'''Autogenerated by xml_generate script, do not edit!''' from OpenGL import platform as _p, arrays # Code generation uses this from OpenGL.raw.GL import _types as _cs # End users want this... from OpenGL.raw.GL._types import * from OpenGL.raw.GL import _errors from OpenGL.constant import Constant as _C import ctypes _EXTENSION_NAME = 'GL_VERSION_GL_4_0' def _f( function ): return _p.createFunction( function,_p.PLATFORM.GL,'GL_VERSION_GL_4_0',error_checker=_errors._error_checker) GL_ACTIVE_SUBROUTINES=_C('GL_ACTIVE_SUBROUTINES',0x8DE5) GL_ACTIVE_SUBROUTINE_MAX_LENGTH=_C('GL_ACTIVE_SUBROUTINE_MAX_LENGTH',0x8E48) GL_ACTIVE_SUBROUTINE_UNIFORMS=_C('GL_ACTIVE_SUBROUTINE_UNIFORMS',0x8DE6) GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS=_C('GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS',0x8E47) GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH=_C('GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH',0x8E49) GL_COMPATIBLE_SUBROUTINES=_C('GL_COMPATIBLE_SUBROUTINES',0x8E4B) GL_DOUBLE_MAT2=_C('GL_DOUBLE_MAT2',0x8F46) GL_DOUBLE_MAT2x3=_C('GL_DOUBLE_MAT2x3',0x8F49) GL_DOUBLE_MAT2x4=_C('GL_DOUBLE_MAT2x4',0x8F4A) GL_DOUBLE_MAT3=_C('GL_DOUBLE_MAT3',0x8F47) GL_DOUBLE_MAT3x2=_C('GL_DOUBLE_MAT3x2',0x8F4B) GL_DOUBLE_MAT3x4=_C('GL_DOUBLE_MAT3x4',0x8F4C) GL_DOUBLE_MAT4=_C('GL_DOUBLE_MAT4',0x8F48) GL_DOUBLE_MAT4x2=_C('GL_DOUBLE_MAT4x2',0x8F4D) GL_DOUBLE_MAT4x3=_C('GL_DOUBLE_MAT4x3',0x8F4E) GL_DOUBLE_VEC2=_C('GL_DOUBLE_VEC2',0x8FFC) GL_DOUBLE_VEC3=_C('GL_DOUBLE_VEC3',0x8FFD) GL_DOUBLE_VEC4=_C('GL_DOUBLE_VEC4',0x8FFE) GL_DRAW_INDIRECT_BUFFER=_C('GL_DRAW_INDIRECT_BUFFER',0x8F3F) GL_DRAW_INDIRECT_BUFFER_BINDING=_C('GL_DRAW_INDIRECT_BUFFER_BINDING',0x8F43) GL_FRACTIONAL_EVEN=_C('GL_FRACTIONAL_EVEN',0x8E7C) GL_FRACTIONAL_ODD=_C('GL_FRACTIONAL_ODD',0x8E7B) GL_FRAGMENT_INTERPOLATION_OFFSET_BITS=_C('GL_FRAGMENT_INTERPOLATION_OFFSET_BITS',0x8E5D) GL_GEOMETRY_SHADER_INVOCATIONS=_C('GL_GEOMETRY_SHADER_INVOCATIONS',0x887F) GL_INT_SAMPLER_CUBE_MAP_ARRAY=_C('GL_INT_SAMPLER_CUBE_MAP_ARRAY',0x900E) GL_ISOLINES=_C('GL_ISOLINES',0x8E7A) GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS=_C('GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS',0x8E1E) GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS=_C('GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS',0x8E1F) GL_MAX_FRAGMENT_INTERPOLATION_OFFSET=_C('GL_MAX_FRAGMENT_INTERPOLATION_OFFSET',0x8E5C) GL_MAX_GEOMETRY_SHADER_INVOCATIONS=_C('GL_MAX_GEOMETRY_SHADER_INVOCATIONS',0x8E5A) GL_MAX_PATCH_VERTICES=_C('GL_MAX_PATCH_VERTICES',0x8E7D) GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET=_C('GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET',0x8E5F) GL_MAX_SUBROUTINES=_C('GL_MAX_SUBROUTINES',0x8DE7) GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS=_C('GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS',0x8DE8) GL_MAX_TESS_CONTROL_INPUT_COMPONENTS=_C('GL_MAX_TESS_CONTROL_INPUT_COMPONENTS',0x886C) GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS=_C('GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS',0x8E83) GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS=_C('GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS',0x8E81) GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS=_C('GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS',0x8E85) GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS=_C('GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS',0x8E89) GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS=_C('GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS',0x8E7F) GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS=_C('GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS',0x886D) GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS=_C('GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS',0x8E86) GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS=_C('GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS',0x8E82) GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS=_C('GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS',0x8E8A) GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS=_C('GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS',0x8E80) GL_MAX_TESS_GEN_LEVEL=_C('GL_MAX_TESS_GEN_LEVEL',0x8E7E) GL_MAX_TESS_PATCH_COMPONENTS=_C('GL_MAX_TESS_PATCH_COMPONENTS',0x8E84) GL_MAX_TRANSFORM_FEEDBACK_BUFFERS=_C('GL_MAX_TRANSFORM_FEEDBACK_BUFFERS',0x8E70) GL_MAX_VERTEX_STREAMS=_C('GL_MAX_VERTEX_STREAMS',0x8E71) GL_MAX_VERTEX_STREAMS=_C('GL_MAX_VERTEX_STREAMS',0x8E71) GL_MIN_FRAGMENT_INTERPOLATION_OFFSET=_C('GL_MIN_FRAGMENT_INTERPOLATION_OFFSET',0x8E5B) GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET=_C('GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET',0x8E5E) GL_MIN_SAMPLE_SHADING_VALUE=_C('GL_MIN_SAMPLE_SHADING_VALUE',0x8C37) GL_NUM_COMPATIBLE_SUBROUTINES=_C('GL_NUM_COMPATIBLE_SUBROUTINES',0x8E4A) GL_PATCHES=_C('GL_PATCHES',0x000E) GL_PATCH_DEFAULT_INNER_LEVEL=_C('GL_PATCH_DEFAULT_INNER_LEVEL',0x8E73) GL_PATCH_DEFAULT_OUTER_LEVEL=_C('GL_PATCH_DEFAULT_OUTER_LEVEL',0x8E74) GL_PATCH_VERTICES=_C('GL_PATCH_VERTICES',0x8E72) GL_PROXY_TEXTURE_CUBE_MAP_ARRAY=_C('GL_PROXY_TEXTURE_CUBE_MAP_ARRAY',0x900B) GL_QUADS=_C('GL_QUADS',0x0007) GL_SAMPLER_CUBE_MAP_ARRAY=_C('GL_SAMPLER_CUBE_MAP_ARRAY',0x900C) GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW=_C('GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW',0x900D) GL_SAMPLE_SHADING=_C('GL_SAMPLE_SHADING',0x8C36) GL_TESS_CONTROL_OUTPUT_VERTICES=_C('GL_TESS_CONTROL_OUTPUT_VERTICES',0x8E75) GL_TESS_CONTROL_SHADER=_C('GL_TESS_CONTROL_SHADER',0x8E88) GL_TESS_EVALUATION_SHADER=_C('GL_TESS_EVALUATION_SHADER',0x8E87) GL_TESS_GEN_MODE=_C('GL_TESS_GEN_MODE',0x8E76) GL_TESS_GEN_POINT_MODE=_C('GL_TESS_GEN_POINT_MODE',0x8E79) GL_TESS_GEN_SPACING=_C('GL_TESS_GEN_SPACING',0x8E77) GL_TESS_GEN_VERTEX_ORDER=_C('GL_TESS_GEN_VERTEX_ORDER',0x8E78) GL_TEXTURE_BINDING_CUBE_MAP_ARRAY=_C('GL_TEXTURE_BINDING_CUBE_MAP_ARRAY',0x900A) GL_TEXTURE_CUBE_MAP_ARRAY=_C('GL_TEXTURE_CUBE_MAP_ARRAY',0x9009) GL_TRANSFORM_FEEDBACK=_C('GL_TRANSFORM_FEEDBACK',0x8E22) GL_TRANSFORM_FEEDBACK_BINDING=_C('GL_TRANSFORM_FEEDBACK_BINDING',0x8E25) GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE=_C('GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE',0x8E24) GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED=_C('GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED',0x8E23) GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER=_C('GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER',0x84F0) GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER=_C('GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER',0x84F1) GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY=_C('GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY',0x900F) @_f @_p.types(None,_cs.GLenum,_cs.GLuint,_cs.GLuint) def glBeginQueryIndexed(target,index,id):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint) def glBindTransformFeedback(target,id):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLenum) def glBlendEquationSeparatei(buf,modeRGB,modeAlpha):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum) def glBlendEquationi(buf,mode):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLenum,_cs.GLenum,_cs.GLenum) def glBlendFuncSeparatei(buf,srcRGB,dstRGB,srcAlpha,dstAlpha):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLenum) def glBlendFunci(buf,src,dst):pass @_f @_p.types(None,_cs.GLsizei,arrays.GLuintArray) def glDeleteTransformFeedbacks(n,ids):pass @_f @_p.types(None,_cs.GLenum,ctypes.c_void_p) def glDrawArraysIndirect(mode,indirect):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,ctypes.c_void_p) def glDrawElementsIndirect(mode,type,indirect):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint) def glDrawTransformFeedback(mode,id):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint,_cs.GLuint) def glDrawTransformFeedbackStream(mode,id,stream):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint) def glEndQueryIndexed(target,index):pass @_f @_p.types(None,_cs.GLsizei,arrays.GLuintArray) def glGenTransformFeedbacks(n,ids):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLuint,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLcharArray) def glGetActiveSubroutineName(program,shadertype,index,bufsize,length,name):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLuint,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLcharArray) def glGetActiveSubroutineUniformName(program,shadertype,index,bufsize,length,name):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLuint,_cs.GLenum,arrays.GLintArray) def glGetActiveSubroutineUniformiv(program,shadertype,index,pname,values):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glGetProgramStageiv(program,shadertype,pname,values):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint,_cs.GLenum,arrays.GLintArray) def glGetQueryIndexediv(target,index,pname,params):pass @_f @_p.types(_cs.GLuint,_cs.GLuint,_cs.GLenum,arrays.GLcharArray) def glGetSubroutineIndex(program,shadertype,name):pass @_f @_p.types(_cs.GLint,_cs.GLuint,_cs.GLenum,arrays.GLcharArray) def glGetSubroutineUniformLocation(program,shadertype,name):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint,arrays.GLuintArray) def glGetUniformSubroutineuiv(shadertype,location,params):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,arrays.GLdoubleArray) def glGetUniformdv(program,location,params):pass @_f @_p.types(_cs.GLboolean,_cs.GLuint) def glIsTransformFeedback(id):pass @_f @_p.types(None,_cs.GLfloat) def glMinSampleShading(value):pass @_f @_p.types(None,_cs.GLenum,arrays.GLfloatArray) def glPatchParameterfv(pname,values):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint) def glPatchParameteri(pname,value):pass @_f @_p.types(None,) def glPauseTransformFeedback():pass @_f @_p.types(None,) def glResumeTransformFeedback():pass @_f @_p.types(None,_cs.GLint,_cs.GLdouble) def glUniform1d(location,x):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray) def glUniform1dv(location,count,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLdouble,_cs.GLdouble) def glUniform2d(location,x,y):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray) def glUniform2dv(location,count,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glUniform3d(location,x,y,z):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray) def glUniform3dv(location,count,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glUniform4d(location,x,y,z,w):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray) def glUniform4dv(location,count,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray) def glUniformMatrix2dv(location,count,transpose,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray) def glUniformMatrix2x3dv(location,count,transpose,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray) def glUniformMatrix2x4dv(location,count,transpose,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray) def glUniformMatrix3dv(location,count,transpose,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray) def glUniformMatrix3x2dv(location,count,transpose,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray) def glUniformMatrix3x4dv(location,count,transpose,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray) def glUniformMatrix4dv(location,count,transpose,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray) def glUniformMatrix4x2dv(location,count,transpose,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray) def glUniformMatrix4x3dv(location,count,transpose,value):pass @_f @_p.types(None,_cs.GLenum,_cs.GLsizei,arrays.GLuintArray) def glUniformSubroutinesuiv(shadertype,count,indices):pass