casts this object to the GLES1 interface.
+ * @throws GLException if this object is not a GLES1 implementation
+ */
+ public GLES1 getGLES1() throws GLException;
+
+ /**
+ * Casts this object to the GLES2 interface.
+ * @throws GLException if this object is not a GLES2 implementation
+ */
+ public GLES2 getGLES2() throws GLException;
+
+ /**
+ * Casts this object to the GLES3 interface.
+ * @throws GLException if this object is not a GLES3 implementation
+ */
+ public GLES3 getGLES3() throws GLException;
+
+ /**
+ * Casts this object to the GL2ES1 interface.
+ * @throws GLException if this object is not a GL2ES1 implementation
+ */
+ public GL2ES1 getGL2ES1() throws GLException;
+
+ /**
+ * Casts this object to the GL2ES2 interface.
+ * @throws GLException if this object is not a GL2ES2 implementation
+ */
+ public GL2ES2 getGL2ES2() throws GLException;
+
+ /**
+ * Casts this object to the GL2ES3 interface.
+ * @throws GLException if this object is not a GL2ES3 implementation
+ */
+ public GL2ES3 getGL2ES3() throws GLException;
+
+ /**
+ * Casts this object to the GL3ES3 interface.
+ * @throws GLException if this object is not a GL3ES3 implementation
+ */
+ public GL3ES3 getGL3ES3() throws GLException;
+
+ /**
+ * Casts this object to the GL4ES3 interface.
+ * @throws GLException if this object is not a GL4ES3 implementation
+ */
+ public GL4ES3 getGL4ES3() throws GLException;
+
+ /**
+ * Casts this object to the GL2GL3 interface.
+ * @throws GLException if this object is not a GL2GL3 implementation
+ */
+ public GL2GL3 getGL2GL3() throws GLException;
+
+ /**
+ * Returns the GLProfile associated with this GL object.
+ */
+ public GLProfile getGLProfile();
+
+ /**
+ * Returns the GLContext associated which this GL object.
+ */
+ public GLContext getContext();
+
+ /**
+ * Returns true if the specified OpenGL core- or extension-function can be
+ * used successfully through this GL instance given the current host (OpenGL
+ * <i>client</i>) and display (OpenGL <i>server</i>) configuration.<P>
+ * By "successfully" we mean that the function is both <i>callable</i>
+ * on the machine running the program and <i>available</i> on the current
+ * display.<P>
+ *
+ * In order to call a function successfully, the function must be both
+ * <i>callable</i> on the machine running the program and <i>available</i> on
+ * the display device that is rendering the output (note: on non-networked,
+ * single-display machines these two conditions are identical; on networked and/or
+ * multi-display machines this becomes more complicated). These conditions are
+ * met if the function is either part of the core OpenGL version supported by
+ * both the host and display, or it is an OpenGL extension function that both
+ * the host and display support. <P>
+ *
+ * A GL function is <i>callable</i> if it is successfully linked at runtime,
+ * hence the GLContext must be made current at least once.
+ *
+ * @param glFunctionName the name of the OpenGL function (e.g., use
+ * "glBindRenderbufferEXT" or "glBindRenderbuffer" to check if {@link
+ * GL#glBindRenderbuffer(int,int)} is available).
+ */
+ public boolean isFunctionAvailable(String glFunctionName);
+
+ /**
+ * Returns true if the specified OpenGL extension can be
+ * used successfully through this GL instance given the current host (OpenGL
+ * <i>client</i>) and display (OpenGL <i>server</i>) configuration.<P>
+ *
+ * @param glExtensionName the name of the OpenGL extension (e.g.,
+ * "GL_ARB_vertex_program").
+ */
+ public boolean isExtensionAvailable(String glExtensionName);
+
+ /**
+ * Returns <code>true</code> if basic FBO support is available, otherwise <code>false</code>.
+ * <p>
+ * Basic FBO is supported if the context is either GL-ES >= 2.0, GL >= 3.0 [core, compat] or implements the extensions
+ * <code>GL_ARB_ES2_compatibility</code>, <code>GL_ARB_framebuffer_object</code>, <code>GL_EXT_framebuffer_object</code> or <code>GL_OES_framebuffer_object</code>.
+ * </p>
+ * <p>
+ * Basic FBO support may only include one color attachment and no multisampling,
+ * as well as limited internal formats for renderbuffer.
+ * </p>
+ * @see GLContext#hasBasicFBOSupport()
+ */
+ public boolean hasBasicFBOSupport();
+
+ /**
+ * Returns <code>true</code> if full FBO support is available, otherwise <code>false</code>.
+ * <p>
+ * Full FBO is supported if the context is either GL >= core 3.0 [ES, core, compat] or implements the extensions
+ * <code>ARB_framebuffer_object</code>, or all of
+ * <code>EXT_framebuffer_object</code>, <code>EXT_framebuffer_multisample</code>,
+ * <code>EXT_framebuffer_blit</code>, <code>GL_EXT_packed_depth_stencil</code>.
+ * </p>
+ * <p>
+ * Full FBO support includes multiple color attachments and multisampling.
+ * </p>
+ * @see GLContext#hasFullFBOSupport()
+ */
+ public boolean hasFullFBOSupport();
+
+ /**
+ * Returns the maximum number of FBO RENDERBUFFER samples
+ * if {@link #hasFullFBOSupport() full FBO is supported}, otherwise false.
+ * @see GLContext#getMaxRenderbufferSamples()
+ */
+ public int getMaxRenderbufferSamples();
+
+ /**
+ * Returns true if the GL context supports non power of two (NPOT) textures,
+ * otherwise false.
+ * <p>
+ * NPOT textures are supported in OpenGL >= 3, GLES2 or if the
+ * 'GL_ARB_texture_non_power_of_two' extension is available.
+ * </p>
+ */
+ public boolean isNPOTTextureAvailable();
+
+ public boolean isTextureFormatBGRA8888Available();
+
+ /** Provides a platform-independent way to specify the minimum swap
+ interval for buffer swaps. An argument of 0 disables
+ sync-to-vertical-refresh completely, while an argument of 1
+ causes the application to wait until the next vertical refresh
+ until swapping buffers. The default, which is platform-specific,
+ is usually either 0 or 1. This function is not guaranteed to
+ have an effect, and in particular only affects heavyweight
+ onscreen components.
+
+ @see #getSwapInterval
+ @throws GLException if this context is not the current
+ */
+ public void setSwapInterval(int interval);
+
+ /** Provides a platform-independent way to get the swap
+ interval set by {@link #setSwapInterval}. <br>
+
+ If the interval is not set by {@link #setSwapInterval} yet,
+ -1 is returned, indicating that the platforms default
+ is being used.
+
+ @see #setSwapInterval
+ */
+ public int getSwapInterval();
+
+ /**
+ * Returns an object through which platform-specific OpenGL extensions
+ * (EGL, GLX, WGL, etc.) may be accessed. The data type of the returned
+ * object and its associated capabilities are undefined. Most
+ * applications will never need to call this method. It is highly
+ * recommended that any applications which do call this method perform
+ * all accesses on the returned object reflectively to guard
+ * themselves against changes to the implementation.
+ */
+ public Object getPlatformGLExtensions();
+
+ /**
+ * Returns an object providing access to the specified OpenGL
+ * extension. This is intended to provide a mechanism for vendors who
+ * wish to provide access to new OpenGL extensions without changing
+ * the public API of the core package. For example, a user may request
+ * access to extension "GL_VENDOR_foo" and receive back an object
+ * which implements a vendor-specified interface which can call the
+ * OpenGL extension functions corresponding to that extension. It is
+ * up to the vendor to specify both the extension name and Java API
+ * for accessing it, including which class or interface contains the
+ * functions.
+ *
+ * <P>
+ *
+ * Note: it is the intent to add new extensions as quickly as possible
+ * to the core GL API. Therefore it is unlikely that most vendors will
+ * use this extension mechanism, but it is being provided for
+ * completeness.
+ */
+ public Object getExtension(String extensionName);
+
+ /** Aliased entrypoint of <code> void {@native glClearDepth}(GLclampd depth); </code> and <code> void {@native glClearDepthf}(GLclampf depth); </code>. */
+ public void glClearDepth( double depth );
+
+ /** Aliased entrypoint of <code> void {@native glDepthRange}(GLclampd depth); </code> and <code> void {@native glDepthRangef}(GLclampf depth); </code>. */
+ public void glDepthRange(double zNear, double zFar);
+
+ /**
+ * @param target a GL buffer (VBO) target as used in {@link GL#glBindBuffer(int, int)}, ie {@link GL#GL_ELEMENT_ARRAY_BUFFER}, {@link GL#GL_ARRAY_BUFFER}, ..
+ * @return the GL buffer name bound to a target via {@link GL#glBindBuffer(int, int)} or 0 if unbound.
+ * @see #getBufferStorage(int)
+ */
+ public int getBoundBuffer(int target);
+
+ /**
+ * @param bufferName a GL buffer name, generated with e.g. {@link GL#glGenBuffers(int, int[], int)} and used in {@link GL#glBindBuffer(int, int)}, {@link GL#glBufferData(int, long, java.nio.Buffer, int)} or {@link GL2#glNamedBufferDataEXT(int, long, java.nio.Buffer, int)}.
+ * @return the size of the given GL buffer storage, see {@link GLBufferStorage}
+ * @see #getBoundBuffer(int)
+ */
+ public GLBufferStorage getBufferStorage(int bufferName);
+
+ /**
+ * Returns the {@link GLBufferStorage} instance as mapped via OpenGL's native {@link GL#glMapBuffer(int, int) glMapBuffer(..)} implementation.
+ * <p>
+ * Throws a {@link GLException} if GL-function constraints are not met.
+ * </p>
+ * <p>
+ * {@link GL#glMapBuffer(int, int)} wrapper calls this method and returns {@link GLBufferStorage#getMappedBuffer()}.
+ * </p>
+ * <p>
+ * A zero {@link GLBufferStorage#getSize()} will avoid a native call and returns the unmapped {@link GLBufferStorage}.
+ * </p>
+ * <p>
+ * A null native mapping result indicating an error will
+ * not cause a GLException but returns the unmapped {@link GLBufferStorage}.
+ * This allows the user to handle this case.
+ * </p>
+ * @param target denotes the buffer via it's bound target
+ * @param access the mapping access mode
+ * @throws GLException if buffer is not bound to target
+ * @throws GLException if buffer is not tracked
+ * @throws GLException if buffer is already mapped
+ * @throws GLException if buffer has invalid store size, i.e. less-than zero
+ */
+ public GLBufferStorage mapBuffer(int target, int access) throws GLException;
+
+ /**
+ * Returns the {@link GLBufferStorage} instance as mapped via OpenGL's native {@link GL#glMapBufferRange(int, long, long, int) glMapBufferRange(..)} implementation.
+ * <p>
+ * Throws a {@link GLException} if GL-function constraints are not met.
+ * </p>
+ * <p>
+ * {@link GL#glMapBufferRange(int, long, long, int)} wrapper calls this method and returns {@link GLBufferStorage#getMappedBuffer()}.
+ * </p>
+ * <p>
+ * A zero {@link GLBufferStorage#getSize()} will avoid a native call and returns the unmapped {@link GLBufferStorage}.
+ * </p>
+ * <p>
+ * A null native mapping result indicating an error will
+ * not cause a GLException but returns the unmapped {@link GLBufferStorage}.
+ * This allows the user to handle this case.
+ * </p>
+ * @param target denotes the buffer via it's bound target
+ * @param offset offset of the mapped buffer's storage
+ * @param length length of the mapped buffer's storage
+ * @param access the mapping access mode
+ * @throws GLException if buffer is not bound to target
+ * @throws GLException if buffer is not tracked
+ * @throws GLException if buffer is already mapped
+ * @throws GLException if buffer has invalid store size, i.e. less-than zero
+ * @throws GLException if buffer mapping range does not fit, incl. offset
+ */
+ public GLBufferStorage mapBufferRange(final int target, final long offset, final long length, final int access) throws GLException;
+
+ /**
+ * @return true if a VBO is bound to {@link GL#GL_ARRAY_BUFFER} via {@link GL#glBindBuffer(int, int)}, otherwise false
+ */
+ public boolean isVBOArrayBound();
+
+ /**
+ * @return true if a VBO is bound to {@link GL#GL_ELEMENT_ARRAY_BUFFER} via {@link GL#glBindBuffer(int, int)}, otherwise false
+ */
+ public boolean isVBOElementArrayBound();
+
+ /**
+ * Return the framebuffer name bound to this context,
+ * see {@link GL#glBindFramebuffer(int, int)}.
+ * <p>
+ * Calls {@link GLContext#getBoundFramebuffer(int)}.
+ * </p>
+ */
+ public int getBoundFramebuffer(int target);
+
+ /**
+ * Return the default draw framebuffer name.
+ * <p>
+ * May differ from it's default <code>zero</code>
+ * in case an framebuffer object ({@link com.jogamp.opengl.FBObject}) based drawable
+ * is being used.
+ * </p>
+ * <p>
+ * Calls {@link GLContext#getDefaultDrawFramebuffer()}.
+ * </p>
+ */
+ public int getDefaultDrawFramebuffer();
+
+ /**
+ * Return the default read framebuffer name.
+ * <p>
+ * May differ from it's default <code>zero</code>
+ * in case an framebuffer object ({@link com.jogamp.opengl.FBObject}) based drawable
+ * is being used.
+ * </p>
+ * <p>
+ * Calls {@link GLContext#getDefaultReadFramebuffer()}.
+ * </p>
+ */
+ public int getDefaultReadFramebuffer();
+
+ /**
+ * Returns the default color buffer within the current bound
+ * {@link #getDefaultReadFramebuffer()}, i.e. GL_READ_FRAMEBUFFER,
+ * which will be used as the source for pixel reading commands,
+ * like {@link GL#glReadPixels(int, int, int, int, int, int, java.nio.Buffer) glReadPixels} etc.
+ * <p>
+ * For offscreen framebuffer objects this is {@link GL#GL_COLOR_ATTACHMENT0},
+ * otherwise this is {@link GL#GL_FRONT} for single buffer configurations
+ * and {@link GL#GL_BACK} for double buffer configurations.
+ * </p>
+ * <p>
+ * Note-1: Neither ES1 nor ES2 supports selecting the read buffer via glReadBuffer
+ * and {@link GL#GL_BACK} is the default.
+ * </p>
+ * <p>
+ * Note-2: ES3 only supports {@link GL#GL_BACK}, {@link GL#GL_NONE} or {@link GL#GL_COLOR_ATTACHMENT0}+i
+ * </p>
+ * <p>
+ * Note-3: See {@link com.jogamp.opengl.util.GLDrawableUtil#swapBuffersBeforeRead(GLCapabilitiesImmutable) swapBuffersBeforeRead}
+ * for read-pixels and swap-buffers implications.
+ * </p>
+ * <p>
+ * Calls {@link GLContext#getDefaultReadBuffer()}.
+ * </p>
+ */
+ public int getDefaultReadBuffer();
+}
+