'''Autogenerated by xml_generate script, do not edit!''' from OpenGL import platform as _p, arrays # Code generation uses this from OpenGL.raw.GLES3 import _types as _cs # End users want this... from OpenGL.raw.GLES3._types import * from OpenGL.raw.GLES3 import _errors from OpenGL.constant import Constant as _C import ctypes _EXTENSION_NAME = 'GLES3_VERSION_GLES3_3_1' def _f( function ): return _p.createFunction( function,_p.PLATFORM.GLES3,'GLES3_VERSION_GLES3_3_1',error_checker=_errors._error_checker) GL_ACTIVE_ATOMIC_COUNTER_BUFFERS=_C('GL_ACTIVE_ATOMIC_COUNTER_BUFFERS',0x92D9) GL_ACTIVE_PROGRAM=_C('GL_ACTIVE_PROGRAM',0x8259) GL_ACTIVE_RESOURCES=_C('GL_ACTIVE_RESOURCES',0x92F5) GL_ACTIVE_VARIABLES=_C('GL_ACTIVE_VARIABLES',0x9305) GL_ALL_BARRIER_BITS=_C('GL_ALL_BARRIER_BITS',0xFFFFFFFF) GL_ALL_SHADER_BITS=_C('GL_ALL_SHADER_BITS',0xFFFFFFFF) GL_ARRAY_SIZE=_C('GL_ARRAY_SIZE',0x92FB) GL_ARRAY_STRIDE=_C('GL_ARRAY_STRIDE',0x92FE) GL_ATOMIC_COUNTER_BARRIER_BIT=_C('GL_ATOMIC_COUNTER_BARRIER_BIT',0x00001000) GL_ATOMIC_COUNTER_BUFFER=_C('GL_ATOMIC_COUNTER_BUFFER',0x92C0) GL_ATOMIC_COUNTER_BUFFER=_C('GL_ATOMIC_COUNTER_BUFFER',0x92C0) GL_ATOMIC_COUNTER_BUFFER_BINDING=_C('GL_ATOMIC_COUNTER_BUFFER_BINDING',0x92C1) GL_ATOMIC_COUNTER_BUFFER_INDEX=_C('GL_ATOMIC_COUNTER_BUFFER_INDEX',0x9301) GL_ATOMIC_COUNTER_BUFFER_SIZE=_C('GL_ATOMIC_COUNTER_BUFFER_SIZE',0x92C3) GL_ATOMIC_COUNTER_BUFFER_START=_C('GL_ATOMIC_COUNTER_BUFFER_START',0x92C2) GL_BLOCK_INDEX=_C('GL_BLOCK_INDEX',0x92FD) GL_BUFFER_BINDING=_C('GL_BUFFER_BINDING',0x9302) GL_BUFFER_DATA_SIZE=_C('GL_BUFFER_DATA_SIZE',0x9303) GL_BUFFER_UPDATE_BARRIER_BIT=_C('GL_BUFFER_UPDATE_BARRIER_BIT',0x00000200) GL_BUFFER_VARIABLE=_C('GL_BUFFER_VARIABLE',0x92E5) GL_COMMAND_BARRIER_BIT=_C('GL_COMMAND_BARRIER_BIT',0x00000040) GL_COMPUTE_SHADER=_C('GL_COMPUTE_SHADER',0x91B9) GL_COMPUTE_SHADER_BIT=_C('GL_COMPUTE_SHADER_BIT',0x00000020) GL_COMPUTE_WORK_GROUP_SIZE=_C('GL_COMPUTE_WORK_GROUP_SIZE',0x8267) GL_DEPTH_STENCIL_TEXTURE_MODE=_C('GL_DEPTH_STENCIL_TEXTURE_MODE',0x90EA) GL_DISPATCH_INDIRECT_BUFFER=_C('GL_DISPATCH_INDIRECT_BUFFER',0x90EE) GL_DISPATCH_INDIRECT_BUFFER_BINDING=_C('GL_DISPATCH_INDIRECT_BUFFER_BINDING',0x90EF) GL_DRAW_INDIRECT_BUFFER=_C('GL_DRAW_INDIRECT_BUFFER',0x8F3F) GL_DRAW_INDIRECT_BUFFER_BINDING=_C('GL_DRAW_INDIRECT_BUFFER_BINDING',0x8F43) GL_ELEMENT_ARRAY_BARRIER_BIT=_C('GL_ELEMENT_ARRAY_BARRIER_BIT',0x00000002) GL_FRAGMENT_SHADER_BIT=_C('GL_FRAGMENT_SHADER_BIT',0x00000002) GL_FRAMEBUFFER_BARRIER_BIT=_C('GL_FRAMEBUFFER_BARRIER_BIT',0x00000400) GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS=_C('GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS',0x9314) GL_FRAMEBUFFER_DEFAULT_HEIGHT=_C('GL_FRAMEBUFFER_DEFAULT_HEIGHT',0x9311) GL_FRAMEBUFFER_DEFAULT_SAMPLES=_C('GL_FRAMEBUFFER_DEFAULT_SAMPLES',0x9313) GL_FRAMEBUFFER_DEFAULT_WIDTH=_C('GL_FRAMEBUFFER_DEFAULT_WIDTH',0x9310) GL_IMAGE_2D=_C('GL_IMAGE_2D',0x904D) GL_IMAGE_2D_ARRAY=_C('GL_IMAGE_2D_ARRAY',0x9053) GL_IMAGE_3D=_C('GL_IMAGE_3D',0x904E) GL_IMAGE_BINDING_ACCESS=_C('GL_IMAGE_BINDING_ACCESS',0x8F3E) GL_IMAGE_BINDING_FORMAT=_C('GL_IMAGE_BINDING_FORMAT',0x906E) GL_IMAGE_BINDING_LAYER=_C('GL_IMAGE_BINDING_LAYER',0x8F3D) GL_IMAGE_BINDING_LAYERED=_C('GL_IMAGE_BINDING_LAYERED',0x8F3C) GL_IMAGE_BINDING_LEVEL=_C('GL_IMAGE_BINDING_LEVEL',0x8F3B) GL_IMAGE_BINDING_NAME=_C('GL_IMAGE_BINDING_NAME',0x8F3A) GL_IMAGE_CUBE=_C('GL_IMAGE_CUBE',0x9050) GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS=_C('GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS',0x90C9) GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE=_C('GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE',0x90C8) GL_IMAGE_FORMAT_COMPATIBILITY_TYPE=_C('GL_IMAGE_FORMAT_COMPATIBILITY_TYPE',0x90C7) GL_INT_IMAGE_2D=_C('GL_INT_IMAGE_2D',0x9058) GL_INT_IMAGE_2D_ARRAY=_C('GL_INT_IMAGE_2D_ARRAY',0x905E) GL_INT_IMAGE_3D=_C('GL_INT_IMAGE_3D',0x9059) GL_INT_IMAGE_CUBE=_C('GL_INT_IMAGE_CUBE',0x905B) GL_INT_SAMPLER_2D_MULTISAMPLE=_C('GL_INT_SAMPLER_2D_MULTISAMPLE',0x9109) GL_IS_ROW_MAJOR=_C('GL_IS_ROW_MAJOR',0x9300) GL_LOCATION=_C('GL_LOCATION',0x930E) GL_MATRIX_STRIDE=_C('GL_MATRIX_STRIDE',0x92FF) GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS=_C('GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS',0x92DC) GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE=_C('GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE',0x92D8) GL_MAX_COLOR_TEXTURE_SAMPLES=_C('GL_MAX_COLOR_TEXTURE_SAMPLES',0x910E) GL_MAX_COMBINED_ATOMIC_COUNTERS=_C('GL_MAX_COMBINED_ATOMIC_COUNTERS',0x92D7) GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS=_C('GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS',0x92D1) GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS=_C('GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS',0x8266) GL_MAX_COMBINED_IMAGE_UNIFORMS=_C('GL_MAX_COMBINED_IMAGE_UNIFORMS',0x90CF) GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES=_C('GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES',0x8F39) GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS=_C('GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS',0x90DC) GL_MAX_COMPUTE_ATOMIC_COUNTERS=_C('GL_MAX_COMPUTE_ATOMIC_COUNTERS',0x8265) GL_MAX_COMPUTE_ATOMIC_COUNTERS=_C('GL_MAX_COMPUTE_ATOMIC_COUNTERS',0x8265) GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS=_C('GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS',0x8264) GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS=_C('GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS',0x8264) GL_MAX_COMPUTE_IMAGE_UNIFORMS=_C('GL_MAX_COMPUTE_IMAGE_UNIFORMS',0x91BD) GL_MAX_COMPUTE_IMAGE_UNIFORMS=_C('GL_MAX_COMPUTE_IMAGE_UNIFORMS',0x91BD) GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS=_C('GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS',0x90DB) GL_MAX_COMPUTE_SHARED_MEMORY_SIZE=_C('GL_MAX_COMPUTE_SHARED_MEMORY_SIZE',0x8262) GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS=_C('GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS',0x91BC) GL_MAX_COMPUTE_UNIFORM_BLOCKS=_C('GL_MAX_COMPUTE_UNIFORM_BLOCKS',0x91BB) GL_MAX_COMPUTE_UNIFORM_COMPONENTS=_C('GL_MAX_COMPUTE_UNIFORM_COMPONENTS',0x8263) GL_MAX_COMPUTE_WORK_GROUP_COUNT=_C('GL_MAX_COMPUTE_WORK_GROUP_COUNT',0x91BE) GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS=_C('GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS',0x90EB) GL_MAX_COMPUTE_WORK_GROUP_SIZE=_C('GL_MAX_COMPUTE_WORK_GROUP_SIZE',0x91BF) GL_MAX_DEPTH_TEXTURE_SAMPLES=_C('GL_MAX_DEPTH_TEXTURE_SAMPLES',0x910F) GL_MAX_FRAGMENT_ATOMIC_COUNTERS=_C('GL_MAX_FRAGMENT_ATOMIC_COUNTERS',0x92D6) GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS=_C('GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS',0x92D0) GL_MAX_FRAGMENT_IMAGE_UNIFORMS=_C('GL_MAX_FRAGMENT_IMAGE_UNIFORMS',0x90CE) GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS=_C('GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS',0x90DA) GL_MAX_FRAMEBUFFER_HEIGHT=_C('GL_MAX_FRAMEBUFFER_HEIGHT',0x9316) GL_MAX_FRAMEBUFFER_SAMPLES=_C('GL_MAX_FRAMEBUFFER_SAMPLES',0x9318) GL_MAX_FRAMEBUFFER_WIDTH=_C('GL_MAX_FRAMEBUFFER_WIDTH',0x9315) GL_MAX_IMAGE_UNITS=_C('GL_MAX_IMAGE_UNITS',0x8F38) GL_MAX_INTEGER_SAMPLES=_C('GL_MAX_INTEGER_SAMPLES',0x9110) GL_MAX_NAME_LENGTH=_C('GL_MAX_NAME_LENGTH',0x92F6) GL_MAX_NUM_ACTIVE_VARIABLES=_C('GL_MAX_NUM_ACTIVE_VARIABLES',0x92F7) GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET=_C('GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET',0x8E5F) GL_MAX_SAMPLE_MASK_WORDS=_C('GL_MAX_SAMPLE_MASK_WORDS',0x8E59) GL_MAX_SHADER_STORAGE_BLOCK_SIZE=_C('GL_MAX_SHADER_STORAGE_BLOCK_SIZE',0x90DE) GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS=_C('GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS',0x90DD) GL_MAX_UNIFORM_LOCATIONS=_C('GL_MAX_UNIFORM_LOCATIONS',0x826E) GL_MAX_VERTEX_ATOMIC_COUNTERS=_C('GL_MAX_VERTEX_ATOMIC_COUNTERS',0x92D2) GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS=_C('GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS',0x92CC) GL_MAX_VERTEX_ATTRIB_BINDINGS=_C('GL_MAX_VERTEX_ATTRIB_BINDINGS',0x82DA) GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET=_C('GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET',0x82D9) GL_MAX_VERTEX_ATTRIB_STRIDE=_C('GL_MAX_VERTEX_ATTRIB_STRIDE',0x82E5) GL_MAX_VERTEX_IMAGE_UNIFORMS=_C('GL_MAX_VERTEX_IMAGE_UNIFORMS',0x90CA) GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS=_C('GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS',0x90D6) GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET=_C('GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET',0x8E5E) GL_NAME_LENGTH=_C('GL_NAME_LENGTH',0x92F9) GL_NUM_ACTIVE_VARIABLES=_C('GL_NUM_ACTIVE_VARIABLES',0x9304) GL_OFFSET=_C('GL_OFFSET',0x92FC) GL_PIXEL_BUFFER_BARRIER_BIT=_C('GL_PIXEL_BUFFER_BARRIER_BIT',0x00000080) GL_PROGRAM_INPUT=_C('GL_PROGRAM_INPUT',0x92E3) GL_PROGRAM_OUTPUT=_C('GL_PROGRAM_OUTPUT',0x92E4) GL_PROGRAM_PIPELINE_BINDING=_C('GL_PROGRAM_PIPELINE_BINDING',0x825A) GL_PROGRAM_SEPARABLE=_C('GL_PROGRAM_SEPARABLE',0x8258) GL_READ_ONLY=_C('GL_READ_ONLY',0x88B8) GL_READ_WRITE=_C('GL_READ_WRITE',0x88BA) GL_REFERENCED_BY_COMPUTE_SHADER=_C('GL_REFERENCED_BY_COMPUTE_SHADER',0x930B) GL_REFERENCED_BY_FRAGMENT_SHADER=_C('GL_REFERENCED_BY_FRAGMENT_SHADER',0x930A) GL_REFERENCED_BY_VERTEX_SHADER=_C('GL_REFERENCED_BY_VERTEX_SHADER',0x9306) GL_SAMPLER_2D_MULTISAMPLE=_C('GL_SAMPLER_2D_MULTISAMPLE',0x9108) GL_SAMPLE_MASK=_C('GL_SAMPLE_MASK',0x8E51) GL_SAMPLE_MASK_VALUE=_C('GL_SAMPLE_MASK_VALUE',0x8E52) GL_SAMPLE_POSITION=_C('GL_SAMPLE_POSITION',0x8E50) GL_SHADER_IMAGE_ACCESS_BARRIER_BIT=_C('GL_SHADER_IMAGE_ACCESS_BARRIER_BIT',0x00000020) GL_SHADER_STORAGE_BARRIER_BIT=_C('GL_SHADER_STORAGE_BARRIER_BIT',0x00002000) GL_SHADER_STORAGE_BLOCK=_C('GL_SHADER_STORAGE_BLOCK',0x92E6) GL_SHADER_STORAGE_BUFFER=_C('GL_SHADER_STORAGE_BUFFER',0x90D2) GL_SHADER_STORAGE_BUFFER_BINDING=_C('GL_SHADER_STORAGE_BUFFER_BINDING',0x90D3) GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT=_C('GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT',0x90DF) GL_SHADER_STORAGE_BUFFER_SIZE=_C('GL_SHADER_STORAGE_BUFFER_SIZE',0x90D5) GL_SHADER_STORAGE_BUFFER_START=_C('GL_SHADER_STORAGE_BUFFER_START',0x90D4) GL_STENCIL_INDEX=_C('GL_STENCIL_INDEX',0x1901) GL_TEXTURE_2D_MULTISAMPLE=_C('GL_TEXTURE_2D_MULTISAMPLE',0x9100) GL_TEXTURE_ALPHA_SIZE=_C('GL_TEXTURE_ALPHA_SIZE',0x805F) GL_TEXTURE_ALPHA_TYPE=_C('GL_TEXTURE_ALPHA_TYPE',0x8C13) GL_TEXTURE_BINDING_2D_MULTISAMPLE=_C('GL_TEXTURE_BINDING_2D_MULTISAMPLE',0x9104) GL_TEXTURE_BLUE_SIZE=_C('GL_TEXTURE_BLUE_SIZE',0x805E) GL_TEXTURE_BLUE_TYPE=_C('GL_TEXTURE_BLUE_TYPE',0x8C12) GL_TEXTURE_COMPRESSED=_C('GL_TEXTURE_COMPRESSED',0x86A1) GL_TEXTURE_DEPTH=_C('GL_TEXTURE_DEPTH',0x8071) GL_TEXTURE_DEPTH_SIZE=_C('GL_TEXTURE_DEPTH_SIZE',0x884A) GL_TEXTURE_DEPTH_TYPE=_C('GL_TEXTURE_DEPTH_TYPE',0x8C16) GL_TEXTURE_FETCH_BARRIER_BIT=_C('GL_TEXTURE_FETCH_BARRIER_BIT',0x00000008) GL_TEXTURE_FIXED_SAMPLE_LOCATIONS=_C('GL_TEXTURE_FIXED_SAMPLE_LOCATIONS',0x9107) GL_TEXTURE_GREEN_SIZE=_C('GL_TEXTURE_GREEN_SIZE',0x805D) GL_TEXTURE_GREEN_TYPE=_C('GL_TEXTURE_GREEN_TYPE',0x8C11) GL_TEXTURE_HEIGHT=_C('GL_TEXTURE_HEIGHT',0x1001) GL_TEXTURE_INTERNAL_FORMAT=_C('GL_TEXTURE_INTERNAL_FORMAT',0x1003) GL_TEXTURE_RED_SIZE=_C('GL_TEXTURE_RED_SIZE',0x805C) GL_TEXTURE_RED_TYPE=_C('GL_TEXTURE_RED_TYPE',0x8C10) GL_TEXTURE_SAMPLES=_C('GL_TEXTURE_SAMPLES',0x9106) GL_TEXTURE_SHARED_SIZE=_C('GL_TEXTURE_SHARED_SIZE',0x8C3F) GL_TEXTURE_STENCIL_SIZE=_C('GL_TEXTURE_STENCIL_SIZE',0x88F1) GL_TEXTURE_UPDATE_BARRIER_BIT=_C('GL_TEXTURE_UPDATE_BARRIER_BIT',0x00000100) GL_TEXTURE_WIDTH=_C('GL_TEXTURE_WIDTH',0x1000) GL_TOP_LEVEL_ARRAY_SIZE=_C('GL_TOP_LEVEL_ARRAY_SIZE',0x930C) GL_TOP_LEVEL_ARRAY_STRIDE=_C('GL_TOP_LEVEL_ARRAY_STRIDE',0x930D) GL_TRANSFORM_FEEDBACK_BARRIER_BIT=_C('GL_TRANSFORM_FEEDBACK_BARRIER_BIT',0x00000800) GL_TRANSFORM_FEEDBACK_VARYING=_C('GL_TRANSFORM_FEEDBACK_VARYING',0x92F4) GL_TYPE=_C('GL_TYPE',0x92FA) GL_UNIFORM=_C('GL_UNIFORM',0x92E1) GL_UNIFORM_BARRIER_BIT=_C('GL_UNIFORM_BARRIER_BIT',0x00000004) GL_UNIFORM_BLOCK=_C('GL_UNIFORM_BLOCK',0x92E2) GL_UNSIGNED_INT_ATOMIC_COUNTER=_C('GL_UNSIGNED_INT_ATOMIC_COUNTER',0x92DB) GL_UNSIGNED_INT_IMAGE_2D=_C('GL_UNSIGNED_INT_IMAGE_2D',0x9063) GL_UNSIGNED_INT_IMAGE_2D_ARRAY=_C('GL_UNSIGNED_INT_IMAGE_2D_ARRAY',0x9069) GL_UNSIGNED_INT_IMAGE_3D=_C('GL_UNSIGNED_INT_IMAGE_3D',0x9064) GL_UNSIGNED_INT_IMAGE_CUBE=_C('GL_UNSIGNED_INT_IMAGE_CUBE',0x9066) GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE=_C('GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE',0x910A) GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT=_C('GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT',0x00000001) GL_VERTEX_ATTRIB_BINDING=_C('GL_VERTEX_ATTRIB_BINDING',0x82D4) GL_VERTEX_ATTRIB_RELATIVE_OFFSET=_C('GL_VERTEX_ATTRIB_RELATIVE_OFFSET',0x82D5) GL_VERTEX_BINDING_BUFFER=_C('GL_VERTEX_BINDING_BUFFER',0x8F4F) GL_VERTEX_BINDING_DIVISOR=_C('GL_VERTEX_BINDING_DIVISOR',0x82D6) GL_VERTEX_BINDING_OFFSET=_C('GL_VERTEX_BINDING_OFFSET',0x82D7) GL_VERTEX_BINDING_STRIDE=_C('GL_VERTEX_BINDING_STRIDE',0x82D8) GL_VERTEX_SHADER_BIT=_C('GL_VERTEX_SHADER_BIT',0x00000001) GL_WRITE_ONLY=_C('GL_WRITE_ONLY',0x88B9) @_f @_p.types(None,_cs.GLuint,_cs.GLuint) def glActiveShaderProgram(pipeline,program):pass @_f @_p.types(None,_cs.GLuint,_cs.GLuint,_cs.GLint,_cs.GLboolean,_cs.GLint,_cs.GLenum,_cs.GLenum) def glBindImageTexture(unit,texture,level,layered,layer,access,format):pass @_f @_p.types(None,_cs.GLuint) def glBindProgramPipeline(pipeline):pass @_f @_p.types(None,_cs.GLuint,_cs.GLuint,_cs.GLintptr,_cs.GLsizei) def glBindVertexBuffer(bindingindex,buffer,offset,stride):pass @_f @_p.types(_cs.GLuint,_cs.GLenum,_cs.GLsizei,ctypes.POINTER( ctypes.POINTER( _cs.GLchar ))) def glCreateShaderProgramv(type,count,strings):pass @_f @_p.types(None,_cs.GLsizei,arrays.GLuintArray) def glDeleteProgramPipelines(n,pipelines):pass @_f @_p.types(None,_cs.GLuint,_cs.GLuint,_cs.GLuint) def glDispatchCompute(num_groups_x,num_groups_y,num_groups_z):pass @_f @_p.types(None,_cs.GLintptr) def glDispatchComputeIndirect(indirect):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.GLenum,_cs.GLint) def glFramebufferParameteri(target,pname,param):pass @_f @_p.types(None,_cs.GLsizei,arrays.GLuintArray) def glGenProgramPipelines(n,pipelines):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint,arrays.GLbooleanArray) def glGetBooleani_v(target,index,data):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glGetFramebufferParameteriv(target,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint,arrays.GLfloatArray) def glGetMultisamplefv(pname,index,val):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glGetProgramInterfaceiv(program,programInterface,pname,params):pass @_f @_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLcharArray) def glGetProgramPipelineInfoLog(pipeline,bufSize,length,infoLog):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,arrays.GLintArray) def glGetProgramPipelineiv(pipeline,pname,params):pass @_f @_p.types(_cs.GLuint,_cs.GLuint,_cs.GLenum,arrays.GLcharArray) def glGetProgramResourceIndex(program,programInterface,name):pass @_f @_p.types(_cs.GLint,_cs.GLuint,_cs.GLenum,arrays.GLcharArray) def glGetProgramResourceLocation(program,programInterface,name):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLuint,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLcharArray) def glGetProgramResourceName(program,programInterface,index,bufSize,length,name):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLuint,_cs.GLsizei,arrays.GLuintArray,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLintArray) def glGetProgramResourceiv(program,programInterface,index,propCount,props,bufSize,length,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLenum,arrays.GLfloatArray) def glGetTexLevelParameterfv(target,level,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLenum,arrays.GLintArray) def glGetTexLevelParameteriv(target,level,pname,params):pass @_f @_p.types(_cs.GLboolean,_cs.GLuint) def glIsProgramPipeline(pipeline):pass @_f @_p.types(None,_cs.GLbitfield) def glMemoryBarrier(barriers):pass @_f @_p.types(None,_cs.GLbitfield) def glMemoryBarrierByRegion(barriers):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLfloat) def glProgramUniform1f(program,location,v0):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray) def glProgramUniform1fv(program,location,count,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint) def glProgramUniform1i(program,location,v0):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLintArray) def glProgramUniform1iv(program,location,count,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLuint) def glProgramUniform1ui(program,location,v0):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLuintArray) def glProgramUniform1uiv(program,location,count,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLfloat,_cs.GLfloat) def glProgramUniform2f(program,location,v0,v1):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray) def glProgramUniform2fv(program,location,count,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint,_cs.GLint) def glProgramUniform2i(program,location,v0,v1):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLintArray) def glProgramUniform2iv(program,location,count,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLuint,_cs.GLuint) def glProgramUniform2ui(program,location,v0,v1):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLuintArray) def glProgramUniform2uiv(program,location,count,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glProgramUniform3f(program,location,v0,v1,v2):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray) def glProgramUniform3fv(program,location,count,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint) def glProgramUniform3i(program,location,v0,v1,v2):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLintArray) def glProgramUniform3iv(program,location,count,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLuint,_cs.GLuint,_cs.GLuint) def glProgramUniform3ui(program,location,v0,v1,v2):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLuintArray) def glProgramUniform3uiv(program,location,count,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glProgramUniform4f(program,location,v0,v1,v2,v3):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray) def glProgramUniform4fv(program,location,count,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint) def glProgramUniform4i(program,location,v0,v1,v2,v3):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLintArray) def glProgramUniform4iv(program,location,count,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLuint,_cs.GLuint,_cs.GLuint,_cs.GLuint) def glProgramUniform4ui(program,location,v0,v1,v2,v3):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLuintArray) def glProgramUniform4uiv(program,location,count,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray) def glProgramUniformMatrix2fv(program,location,count,transpose,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray) def glProgramUniformMatrix2x3fv(program,location,count,transpose,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray) def glProgramUniformMatrix2x4fv(program,location,count,transpose,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray) def glProgramUniformMatrix3fv(program,location,count,transpose,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray) def glProgramUniformMatrix3x2fv(program,location,count,transpose,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray) def glProgramUniformMatrix3x4fv(program,location,count,transpose,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray) def glProgramUniformMatrix4fv(program,location,count,transpose,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray) def glProgramUniformMatrix4x2fv(program,location,count,transpose,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray) def glProgramUniformMatrix4x3fv(program,location,count,transpose,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLbitfield) def glSampleMaski(maskNumber,mask):pass @_f @_p.types(None,_cs.GLenum,_cs.GLsizei,_cs.GLenum,_cs.GLsizei,_cs.GLsizei,_cs.GLboolean) def glTexStorage2DMultisample(target,samples,internalformat,width,height,fixedsamplelocations):pass @_f @_p.types(None,_cs.GLuint,_cs.GLbitfield,_cs.GLuint) def glUseProgramStages(pipeline,stages,program):pass @_f @_p.types(None,_cs.GLuint) def glValidateProgramPipeline(pipeline):pass @_f @_p.types(None,_cs.GLuint,_cs.GLuint) def glVertexAttribBinding(attribindex,bindingindex):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLenum,_cs.GLboolean,_cs.GLuint) def glVertexAttribFormat(attribindex,size,type,normalized,relativeoffset):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLenum,_cs.GLuint) def glVertexAttribIFormat(attribindex,size,type,relativeoffset):pass @_f @_p.types(None,_cs.GLuint,_cs.GLuint) def glVertexBindingDivisor(bindingindex,divisor):pass