'''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_6' def _f( function ): return _p.createFunction( function,_p.PLATFORM.GL,'GL_VERSION_GL_4_6',error_checker=_errors._error_checker) GL_CLIPPING_INPUT_PRIMITIVES=_C('GL_CLIPPING_INPUT_PRIMITIVES',0x82F6) GL_CLIPPING_OUTPUT_PRIMITIVES=_C('GL_CLIPPING_OUTPUT_PRIMITIVES',0x82F7) GL_COMPUTE_SHADER_INVOCATIONS=_C('GL_COMPUTE_SHADER_INVOCATIONS',0x82F5) GL_CONTEXT_FLAG_NO_ERROR_BIT=_C('GL_CONTEXT_FLAG_NO_ERROR_BIT',0x00000008) GL_CONTEXT_RELEASE_BEHAVIOR=_C('GL_CONTEXT_RELEASE_BEHAVIOR',0x82FB) GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH=_C('GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH',0x82FC) GL_FRAGMENT_SHADER_INVOCATIONS=_C('GL_FRAGMENT_SHADER_INVOCATIONS',0x82F4) GL_GEOMETRY_SHADER_INVOCATIONS=_C('GL_GEOMETRY_SHADER_INVOCATIONS',0x887F) GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED=_C('GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED',0x82F3) GL_MAX_TEXTURE_MAX_ANISOTROPY=_C('GL_MAX_TEXTURE_MAX_ANISOTROPY',0x84FF) GL_NONE=_C('GL_NONE',0) GL_NUM_SPIR_V_EXTENSIONS=_C('GL_NUM_SPIR_V_EXTENSIONS',0x9554) GL_PARAMETER_BUFFER=_C('GL_PARAMETER_BUFFER',0x80EE) GL_PARAMETER_BUFFER_BINDING=_C('GL_PARAMETER_BUFFER_BINDING',0x80EF) GL_POLYGON_OFFSET_CLAMP=_C('GL_POLYGON_OFFSET_CLAMP',0x8E1B) GL_PRIMITIVES_SUBMITTED=_C('GL_PRIMITIVES_SUBMITTED',0x82EF) GL_SHADER_BINARY_FORMAT_SPIR_V=_C('GL_SHADER_BINARY_FORMAT_SPIR_V',0x9551) GL_SPIR_V_BINARY=_C('GL_SPIR_V_BINARY',0x9552) GL_SPIR_V_EXTENSIONS=_C('GL_SPIR_V_EXTENSIONS',0x9553) GL_TESS_CONTROL_SHADER_PATCHES=_C('GL_TESS_CONTROL_SHADER_PATCHES',0x82F1) GL_TESS_EVALUATION_SHADER_INVOCATIONS=_C('GL_TESS_EVALUATION_SHADER_INVOCATIONS',0x82F2) GL_TEXTURE_MAX_ANISOTROPY=_C('GL_TEXTURE_MAX_ANISOTROPY',0x84FE) GL_TRANSFORM_FEEDBACK_OVERFLOW=_C('GL_TRANSFORM_FEEDBACK_OVERFLOW',0x82EC) GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW=_C('GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW',0x82ED) GL_VERTEX_SHADER_INVOCATIONS=_C('GL_VERTEX_SHADER_INVOCATIONS',0x82F0) GL_VERTICES_SUBMITTED=_C('GL_VERTICES_SUBMITTED',0x82EE) @_f @_p.types(None,_cs.GLenum,ctypes.c_void_p,_cs.GLintptr,_cs.GLsizei,_cs.GLsizei) def glMultiDrawArraysIndirectCount(mode,indirect,drawcount,maxdrawcount,stride):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,ctypes.c_void_p,_cs.GLintptr,_cs.GLsizei,_cs.GLsizei) def glMultiDrawElementsIndirectCount(mode,type,indirect,drawcount,maxdrawcount,stride):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glPolygonOffsetClamp(factor,units,clamp):pass @_f @_p.types(None,_cs.GLuint,arrays.GLcharArray,_cs.GLuint,arrays.GLuintArray,arrays.GLuintArray) def glSpecializeShader(shader,pEntryPoint,numSpecializationConstants,pConstantIndex,pConstantValue):pass