'''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_3_1' def _f( function ): return _p.createFunction( function,_p.PLATFORM.GL,'GL_VERSION_GL_3_1',error_checker=_errors._error_checker) GL_ACTIVE_UNIFORM_BLOCKS=_C('GL_ACTIVE_UNIFORM_BLOCKS',0x8A36) GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH=_C('GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH',0x8A35) GL_COPY_READ_BUFFER=_C('GL_COPY_READ_BUFFER',0x8F36) GL_COPY_WRITE_BUFFER=_C('GL_COPY_WRITE_BUFFER',0x8F37) GL_INT_SAMPLER_2D_RECT=_C('GL_INT_SAMPLER_2D_RECT',0x8DCD) GL_INT_SAMPLER_BUFFER=_C('GL_INT_SAMPLER_BUFFER',0x8DD0) GL_INVALID_INDEX=_C('GL_INVALID_INDEX',0xFFFFFFFF) GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS=_C('GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS',0x8A33) GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS=_C('GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS',0x8A32) GL_MAX_COMBINED_UNIFORM_BLOCKS=_C('GL_MAX_COMBINED_UNIFORM_BLOCKS',0x8A2E) GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS=_C('GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS',0x8A31) GL_MAX_FRAGMENT_UNIFORM_BLOCKS=_C('GL_MAX_FRAGMENT_UNIFORM_BLOCKS',0x8A2D) GL_MAX_GEOMETRY_UNIFORM_BLOCKS=_C('GL_MAX_GEOMETRY_UNIFORM_BLOCKS',0x8A2C) GL_MAX_RECTANGLE_TEXTURE_SIZE=_C('GL_MAX_RECTANGLE_TEXTURE_SIZE',0x84F8) GL_MAX_TEXTURE_BUFFER_SIZE=_C('GL_MAX_TEXTURE_BUFFER_SIZE',0x8C2B) GL_MAX_UNIFORM_BLOCK_SIZE=_C('GL_MAX_UNIFORM_BLOCK_SIZE',0x8A30) GL_MAX_UNIFORM_BUFFER_BINDINGS=_C('GL_MAX_UNIFORM_BUFFER_BINDINGS',0x8A2F) GL_MAX_VERTEX_UNIFORM_BLOCKS=_C('GL_MAX_VERTEX_UNIFORM_BLOCKS',0x8A2B) GL_PRIMITIVE_RESTART=_C('GL_PRIMITIVE_RESTART',0x8F9D) GL_PRIMITIVE_RESTART_INDEX=_C('GL_PRIMITIVE_RESTART_INDEX',0x8F9E) GL_PROXY_TEXTURE_RECTANGLE=_C('GL_PROXY_TEXTURE_RECTANGLE',0x84F7) GL_R16_SNORM=_C('GL_R16_SNORM',0x8F98) GL_R8_SNORM=_C('GL_R8_SNORM',0x8F94) GL_RG16_SNORM=_C('GL_RG16_SNORM',0x8F99) GL_RG8_SNORM=_C('GL_RG8_SNORM',0x8F95) GL_RGB16_SNORM=_C('GL_RGB16_SNORM',0x8F9A) GL_RGB8_SNORM=_C('GL_RGB8_SNORM',0x8F96) GL_RGBA16_SNORM=_C('GL_RGBA16_SNORM',0x8F9B) GL_RGBA8_SNORM=_C('GL_RGBA8_SNORM',0x8F97) GL_SAMPLER_2D_RECT=_C('GL_SAMPLER_2D_RECT',0x8B63) GL_SAMPLER_2D_RECT_SHADOW=_C('GL_SAMPLER_2D_RECT_SHADOW',0x8B64) GL_SAMPLER_BUFFER=_C('GL_SAMPLER_BUFFER',0x8DC2) GL_SIGNED_NORMALIZED=_C('GL_SIGNED_NORMALIZED',0x8F9C) GL_TEXTURE_BINDING_BUFFER=_C('GL_TEXTURE_BINDING_BUFFER',0x8C2C) GL_TEXTURE_BINDING_RECTANGLE=_C('GL_TEXTURE_BINDING_RECTANGLE',0x84F6) GL_TEXTURE_BUFFER=_C('GL_TEXTURE_BUFFER',0x8C2A) GL_TEXTURE_BUFFER_DATA_STORE_BINDING=_C('GL_TEXTURE_BUFFER_DATA_STORE_BINDING',0x8C2D) GL_TEXTURE_RECTANGLE=_C('GL_TEXTURE_RECTANGLE',0x84F5) GL_UNIFORM_ARRAY_STRIDE=_C('GL_UNIFORM_ARRAY_STRIDE',0x8A3C) GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS=_C('GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS',0x8A42) GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES=_C('GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES',0x8A43) GL_UNIFORM_BLOCK_BINDING=_C('GL_UNIFORM_BLOCK_BINDING',0x8A3F) GL_UNIFORM_BLOCK_DATA_SIZE=_C('GL_UNIFORM_BLOCK_DATA_SIZE',0x8A40) GL_UNIFORM_BLOCK_INDEX=_C('GL_UNIFORM_BLOCK_INDEX',0x8A3A) GL_UNIFORM_BLOCK_NAME_LENGTH=_C('GL_UNIFORM_BLOCK_NAME_LENGTH',0x8A41) GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER=_C('GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER',0x8A46) GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER=_C('GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER',0x8A45) GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER=_C('GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER',0x8A44) GL_UNIFORM_BUFFER=_C('GL_UNIFORM_BUFFER',0x8A11) GL_UNIFORM_BUFFER_BINDING=_C('GL_UNIFORM_BUFFER_BINDING',0x8A28) GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT=_C('GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT',0x8A34) GL_UNIFORM_BUFFER_SIZE=_C('GL_UNIFORM_BUFFER_SIZE',0x8A2A) GL_UNIFORM_BUFFER_START=_C('GL_UNIFORM_BUFFER_START',0x8A29) GL_UNIFORM_IS_ROW_MAJOR=_C('GL_UNIFORM_IS_ROW_MAJOR',0x8A3E) GL_UNIFORM_MATRIX_STRIDE=_C('GL_UNIFORM_MATRIX_STRIDE',0x8A3D) GL_UNIFORM_NAME_LENGTH=_C('GL_UNIFORM_NAME_LENGTH',0x8A39) GL_UNIFORM_OFFSET=_C('GL_UNIFORM_OFFSET',0x8A3B) GL_UNIFORM_SIZE=_C('GL_UNIFORM_SIZE',0x8A38) GL_UNIFORM_TYPE=_C('GL_UNIFORM_TYPE',0x8A37) GL_UNSIGNED_INT_SAMPLER_2D_RECT=_C('GL_UNSIGNED_INT_SAMPLER_2D_RECT',0x8DD5) GL_UNSIGNED_INT_SAMPLER_BUFFER=_C('GL_UNSIGNED_INT_SAMPLER_BUFFER',0x8DD8) @_f @_p.types(None,_cs.GLenum,_cs.GLuint,_cs.GLuint) def glBindBufferBase(target,index,buffer):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint,_cs.GLuint,_cs.GLintptr,_cs.GLsizeiptr) def glBindBufferRange(target,index,buffer,offset,size):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLintptr,_cs.GLintptr,_cs.GLsizeiptr) def glCopyBufferSubData(readTarget,writeTarget,readOffset,writeOffset,size):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLsizei,_cs.GLsizei) def glDrawArraysInstanced(mode,first,count,instancecount):pass @_f @_p.types(None,_cs.GLenum,_cs.GLsizei,_cs.GLenum,ctypes.c_void_p,_cs.GLsizei) def glDrawElementsInstanced(mode,count,type,indices,instancecount):pass @_f @_p.types(None,_cs.GLuint,_cs.GLuint,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLcharArray) def glGetActiveUniformBlockName(program,uniformBlockIndex,bufSize,length,uniformBlockName):pass @_f @_p.types(None,_cs.GLuint,_cs.GLuint,_cs.GLenum,arrays.GLintArray) def glGetActiveUniformBlockiv(program,uniformBlockIndex,pname,params):pass @_f @_p.types(None,_cs.GLuint,_cs.GLuint,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLcharArray) def glGetActiveUniformName(program,uniformIndex,bufSize,length,uniformName):pass @_f @_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLuintArray,_cs.GLenum,arrays.GLintArray) def glGetActiveUniformsiv(program,uniformCount,uniformIndices,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint,arrays.GLintArray) def glGetIntegeri_v(target,index,data):pass @_f @_p.types(_cs.GLuint,_cs.GLuint,arrays.GLcharArray) def glGetUniformBlockIndex(program,uniformBlockName):pass @_f @_p.types(None,_cs.GLuint,_cs.GLsizei,ctypes.POINTER( ctypes.POINTER( _cs.GLchar )),arrays.GLuintArray) def glGetUniformIndices(program,uniformCount,uniformNames,uniformIndices):pass @_f @_p.types(None,_cs.GLuint) def glPrimitiveRestartIndex(index):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLuint) def glTexBuffer(target,internalformat,buffer):pass @_f @_p.types(None,_cs.GLuint,_cs.GLuint,_cs.GLuint) def glUniformBlockBinding(program,uniformBlockIndex,uniformBlockBinding):pass