text: #ifndef Magnum_GL_Mesh_h
  #define Magnum_GL_Mesh_h
  /*
      This file is part of Magnum.
  
      Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
                Vladimír Vondruš <mosra@centrum.cz>
  
      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::GL::Mesh, enum @ref Magnum::GL::MeshPrimitive, @ref Magnum::GL::MeshIndexType, function @ref Magnum::GL::meshPrimitive(), @ref Magnum::GL::meshIndexType()
   */
  
  #include <Corrade/Containers/ArrayView.h>
  #include <Corrade/Utility/ConfigurationValue.h>
  
  #include "Magnum/Tags.h"
  #include "Magnum/GL/AbstractObject.h"
  #include "Magnum/GL/Attribute.h"
  #include "Magnum/GL/Buffer.h"
  #include "Magnum/GL/GL.h"
  
  namespace Magnum { namespace GL {
  
  /**
  @brief Mesh primitive type
  
  @see @ref Magnum::MeshPrimitive, @ref meshPrimitive(), @ref Mesh::primitive(),
      @ref Mesh::setPrimitive()
  @m_enum_values_as_keywords
  */
  enum class MeshPrimitive: GLenum {
      /** Single points. */
      Points = GL_POINTS,
  
      /**
       * Each pair of vertices defines a single line, lines aren't
       * connected together.
       */
      Lines = GL_LINES,
  
      /** Line strip, last and first vertex are connected together. */
      LineLoop = GL_LINE_LOOP,
  
      /**
       * First two vertices define first line segment, each following
       * vertex defines another segment.
       */
      LineStrip = GL_LINE_STRIP,
  
      #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
      /**
       * Lines with adjacency information.
       * @requires_gl32 Extension @gl_extension{ARB,geometry_shader4}
       * @requires_gles30 Not defined in OpenGL ES 2.0.
       * @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
       *      @gl_extension{EXT,geometry_shader}
       * @requires_gles Geometry shaders are not available in WebGL.
       */
      LinesAdjacency = GL_LINES_ADJACENCY,
  
      /**
       * Line strip with adjacency information.
       * @requires_gl32 Extension @gl_extension{ARB,geometry_shader4}
       * @requires_gles30 Not defined in OpenGL ES 2.0.
       * @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
       *      @gl_extension{EXT,geometry_shader}
       * @requires_gles Geometry shaders are not available in WebGL.
       */
      LineStripAdjacency = GL_LINE_STRIP_ADJACENCY,
      #endif
  
      /** Each three vertices define one triangle. */
      Triangles = GL_TRIANGLES,
  
      /**
       * First three vertices define first triangle, each following
       * vertex defines another triangle.
       */
      TriangleStrip = GL_TRIANGLE_STRIP,
  
      /**
       * First vertex is center, each following vertex is connected to
       * previous and center vertex.
       */
      TriangleFan = GL_TRIANGLE_FAN,
  
      #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
      /**
       * Triangles with adjacency information.
       * @requires_gl32 Extension @gl_extension{ARB,geometry_shader4}
       * @requires_gles30 Not defined in OpenGL ES 2.0.
       * @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
       *      @gl_extension{EXT,geometry_shader}
       * @requires_gles Geometry shaders are not available in WebGL.
       */
      TrianglesAdjacency = GL_TRIANGLES_ADJACENCY,
  
      /**
       * Triangle strip with adjacency information.
       * @requires_gl32 Extension @gl_extension{ARB,geometry_shader4}
       * @requires_gles30 Not defined in OpenGL ES 2.0.
       * @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
       *      @gl_extension{EXT,geometry_shader}
       * @requires_gles Geometry shaders are not available in WebGL.
       */
      TriangleStripAdjacency = GL_TRIANGLE_STRIP_ADJACENCY,
  
      /**
       * Patches.
       * @requires_gl40 Extension @gl_extension{ARB,tessellation_shader}
       * @requires_gles30 Not defined in OpenGL ES 2.0.
       * @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
       *      @gl_extension{EXT,tessellation_shader}
       * @requires_gles Tessellation shaders are not available in WebGL.
       */
      Patches = GL_PATCHES
      #endif
  };
  
  /**
  @brief Convert generic mesh primitive to OpenGL mesh primitive
  
  @see @ref meshIndexType()
  */
  MAGNUM_GL_EXPORT MeshPrimitive meshPrimitive(Magnum::MeshPrimitive primitive);
  
  /**
  @brief Index type
  
  @see @ref Magnum::MeshIndexType, @ref meshIndexType(),
      @ref meshIndexTypeSize(), @ref Mesh::setIndexBuffer()
  @m_enum_values_as_keywords
  */
  enum class MeshIndexType: GLenum {
      UnsignedByte = GL_UNSIGNED_BYTE,    /**< Unsigned byte */
      UnsignedShort = GL_UNSIGNED_SHORT,  /**< Unsigned short */
  
      /**
       * Unsigned int
       * @requires_gles30 Extension @gl_extension{OES,element_index_uint}
       *       in OpenGL ES 2.0.
       * @requires_webgl20 Extension @webgl_extension{OES,element_index_uint}
       *      in WebGL 1.0.
       */
      UnsignedInt = GL_UNSIGNED_INT
  };
  
  /**
  @brief Convert generic mesh index type to OpenGL mesh index type
  
  @see @ref meshPrimitive(), @ref meshIndexTypeSize()
  */
  MAGNUM_GL_EXPORT MeshIndexType meshIndexType(Magnum::MeshIndexType type);
  
  namespace Implementation { struct MeshState; }
  
  /**
  @brief Mesh
  
  @section GL-Mesh-configuration Mesh configuration
  
  You have to specify at least primitive and vertex/index count using
  @ref setPrimitive() and @ref setCount(). Then fill your vertex buffers with
  data, add them to the mesh and specify @ref Attribute "shader attribute" layout
  inside the buffers using @ref addVertexBuffer(). You can also use
  @ref MeshTools::interleave() to conveniently interleave vertex data.
  
  If you want indexed mesh, fill your index buffer with data and specify its
  layout using @ref setIndexBuffer(). You can also use @ref MeshTools::compressIndices()
  to conveniently compress the indices based on the range used.
  
  There is also @ref MeshTools::compile() function which operates directly on
  @ref Trade::MeshData2D / @ref Trade::MeshData3D and returns fully configured
  mesh and vertex/index buffers for use with stock shaders.
  
  @attention Note that, by default, neither vertex buffers nor index buffer is
      managed (e.g. deleted on destruction) by the mesh, so you have to manage
      them on your own and ensure that they are available for whole mesh
      lifetime. See @ref GL-Mesh-buffer-ownership for a way to transfer buffer
      ownership to the mesh.
  
  If vertex/index count or instance count is zero, the mesh is empty and no draw
  commands are issued when calling @ref draw().
  
  @subsection GL-Mesh-configuration-example Example mesh configuration
  
  @subsubsection GL-Mesh-configuration-example-basic Basic non-indexed mesh
  
  @snippet MagnumGL.cpp Mesh-nonindexed
  
  @subsubsection GL-Mesh-configuration-interleaved Interleaved vertex data
  
  @snippet MagnumGL.cpp Mesh-interleaved
  
  @subsubsection GL-Mesh-configuration-indexed Indexed mesh
  
  @snippet MagnumGL.cpp Mesh-indexed
  
  Or using @ref MeshTools::interleave() and @ref MeshTools::compressIndices():
  
  @snippet MagnumGL.cpp Mesh-indexed-tools
  
  Or, if you plan to use the mesh with stock shaders, you can just use
  @ref MeshTools::compile().
  
  @subsubsection GL-Mesh-configuration-formats Specific formats of vertex data
  
  @snippet MagnumGL.cpp Mesh-formats
  
  @subsubsection GL-Mesh-configuration-dynamic Dynamically specified attributes
  
  In some cases, for example when the shader code is fully generated at runtime,
  it's not possible to know attribute locations and types at compile time. In
  that case, there are overloads of @ref addVertexBuffer() and
  @ref addVertexBufferInstanced() that take @ref DynamicAttribute instead of
  @ref Attribute typedefs. Adding a RGB attribute at location 3 normalized from
  unsigned byte to float with one byte padding at the end could then look like
  this:
  
  @snippet MagnumGL.cpp Mesh-dynamic
  
  @section GL-Mesh-buffer-ownership Transfering buffer ownership
  
  If a vertex/index buffer is used only by a single mesh, it's possible to
  transfer its ownership to the mesh itself to simplify resource management on
  the user side. Simply use the @ref addVertexBuffer() /
  @ref addVertexBufferInstanced() and @ref setIndexBuffer() overloads that take
  a @ref Buffer as a rvalue:
  
  @snippet MagnumGL.cpp Mesh-buffer-ownership
  
  While this allows you to destruct the buffer instances and pass just the mesh
  around, this also means you lose a way to access or update the buffers. If
  adding the same buffer multiple times or using it for both vertex and index
  data, be sure to transfer the ownership last to avoid the other functions
  getting only a moved-out instance. For example:
  
  @snippet MagnumGL.cpp Mesh-buffer-ownership-multiple
  
  @section GL-Mesh-rendering Rendering meshes
  
  Basic workflow is: bind specific framebuffer for drawing (if needed), set up
  respective shader (see
  @ref GL-AbstractShaderProgram-rendering-workflow "AbstractShaderProgram documentation"
  for more infromation) and call @ref Mesh::draw().
  
  @section GL-Mesh-webgl-restrictions WebGL restrictions
  
  @ref MAGNUM_TARGET_WEBGL "WebGL" puts some restrictions on vertex buffer
  layout, see @ref addVertexBuffer() documentation for details.
  
  @section GL-Mesh-performance-optimization Performance optimizations
  
  If @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL ES 3.0,
  WebGL 2.0, @gl_extension{OES,vertex_array_object} in OpenGL ES 2.0 or
  @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is supported, VAOs are
  used instead of binding the buffers and specifying vertex attribute pointers
  in each @ref draw() call. The engine tracks currently bound VAO and currently
  active shader program to avoid unnecessary calls to @fn_gl_keyword{BindVertexArray}
  and @fn_gl_keyword{UseProgram}. Mesh limits and implementation-defined values
  (such as @ref maxElementIndex()) are cached, so repeated queries don't result
  in repeated @fn_gl{Get} calls.
  
  If @gl_extension{ARB,direct_state_access} desktop extension and VAOs are
  available, DSA functions are used for specifying attribute locations to avoid
  unnecessary calls to @fn_gl{BindBuffer} and @fn_gl{BindVertexArray}. See
  documentation of @ref addVertexBuffer() for more information.
  
  If index range is specified in @ref setIndexBuffer(), range-based version of
  drawing commands are used on desktop OpenGL and OpenGL ES 3.0. See also
  @ref draw() for more information.
   */
  class MAGNUM_GL_EXPORT Mesh: public AbstractObject {
      friend MeshView;
      friend Implementation::MeshState;
  
      public:
          #ifndef MAGNUM_TARGET_GLES2
          /**
           * @brief Max supported index value
           *
           * The result is cached, repeated queries don't result in repeated
           * OpenGL calls. If extension @gl_extension{ARB,ES3_compatibility} (part
           * of OpenGL 4.3) is not available, returns max representable 32-bit
           * value (@cpp 0xffffffffu @ce).
           * @see @ref setIndexBuffer(), @fn_gl{Get} with
           *      @def_gl_keyword{MAX_ELEMENT_INDEX}
           * @requires_gles30 No upper limit is specified for index values in
           *      OpenGL ES 2.0.
           * @requires_webgl20 No upper limit is specified for index values in
           *      WebGL 1.0.
           */
          #ifndef MAGNUM_TARGET_WEBGL
          static Long maxElementIndex();
          #else
          static Int maxElementIndex();
          #endif
  
          /**
           * @brief Max recommended index count
           *
           * The result is cached, repeated queries don't result in repeated
           * OpenGL calls.
           * @see @ref setIndexBuffer(), @fn_gl{Get} with
           *      @def_gl_keyword{MAX_ELEMENTS_INDICES}
           * @requires_gles30 Ranged element draw is not supported in OpenGL ES
           *      2.0.
           * @requires_webgl20 Ranged element draw is not supported in WebGL 1.0.
           */
          static Int maxElementsIndices();
  
          /**
           * @brief Max recommended vertex count
           *
           * The result is cached, repeated queries don't result in repeated
           * OpenGL calls.
           * @see @ref setIndexBuffer(), @fn_gl{Get} with
           *      @def_gl_keyword{MAX_ELEMENTS_VERTICES}
           * @requires_gles30 Ranged element draw is not supported in OpenGL ES
           *      2.0.
           * @requires_webgl20 Ranged element draw is not supported in WebGL 1.0.
           */
          static Int maxElementsVertices();
          #endif
  
          /**
           * @brief Wrap existing OpenGL vertex array object
           * @param id            OpenGL vertex array ID
           * @param primitive     Primitive type
           * @param flags         Object creation flags
           *
           * The @p id is expected to be of an existing OpenGL vertex array
           * object. Unlike vertex array created using constructor, the OpenGL
           * object is by default not deleted on destruction, use @p flags for
           * different behavior.
           * @see @ref release()
           * @requires_gl30 Extension @gl_extension{ARB,vertex_array_object}
           * @requires_gles30 Extension @gl_extension{OES,vertex_array_object} in
           *      OpenGL ES 2.0.
           * @requires_webgl20 Extension @webgl_extension{OES,vertex_array_object}
           *      in WebGL 1.0.
           */
          static Mesh wrap(GLuint id, MeshPrimitive primitive = MeshPrimitive::Triangles, ObjectFlags flags = {}) {
              return Mesh{id, primitive, flags};
          }
  
          /** @overload */
          static Mesh wrap(GLuint id, ObjectFlags flags) {
              return wrap(id, MeshPrimitive::Triangles, flags);
          }
  
          /**
           * @brief Constructor
           * @param primitive     Primitive type
           *
           * If @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL
           * ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object} in OpenGL
           * ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is
           * available, vertex array object is created. If
           * @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is not
           * available, the vertex array object is created on first use.
           * @see @ref Mesh(NoCreateT), @ref wrap(), @ref setPrimitive(),
           *      @ref setCount(), @fn_gl_keyword{CreateVertexArrays}, eventually
           *      @fn_gl_keyword{GenVertexArrays}
           */
          explicit Mesh(MeshPrimitive primitive = MeshPrimitive::Triangles);
  
          /** @overload */
          explicit Mesh(Magnum::MeshPrimitive primitive): Mesh{meshPrimitive(primitive)} {}
  
          /**
           * @brief Construct without creating the underlying OpenGL object
           *
           * The constructed instance is equivalent to moved-from state. Useful
           * in cases where you will overwrite the instance later anyway. Move
           * another object over it to make it useful.
           *
           * This function can be safely used for constructing (and later
           * destructing) objects even without any OpenGL context being active.
           * @see @ref Mesh(MeshPrimitive), @ref wrap()
           */
          explicit Mesh(NoCreateT) noexcept;
  
          /** @brief Copying is not allowed */
          Mesh(const Mesh&) = delete;
  
          /** @brief Move constructor */
          Mesh(Mesh&& other) noexcept;
  
          /**
           * @brief Destructor
           *
           * If @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL
           * ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object} in OpenGL
           * ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is
           * available, associated vertex array object is deleted.
           * @see @ref wrap(), @ref release(), @fn_gl_keyword{DeleteVertexArrays}
           */
          ~Mesh();
  
          /** @brief Copying is not allowed */
          Mesh& operator=(const Mesh&) = delete;
  
          /** @brief Move assignment */
          Mesh& operator=(Mesh&& other) noexcept;
  
          /**
           * @brief OpenGL vertex array ID
           *
           * If neither @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0)
           * nor OpenGL ES 3.0 / WebGL 2.0 nor @gl_extension{OES,vertex_array_object}
           * in OpenGL ES 2.0 / @webgl_extension{OES,vertex_array_object} in
           * WebGL 1.0 is available, returns `0`.
           */
          GLuint id() const { return _id; }
  
          /**
           * @brief Release OpenGL object
           *
           * Releases ownership of OpenGL vertex array object and returns its ID
           * so it is not deleted on destruction. The internal state is then
           * equivalent to moved-from state.
           * @see @ref wrap()
           * @requires_gl30 Extension @gl_extension{ARB,vertex_array_object}
           * @requires_gles30 Extension @gl_extension{OES,vertex_array_object} in
           *      OpenGL ES 2.0.
           * @requires_webgl20 Extension @webgl_extension{OES,vertex_array_object}
           *      in WebGL 1.0.
           */
          GLuint release();
  
          #ifndef MAGNUM_TARGET_WEBGL
          /**
           * @brief Mesh label
           *
           * The result is *not* cached, repeated queries will result in repeated
           * OpenGL calls. If OpenGL 4.3 / OpenGL ES 3.2 is not supported and
           * neither @gl_extension{KHR,debug} (covered also by
           * @gl_extension{ANDROID,extension_pack_es31a}) nor @gl_extension{EXT,debug_label}
           * desktop or ES extension is available, this function returns empty
           * string.
           * @see @fn_gl_keyword{GetObjectLabel} with @def_gl{VERTEX_ARRAY} or
           *      @fn_gl_extension_keyword{GetObjectLabel,EXT,debug_label} with
           *      @def_gl{VERTEX_ARRAY_OBJECT_EXT}
           * @requires_gles Debug output is not available in WebGL.
           */
          std::string label();
  
          /**
           * @brief Set mesh label
           * @return Reference to self (for method chaining)
           *
           * Default is empty string. If OpenGL 4.3 / OpenGL ES 3.2 is not
           * supported and neither @gl_extension{KHR,debug} (covered also by
           * @gl_extension{ANDROID,extension_pack_es31a}) nor @gl_extension{EXT,debug_label}
           * desktop or ES extension is available, this function does nothing.
           * @see @ref maxLabelLength(), @fn_gl_keyword{ObjectLabel} with
           *      @def_gl_keyword{VERTEX_ARRAY} or @fn_gl_extension_keyword{LabelObject,EXT,debug_label}
           *      with @def_gl{VERTEX_ARRAY_OBJECT_EXT}
           * @requires_gles Debug output is not available in WebGL.
           */
          Mesh& setLabel(const std::string& label) {
              return setLabelInternal({label.data(), label.size()});
          }
  
          /** @overload */
          template<std::size_t size> Mesh& setLabel(const char(&label)[size]) {
              return setLabelInternal({label, size - 1});
          }
          #endif
  
          /**
           * @brief Whether the mesh is indexed
           *
           * @see @ref setIndexBuffer(), @ref setCount()
           */
          bool isIndexed() const { return _indexBuffer.id(); }
  
          /**
           * @brief Index type
           *
           * Expects that the mesh is indexed.
           * @see @ref isIndexed()
           */
          MeshIndexType indexType() const;
  
          /**
           * @brief Index type size
           *
           * Expects that the mesh is indexed.
           * @see @ref isIndexed(), @ref meshIndexTypeSize(Magnum::MeshIndexType)
           */
          UnsignedInt indexTypeSize() const;
  
          /** @brief Primitive type */
          MeshPrimitive primitive() const { return _primitive; }
  
          /**
           * @brief Set primitive type
           * @return Reference to self (for method chaining)
           *
           * Default is @ref MeshPrimitive::Triangles.
           */
          Mesh& setPrimitive(MeshPrimitive primitive) {
              _primitive = primitive;
              return *this;
          }
  
          /** @overload */
          Mesh& setPrimitive(Magnum::MeshPrimitive primitive) {
              return setPrimitive(meshPrimitive(primitive));
          }
  
          /** @brief Vertex/index count */
          Int count() const { return _count; }
  
          /**
           * @brief Set vertex/index count
           * @return Reference to self (for method chaining)
           *
           * If the mesh is indexed, the value is treated as index count,
           * otherwise the value is vertex count. If set to @cpp 0 @ce, no draw
           * commands are issued when calling @ref draw(AbstractShaderProgram&).
           * Ignored when calling @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt).
           *
           * @attention To prevent nothing being rendered by accident, this
           *      function has to be always called, even to just set the count to
           *      @cpp 0 @ce.
           *
           * @see @ref isIndexed(), @ref setBaseVertex(), @ref setInstanceCount()
           */
          Mesh& setCount(Int count) {
              _countSet = true;
              _count = count;
              return *this;
          }
  
          /** @brief Base vertex */
          Int baseVertex() const { return _baseVertex; }
  
          /**
           * @brief Set base vertex
           * @return Reference to self (for method chaining)
           *
           * Sets number of vertices of which the vertex buffer will be offset
           * when drawing. Ignored when calling
           * @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt).
           * Default is @cpp 0 @ce.
           * @see @ref setCount(), @ref setBaseInstance()
           * @requires_gl32 Extension @gl_extension{ARB,draw_elements_base_vertex}
           *      for indexed meshes
           * @requires_gles32 Base vertex cannot be specified for indexed meshes
           *      in OpenGL ES 3.1 or WebGL.
           */
          Mesh& setBaseVertex(Int baseVertex) {
              _baseVertex = baseVertex;
              return *this;
          }
  
          /** @brief Instance count */
          Int instanceCount() const { return _instanceCount; }
  
          /**
           * @brief Set instance count
           * @return Reference to self (for method chaining)
           *
           * If set to @cpp 1 @ce, non-instanced draw commands are issued when
           * calling @ref draw(AbstractShaderProgram&) or
           * @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt).
           * If set to @cpp 0 @ce, no draw commands are issued at all. Default is
           * @cpp 1 @ce.
           * @see @ref setBaseInstance(), @ref setCount(),
           *      @ref addVertexBufferInstanced()
           * @requires_gl31 Extension @gl_extension{ARB,draw_instanced} if using
           *      @ref draw(AbstractShaderProgram&)
           * @requires_gl42 Extension @gl_extension{ARB,transform_feedback_instanced}
           *      if using @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt)
           * @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
           *      @gl_extension{EXT,instanced_arrays},
           *      @gl_extension{EXT,draw_instanced},
           *      @gl_extension{NV,instanced_arrays},
           *      @gl_extension{NV,draw_instanced} in OpenGL ES 2.0.
           * @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
           *      in WebGL 1.0.
           */
          Mesh& setInstanceCount(Int count) {
              _instanceCount = count;
              return *this;
          }
  
          #ifndef MAGNUM_TARGET_GLES
          /** @brief Base instance */
          UnsignedInt baseInstance() const { return _baseInstance; }
  
          /**
           * @brief Set base instance
           * @return Reference to self (for method chaining)
           *
           * Ignored when calling @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt).
           * Default is @cpp 0 @ce.
           * @see @ref setInstanceCount(), @ref setBaseVertex()
           * @requires_gl42 Extension @gl_extension{ARB,base_instance}
           * @requires_gl Base instance cannot be specified in OpenGL ES or
           *      WebGL.
           */
          Mesh& setBaseInstance(UnsignedInt baseInstance) {
              _baseInstance = baseInstance;
              return *this;
          }
          #endif
  
          /**
           * @brief Add buffer with (interleaved) vertex attributes for use with given shader
           * @return Reference to self (for method chaining)
           *
           * Parameter @p offset is offset of the array from the beginning,
           * attribute list is combination of @ref Attribute "attribute definitions"
           * (specified in implementation of given shader) and offsets between
           * interleaved attributes.
           *
           * See @ref GL-Mesh-configuration "class documentation" for simple
           * usage example. For more involved example imagine that you have a
           * buffer with 76 bytes of some other data at the beginning (possibly
           * material configuration) and then the interleaved vertex array. Each
           * vertex consists of a weight, position, texture coordinate and
           * a normal. You want to draw it with @ref Shaders::Phong, but it
           * accepts only a position and a normal, so you have to skip the weight
           * and the texture coordinate in each vertex:
           *
           * @snippet MagnumGL.cpp Mesh-addVertexBuffer1
           *
           * You can also achieve the same effect by calling @ref addVertexBuffer()
           * more times with explicitly specified gaps before and after the
           * attributes. This can be used for e.g. runtime-dependent
           * configuration, as it isn't dependent on the variadic template:
           *
           * @snippet MagnumGL.cpp Mesh-addVertexBuffer2
           *
           * If specifying more than one attribute, the function assumes that
           * the array is interleaved. Adding non-interleaved vertex buffer can
           * be done by specifying one attribute at a time with specific offset.
           * Above example with weight, position, texture coordinate and normal
           * arrays one after another (non-interleaved):
           *
           * @snippet MagnumGL.cpp Mesh-addVertexBuffer3
           *
           * If @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL
           * ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object} in OpenGL
           * ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is
           * available, the vertex array object is used to hold the parameters.
           *
           * @attention The buffer passed as parameter is not managed by the
           *      mesh, you must ensure it will exist for whole lifetime of the
           *      mesh and delete it afterwards.
           *
           * @see @ref addVertexBufferInstanced(), @ref setPrimitive(),
           *      @ref setCount(), @fn_gl_keyword{BindVertexArray},
           *      @fn_gl_keyword{EnableVertexAttribArray}, @fn_gl{BindBuffer},
           *      @fn_gl_keyword{VertexAttribPointer} or
           *      @fn_gl2{EnableVertexArrayAttrib,EnableVertexAttribArray},
           *      @fn_gl2{VertexArrayAttribFormat,VertexAttribFormat},
           *      @fn_gl2{VertexArrayAttribBinding,VertexAttribBinding} and
           *      @fn_gl2{VertexArrayVertexBuffer,BindVertexBuffer}
           * @requires_gles In WebGL the data must be properly aligned (e.g. all
           *      float data must start at addresses divisible by four). Also the
           *      maximum stride of attribute data must be at most 255 bytes.
           *      This is not required anywhere else, but doing so may have
           *      performance benefits.
           */
          template<class ...T> inline Mesh& addVertexBuffer(Buffer& buffer, GLintptr offset, const T&... attributes) {
              addVertexBufferInternal(buffer, offset, strideOfInterleaved(attributes...), 0, attributes...);
              return *this;
          }
  
          /**
           * @brief Add instanced vertex buffer
           * @return Reference to self (for method chaining)
           *
           * Similar to the above function, the @p divisor parameter specifies
           * number of instances that will pass until new data are fetched from
           * the buffer. Setting it to @cpp 0 @ce is equivalent to calling
           * @ref addVertexBuffer().
           *
           * If @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL
           * ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object} in OpenGL
           * ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is
           * available, the vertex array object is used to hold the parameters.
           *
           * @see @ref setPrimitive(), @ref setCount(), @ref setInstanceCount(),
           *      @ref setBaseInstance(),
           *      @fn_gl{BindVertexArray}, @fn_gl_keyword{EnableVertexAttribArray},
           *      @fn_gl{BindBuffer}, @fn_gl_keyword{VertexAttribPointer},
           *      @fn_gl_keyword{VertexAttribDivisor} or
           *      @fn_gl2{EnableVertexArrayAttrib,EnableVertexAttribArray},
           *      @fn_gl2{VertexArrayAttribFormat,VertexAttribFormat},
           *      @fn_gl2{VertexArrayAttribBinding,VertexAttribBinding},
           *      @fn_gl2{VertexArrayVertexBuffer,BindVertexBuffer} and
           *      @fn_gl2{VertexArrayBindingDivisor,VertexBindingDivisor}
           * @requires_gl33 Extension @gl_extension{ARB,instanced_arrays}
           * @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
           *      @gl_extension{EXT,instanced_arrays} or
           *      @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0.
           * @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
           *      in WebGL 1.0.
           */
          template<class ...T> inline Mesh& addVertexBufferInstanced(Buffer& buffer, UnsignedInt divisor, GLintptr offset, const T&... attributes) {
              addVertexBufferInternal(buffer, offset, strideOfInterleaved(attributes...), divisor, attributes...);
              return *this;
          }
  
          /**
           * @brief Add vertex buffer with dynamic vertex attributes
           * @return Reference to self (for method chaining)
           *
           * Equivalent to @ref addVertexBuffer(Buffer&, GLintptr, const T&... attributes)
           * but with the possibility to fully specify the attribute properties
           * at runtime, including base type and location. See
           * @ref GL-Mesh-configuration-dynamic "class documentation" for usage
           * example.
           */
          Mesh& addVertexBuffer(Buffer& buffer, GLintptr offset, GLsizei stride, const DynamicAttribute& attribute) {
              return addVertexBufferInstanced(buffer, 0, offset, stride, attribute);
          }
  
          /**
           * @brief Add instanced vertex buffer with dynamic vertex attributes
           * @return Reference to self (for method chaining)
           *
           * Equivalent to @ref addVertexBufferInstanced(Buffer&, UnsignedInt, GLintptr, const T&... attributes)
           * but with the possibility to fully specify the attribute properties
           * at runtime, including base type and location. See
           * @ref GL-Mesh-configuration-dynamic "class documentation" for usage
           * example.
           */
          Mesh& addVertexBufferInstanced(Buffer& buffer, UnsignedInt divisor, GLintptr offset, GLsizei stride, const DynamicAttribute& attribute);
  
          /**
           * @brief Add vertex buffer with ownership transfer
           * @return Reference to self (for method chaining)
           *
           * Unlike @ref addVertexBuffer(Buffer&, GLintptr, const T&... attributes)
           * this function takes ownership of @p buffer. See
           * @ref GL-Mesh-buffer-ownership for more information.
           */
          template<class ...T> inline Mesh& addVertexBuffer(Buffer&& buffer, GLintptr offset, const T&... attributes) {
              addVertexBuffer<T...>(buffer, offset, attributes...);
              acquireVertexBuffer(std::move(buffer));
              return *this;
          }
  
          /**
           * @brief Add instanced vertex buffer with ownership transfer
           * @return Reference to self (for method chaining)
           *
           * Unlike @ref addVertexBufferInstanced(Buffer&, UnsignedInt, GLintptr, const T&... attributes)
           * this function takes ownership of @p buffer. See
           * @ref GL-Mesh-buffer-ownership for more information.
           */
          template<class ...T> inline Mesh& addVertexBufferInstanced(Buffer&& buffer, UnsignedInt divisor, GLintptr offset, const T&... attributes) {
              addVertexBufferInstanced<T...>(buffer, divisor, offset, attributes...);
              acquireVertexBuffer(std::move(buffer));
              return *this;
          }
  
          /**
           * @brief Add vertex buffer with dynamic vertex attributes with ownership transfer
           * @return Reference to self (for method chaining)
           *
           * Unlike @ref addVertexBuffer(Buffer&, GLintptr, GLsizei, const DynamicAttribute&)
           * this function takes ownership of @p buffer. See
           * @ref GL-Mesh-buffer-ownership for more information.
           */
          Mesh& addVertexBuffer(Buffer&& buffer, GLintptr offset, GLsizei stride, const DynamicAttribute& attribute) {
              addVertexBuffer(buffer, offset, stride, attribute);
              acquireVertexBuffer(std::move(buffer));
              return *this;
          }
  
          /**
           * @brief Add instanced vertex buffer with dynamic vertex attributes with ownership transfer
           * @return Reference to self (for method chaining)
           *
           * Unlike @ref addVertexBufferInstanced(Buffer&, UnsignedInt, GLintptr, GLsizei, const DynamicAttribute&)
           * this function takes ownership of @p buffer. See
           * @ref GL-Mesh-buffer-ownership for more information.
           */
          Mesh& addVertexBufferInstanced(Buffer&& buffer, UnsignedInt divisor, GLintptr offset, GLsizei stride, const DynamicAttribute& attribute) {
              addVertexBufferInstanced(buffer, divisor, offset, stride, attribute);
              acquireVertexBuffer(std::move(buffer));
              return *this;
          }
  
          /**
           * @brief Set index buffer
           * @param buffer        Index buffer
           * @param offset        Offset into the buffer
           * @param type          Index data type
           * @param start         Minimum array index contained in the buffer
           * @param end           Maximum array index contained in the buffer
           * @return Reference to self (for method chaining)
           *
           * The smaller range is specified with @p start and @p end the less
           * memory operations are needed (and possibly some optimizations),
           * improving draw performance. Specifying @cpp 0 @ce for both
           * parameters behaves the same as @ref setIndexBuffer(Buffer&, GLintptr, MeshIndexType).
           * On OpenGL ES 2.0 this function behaves always as
           * @ref setIndexBuffer(Buffer&, GLintptr, MeshIndexType), as this
           * functionality is not available there.
           *
           * If @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL
           * ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object} in OpenGL
           * ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is
           * available, the vertex array object is used to hold the parameters.
           *
           * Ignored when calling @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt).
           *
           * @see @ref maxElementIndex(), @ref maxElementsIndices(),
           *      @ref maxElementsVertices(), @ref setCount(), @ref isIndexed(),
           *      @fn_gl{BindVertexArray}, @fn_gl{BindBuffer}
           */
          Mesh& setIndexBuffer(Buffer& buffer, GLintptr offset, MeshIndexType type, UnsignedInt start, UnsignedInt end);
  
          /** @overload */
          Mesh& setIndexBuffer(Buffer& buffer, GLintptr offset, Magnum::MeshIndexType type, UnsignedInt start, UnsignedInt end) {
              return setIndexBuffer(buffer, offset, meshIndexType(type), start, end);
          }
  
          /**
           * @brief Set index buffer
           * @param buffer        Index buffer
           * @param offset        Offset into the buffer
           * @param type          Index data type
           * @return Reference to self (for method chaining)
           *
           * Alternative to @ref setIndexBuffer(Buffer&, GLintptr, MeshIndexType, UnsignedInt, UnsignedInt)
           * with unspecified index limits, see its documentation for more
           * information. Prefer to set index limits for better performance.
           */
          Mesh& setIndexBuffer(Buffer& buffer, GLintptr offset, MeshIndexType type) {
              return setIndexBuffer(buffer, offset, type, 0, 0);
          }
  
          /** @overload */
          Mesh& setIndexBuffer(Buffer& buffer, GLintptr offset, Magnum::MeshIndexType type) {
              return setIndexBuffer(buffer, offset, meshIndexType(type), 0, 0);
          }
  
          /**
           * @brief Set index buffer with ownership transfer
           *
           * Unlike @ref setIndexBuffer(Buffer&, GLintptr, MeshIndexType, UnsignedInt, UnsignedInt)
           * this function takes ownership of @p buffer. See
           * @ref GL-Mesh-buffer-ownership for more information.
           */
          Mesh& setIndexBuffer(Buffer&& buffer, GLintptr offset, MeshIndexType type, UnsignedInt start, UnsignedInt end);
  
          /** @overload */
          Mesh& setIndexBuffer(Buffer&& buffer, GLintptr offset, Magnum::MeshIndexType type, UnsignedInt start, UnsignedInt end) {
              return setIndexBuffer(std::move(buffer), offset, meshIndexType(type), start, end);
          }
  
          /**
           * @brief Set index buffer with ownership transfer
           *
           * Unlike @ref setIndexBuffer(Buffer&, GLintptr, MeshIndexType) this
           * function takes ownership of @p buffer. See
           * @ref GL-Mesh-buffer-ownership for more information.
           */
          Mesh& setIndexBuffer(Buffer&& buffer, GLintptr offset, MeshIndexType type) {
              return setIndexBuffer(std::move(buffer), offset, type, 0, 0);
          }
          Mesh& setIndexBuffer(Buffer&& buffer, GLintptr offset, Magnum::MeshIndexType type) {
              return setIndexBuffer(std::move(buffer), offset, meshIndexType(type), 0, 0);
          } /**< @overload */
  
          /**
           * @brief Draw the mesh
           * @param shader    Shader to use for drawing
           * @return Reference to self (for method chaining)
           *
           * Expects that the shader is compatible with this mesh and is fully
           * set up. If vertex/index count or instance count is `0`, no draw
           * commands are issued. See also
           * @ref GL-AbstractShaderProgram-rendering-workflow "AbstractShaderProgram documentation"
           * for more information. If @gl_extension{ARB,vertex_array_object} (part
           * of OpenGL 3.0), OpenGL ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object}
           * in OpenGL ES 2.0 or @webgl_extension{OES,vertex_array_object} in
           * WebGL 1.0 is available, the associated vertex array object is bound
           * instead of setting up the mesh from scratch.
           * @see @ref setCount(), @ref setInstanceCount(),
           *      @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt),
           *      @ref MeshView::draw(AbstractShaderProgram&),
           *      @ref MeshView::draw(AbstractShaderProgram&, std::initializer_list<Containers::Reference<MeshView>>),
           *      @fn_gl_keyword{UseProgram}, @fn_gl_keyword{EnableVertexAttribArray},
           *      @fn_gl{BindBuffer}, @fn_gl_keyword{VertexAttribPointer},
           *      @fn_gl_keyword{DisableVertexAttribArray} or @fn_gl_keyword{BindVertexArray},
           *      @fn_gl_keyword{DrawArrays}/@fn_gl_keyword{DrawArraysInstanced}/
           *      @fn_gl_keyword{DrawArraysInstancedBaseInstance} or @fn_gl_keyword{DrawElements}/
           *      @fn_gl_keyword{DrawRangeElements}/@fn_gl_keyword{DrawElementsBaseVertex}/
           *      @fn_gl_keyword{DrawRangeElementsBaseVertex}/@fn_gl_keyword{DrawElementsInstanced}/
           *      @fn_gl_keyword{DrawElementsInstancedBaseInstance}/
           *      @fn_gl_keyword{DrawElementsInstancedBaseVertex}/
           *      @fn_gl_keyword{DrawElementsInstancedBaseVertexBaseInstance}
           * @requires_gl32 Extension @gl_extension{ARB,draw_elements_base_vertex}
           *      if the mesh is indexed and @ref baseVertex() is not `0`.
           * @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} if
           *      @ref instanceCount() is more than `1`.
           * @requires_gl42 Extension @gl_extension{ARB,base_instance} if
           *      @ref baseInstance() is not `0`.
           * @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
           *      @gl_extension{EXT,instanced_arrays},
           *      @gl_extension{EXT,draw_instanced},
           *      @gl_extension{NV,instanced_arrays},
           *      @gl_extension{NV,draw_instanced} in OpenGL ES 2.0 if
           *      @ref instanceCount() is more than `1`.
           * @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
           *      in WebGL 1.0 if @ref instanceCount() is more than `1`.
           * @requires_gl Specifying base vertex for indexed meshes is not
           *      available in OpenGL ES or WebGL.
           */
          Mesh& draw(AbstractShaderProgram& shader);
          Mesh& draw(AbstractShaderProgram&& shader) {
              return draw(shader);
          } /**< @overload */
  
          #ifndef MAGNUM_TARGET_GLES
          /**
           * @brief Draw the mesh with vertices coming out of transform feedback
           * @param shader    Shader to use for drawing
           * @param xfb       Transform feedback to use for vertex count
           * @param stream    Transform feedback stream ID
           * @return Reference to self (for method chaining)
           *
           * Expects that the @p shader is compatible with this mesh, is fully
           * set up and that the output buffer(s) from @p xfb are used as vertex
           * buffers in this mesh. Everything set by @ref setCount(),
           * @ref setBaseInstance(), @ref setBaseVertex() and @ref setIndexBuffer()
           * is ignored, the mesh is drawn as non-indexed and the vertex count is
           * taken from the @p xfb object. If @p stream is @cpp 0 @ce, non-stream
           * draw command is used. If @gl_extension{ARB,vertex_array_object} (part
           * of OpenGL 3.0) is available, the associated vertex array object is
           * bound instead of setting up the mesh from scratch.
           * @see @ref setInstanceCount(), @ref draw(AbstractShaderProgram&),
           *      @ref MeshView::draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt),
           *      @fn_gl_keyword{UseProgram}, @fn_gl_keyword{EnableVertexAttribArray},
           *      @fn_gl{BindBuffer}, @fn_gl_keyword{VertexAttribPointer},
           *      @fn_gl_keyword{DisableVertexAttribArray} or @fn_gl_keyword{BindVertexArray},
           *      @fn_gl_keyword{DrawTransformFeedback}/@fn_gl_keyword{DrawTransformFeedbackInstanced} or
           *      @fn_gl_keyword{DrawTransformFeedbackStream}/@fn_gl_keyword{DrawTransformFeedbackStreamInstanced}
           * @requires_gl40 Extension @gl_extension{ARB,transform_feedback2}
           * @requires_gl40 Extension @gl_extension{ARB,transform_feedback3} if
           *      @p stream is not `0`
           * @requires_gl42 Extension @gl_extension{ARB,transform_feedback_instanced}
           *      if @ref instanceCount() is more than `1`.
           */
          Mesh& draw(AbstractShaderProgram& shader, TransformFeedback& xfb, UnsignedInt stream = 0);
          Mesh& draw(AbstractShaderProgram&& shader, TransformFeedback& xfb, UnsignedInt stream = 0) {
              return draw(shader, xfb, stream);
          } /**< @overload */
          #endif
  
      private:
          struct MAGNUM_GL_LOCAL AttributeLayout;
  
          explicit Mesh(GLuint id, MeshPrimitive primitive, ObjectFlags flags);
  
          void MAGNUM_GL_LOCAL createIfNotAlready();
  
          #ifndef MAGNUM_TARGET_WEBGL
          Mesh& setLabelInternal(Containers::ArrayView<const char> label);
          #endif
  
          /* Computing stride of interleaved vertex attributes */
          template<UnsignedInt location, class T, class ...U> static GLsizei strideOfInterleaved(const Attribute<location, T>& attribute, const U&... attributes) {
              return attribute.vectorSize()*Attribute<location, T>::VectorCount + strideOfInterleaved(attributes...);
          }
          template<class ...T> static GLsizei strideOfInterleaved(GLintptr gap, const T&... attributes) {
              return gap + strideOfInterleaved(attributes...);
          }
          static GLsizei strideOfInterleaved() { return 0; }
  
          /* Adding interleaved vertex attributes */
          template<UnsignedInt location, class T, class ...U> void addVertexBufferInternal(Buffer& buffer, GLintptr offset, GLsizei stride, GLuint divisor, const Attribute<location, T>& attribute, const U&... attributes) {
              addVertexAttribute(buffer, attribute, offset, stride, divisor);
  
              /* Add size of this attribute to offset for next attribute */
              addVertexBufferInternal(buffer, offset+attribute.vectorSize()*Attribute<location, T>::VectorCount, stride, divisor, attributes...);
          }
          template<class ...T> void addVertexBufferInternal(Buffer& buffer, GLintptr offset, GLsizei stride, GLuint divisor, GLintptr gap, const T&... attributes) {
              /* Add the gap to offset for next attribute */
              addVertexBufferInternal(buffer, offset+gap, stride, divisor, attributes...);
          }
          void addVertexBufferInternal(Buffer&, GLintptr, GLsizei, GLuint) {}
  
          template<UnsignedInt location, class T> void addVertexAttribute(typename std::enable_if<std::is_same<typename Implementation::Attribute<T>::ScalarType, Float>::value, Buffer&>::type buffer, const Attribute<location, T>& attribute, GLintptr offset, GLsizei stride, GLuint divisor) {
              for(UnsignedInt i = 0; i != Attribute<location, T>::VectorCount; ++i)
                  attributePointerInternal(buffer,
                      location+i,
                      GLint(attribute.components()),
                      GLenum(attribute.dataType()),
                      attribute.dataOptions() & Attribute<location, T>::DataOption::Normalized ? DynamicAttribute::Kind::GenericNormalized : DynamicAttribute::Kind::Generic,
                      GLintptr(offset+i*attribute.vectorSize()),
                      stride,
                      divisor);
          }
  
          #ifndef MAGNUM_TARGET_GLES2
          template<UnsignedInt location, class T> void addVertexAttribute(typename std::enable_if<std::is_integral<typename Implementation::Attribute<T>::ScalarType>::value, Buffer&>::type buffer, const Attribute<location, T>& attribute, GLintptr offset, GLsizei stride, GLuint divisor) {
              attributePointerInternal(buffer,
                  location,
                  GLint(attribute.components()),
                  GLenum(attribute.dataType()),
                  DynamicAttribute::Kind::Integral,
                  offset,
                  stride,
                  divisor);
          }
  
          #ifndef MAGNUM_TARGET_GLES
          template<UnsignedInt location, class T> void addVertexAttribute(typename std::enable_if<std::is_same<typename Implementation::Attribute<T>::ScalarType, Double>::value, Buffer&>::type buffer, const Attribute<location, T>& attribute, GLintptr offset, GLsizei stride, GLuint divisor) {
              for(UnsignedInt i = 0; i != Attribute<location, T>::VectorCount; ++i)
                  attributePointerInternal(buffer,
                      location+i,
                      GLint(attribute.components()),
                      GLenum(attribute.dataType()),
                      DynamicAttribute::Kind::Long,
                      GLintptr(offset+i*attribute.vectorSize()),
                      stride,
                      divisor);
          }
          #endif
          #endif
  
          /* Unconditionally binds a specified VAO and updates the state tracker.
             Used also in Buffer::bindSomewhereInternal() and Context::resetState(). */
          static void MAGNUM_GL_LOCAL bindVAOImplementationDefault(GLuint id);
          static void MAGNUM_GL_LOCAL bindVAOImplementationVAO(GLuint id);
  
          void MAGNUM_GL_LOCAL bindVAO();
  
          #ifndef MAGNUM_TARGET_GLES
          void drawInternal(Int count, Int baseVertex, Int instanceCount, UnsignedInt baseInstance, GLintptr indexOffset, Int indexStart, Int indexEnd);
          #elif !defined(MAGNUM_TARGET_GLES2)
          void drawInternal(Int count, Int baseVertex, Int instanceCount, GLintptr indexOffset, Int indexStart, Int indexEnd);
          #else
          void drawInternal(Int count, Int baseVertex, Int instanceCount, GLintptr indexOffset);
          #endif
  
          #ifndef MAGNUM_TARGET_GLES
          void drawInternal(TransformFeedback& xfb, UnsignedInt stream, Int instanceCount);
          #endif
  
          void MAGNUM_GL_LOCAL createImplementationDefault(bool);
          void MAGNUM_GL_LOCAL createImplementationVAO(bool createObject);
          #ifndef MAGNUM_TARGET_GLES
          void MAGNUM_GL_LOCAL createImplementationVAODSA(bool createObject);
          #endif
  
          void MAGNUM_GL_LOCAL moveConstructImplementationDefault(Mesh&& other);
          void MAGNUM_GL_LOCAL moveConstructImplementationVAO(Mesh&& other);
          void MAGNUM_GL_LOCAL moveAssignImplementationDefault(Mesh&& other);
          void MAGNUM_GL_LOCAL moveAssignImplementationVAO(Mesh&& other);
  
          void MAGNUM_GL_LOCAL destroyImplementationDefault(bool);
          void MAGNUM_GL_LOCAL destroyImplementationVAO(bool deleteObject);
  
          void attributePointerInternal(const Buffer& buffer, GLuint location, GLint size, GLenum type, DynamicAttribute::Kind kind, GLintptr offset, GLsizei stride, GLuint divisor);
          void MAGNUM_GL_LOCAL attributePointerInternal(AttributeLayout&& attribute);
          void MAGNUM_GL_LOCAL attributePointerImplementationDefault(AttributeLayout&& attribute);
          void MAGNUM_GL_LOCAL attributePointerImplementationVAO(AttributeLayout&& attribute);
          #ifndef MAGNUM_TARGET_GLES
          void MAGNUM_GL_LOCAL attributePointerImplementationVAODSA(AttributeLayout&& attribute);
          #ifdef CORRADE_TARGET_WINDOWS
          void MAGNUM_GL_LOCAL attributePointerImplementationVAODSAIntelWindows(AttributeLayout&& attribute);
          #endif
          #endif
          void MAGNUM_GL_LOCAL vertexAttribPointer(AttributeLayout& attribute);
  
          #ifndef MAGNUM_TARGET_GLES
          void MAGNUM_GL_LOCAL vertexAttribDivisorImplementationVAO(GLuint index, GLuint divisor);
          void MAGNUM_GL_LOCAL vertexAttribDivisorImplementationVAODSA(GLuint index, GLuint divisor);
          #elif defined(MAGNUM_TARGET_GLES2)
          void MAGNUM_GL_LOCAL vertexAttribDivisorImplementationANGLE(GLuint index, GLuint divisor);
          #ifndef MAGNUM_TARGET_WEBGL
          void MAGNUM_GL_LOCAL vertexAttribDivisorImplementationEXT(GLuint index, GLuint divisor);
          void MAGNUM_GL_LOCAL vertexAttribDivisorImplementationNV(GLuint index, GLuint divisor);
          #endif
          #endif
  
          void acquireVertexBuffer(Buffer&& buffer);
          void MAGNUM_GL_LOCAL acquireVertexBufferImplementationDefault(Buffer&& buffer);
          void MAGNUM_GL_LOCAL acquireVertexBufferImplementationVAO(Buffer&& buffer);
  
          void MAGNUM_GL_LOCAL bindIndexBufferImplementationDefault(Buffer&);
          void MAGNUM_GL_LOCAL bindIndexBufferImplementationVAO(Buffer& buffer);
          #ifndef MAGNUM_TARGET_GLES
          void MAGNUM_GL_LOCAL bindIndexBufferImplementationVAODSA(Buffer& buffer);
          #endif
  
          void MAGNUM_GL_LOCAL bindImplementationDefault();
          void MAGNUM_GL_LOCAL bindImplementationVAO();
  
          void MAGNUM_GL_LOCAL unbindImplementationDefault();
          void MAGNUM_GL_LOCAL unbindImplementationVAO();
  
          #ifdef MAGNUM_TARGET_GLES2
          void MAGNUM_GL_LOCAL drawArraysInstancedImplementationANGLE(GLint baseVertex, GLsizei count, GLsizei instanceCount);
          #ifndef MAGNUM_TARGET_WEBGL
          void MAGNUM_GL_LOCAL drawArraysInstancedImplementationEXT(GLint baseVertex, GLsizei count, GLsizei instanceCount);
          void MAGNUM_GL_LOCAL drawArraysInstancedImplementationNV(GLint baseVertex, GLsizei count, GLsizei instanceCount);
          #endif
  
          void MAGNUM_GL_LOCAL drawElementsInstancedImplementationANGLE(GLsizei count, GLintptr indexOffset, GLsizei instanceCount);
          #ifndef MAGNUM_TARGET_WEBGL
          void MAGNUM_GL_LOCAL drawElementsInstancedImplementationEXT(GLsizei count, GLintptr indexOffset, GLsizei instanceCount);
          void MAGNUM_GL_LOCAL drawElementsInstancedImplementationNV(GLsizei count, GLintptr indexOffset, GLsizei instanceCount);
          #endif
          #endif
  
          /* _id, _primitive, _flags set from constructors */
          GLuint _id;
          MeshPrimitive _primitive;
          ObjectFlags _flags;
          /* using a separate bool for _count instead of Optional to make use of
             the 3-byte gap after _flags */
          bool _countSet{};
          /* Whether the _attributes storage was constructed (it's not when the
             object is constructed using NoCreate). Also fits in the gap. */
          bool _constructed{};
          Int _count{}, _baseVertex{}, _instanceCount{1};
          #ifndef MAGNUM_TARGET_GLES
          UnsignedInt _baseInstance{};
          #endif
          #ifndef MAGNUM_TARGET_GLES2
          UnsignedInt _indexStart{}, _indexEnd{};
          #endif
          GLintptr _indexOffset{};
          MeshIndexType _indexType{};
          Buffer _indexBuffer{NoCreate};
  
          /* Storage for either std::vector<AttributeLayout> (in case of no VAOs)
             or std::vector<Buffer> (in case of VAOs). 4 pointers should be one
             pointer more than enough. */
          struct { std::intptr_t data[4]; } _attributes;
  };
  
  /** @debugoperatorenum{MeshPrimitive} */
  MAGNUM_GL_EXPORT Debug& operator<<(Debug& debug, MeshPrimitive value);
  
  /** @debugoperatorenum{MeshIndexType} */
  MAGNUM_GL_EXPORT Debug& operator<<(Debug& debug, MeshIndexType value);
  
  inline GLuint Mesh::release() {
      const GLuint id = _id;
      _id = 0;
      return id;
  }
  
  }}
  
  #endif
  