1'''Autogenerated by xml_generate script, do not edit!'''
2from OpenGL import platform as _p, arrays
3# Code generation uses this
4from OpenGL.raw.GL import _types as _cs
5# End users want this...
6from OpenGL.raw.GL._types import *
7from OpenGL.raw.GL import _errors
8from OpenGL.constant import Constant as _C
9
10import ctypes
11_EXTENSION_NAME = 'GL_VERSION_GL_4_1'
12def _f( function ):
13    return _p.createFunction( function,_p.PLATFORM.GL,'GL_VERSION_GL_4_1',error_checker=_errors._error_checker)
14GL_ACTIVE_PROGRAM=_C('GL_ACTIVE_PROGRAM',0x8259)
15GL_ALL_SHADER_BITS=_C('GL_ALL_SHADER_BITS',0xFFFFFFFF)
16GL_FIXED=_C('GL_FIXED',0x140C)
17GL_FRAGMENT_SHADER_BIT=_C('GL_FRAGMENT_SHADER_BIT',0x00000002)
18GL_GEOMETRY_SHADER_BIT=_C('GL_GEOMETRY_SHADER_BIT',0x00000004)
19GL_HIGH_FLOAT=_C('GL_HIGH_FLOAT',0x8DF2)
20GL_HIGH_INT=_C('GL_HIGH_INT',0x8DF5)
21GL_IMPLEMENTATION_COLOR_READ_FORMAT=_C('GL_IMPLEMENTATION_COLOR_READ_FORMAT',0x8B9B)
22GL_IMPLEMENTATION_COLOR_READ_TYPE=_C('GL_IMPLEMENTATION_COLOR_READ_TYPE',0x8B9A)
23GL_LAYER_PROVOKING_VERTEX=_C('GL_LAYER_PROVOKING_VERTEX',0x825E)
24GL_LOW_FLOAT=_C('GL_LOW_FLOAT',0x8DF0)
25GL_LOW_INT=_C('GL_LOW_INT',0x8DF3)
26GL_MAX_FRAGMENT_UNIFORM_VECTORS=_C('GL_MAX_FRAGMENT_UNIFORM_VECTORS',0x8DFD)
27GL_MAX_VARYING_VECTORS=_C('GL_MAX_VARYING_VECTORS',0x8DFC)
28GL_MAX_VERTEX_UNIFORM_VECTORS=_C('GL_MAX_VERTEX_UNIFORM_VECTORS',0x8DFB)
29GL_MAX_VIEWPORTS=_C('GL_MAX_VIEWPORTS',0x825B)
30GL_MEDIUM_FLOAT=_C('GL_MEDIUM_FLOAT',0x8DF1)
31GL_MEDIUM_INT=_C('GL_MEDIUM_INT',0x8DF4)
32GL_NUM_PROGRAM_BINARY_FORMATS=_C('GL_NUM_PROGRAM_BINARY_FORMATS',0x87FE)
33GL_NUM_SHADER_BINARY_FORMATS=_C('GL_NUM_SHADER_BINARY_FORMATS',0x8DF9)
34GL_PROGRAM_BINARY_FORMATS=_C('GL_PROGRAM_BINARY_FORMATS',0x87FF)
35GL_PROGRAM_BINARY_LENGTH=_C('GL_PROGRAM_BINARY_LENGTH',0x8741)
36GL_PROGRAM_BINARY_RETRIEVABLE_HINT=_C('GL_PROGRAM_BINARY_RETRIEVABLE_HINT',0x8257)
37GL_PROGRAM_PIPELINE_BINDING=_C('GL_PROGRAM_PIPELINE_BINDING',0x825A)
38GL_PROGRAM_SEPARABLE=_C('GL_PROGRAM_SEPARABLE',0x8258)
39GL_RGB565=_C('GL_RGB565',0x8D62)
40GL_SHADER_BINARY_FORMATS=_C('GL_SHADER_BINARY_FORMATS',0x8DF8)
41GL_SHADER_COMPILER=_C('GL_SHADER_COMPILER',0x8DFA)
42GL_TESS_CONTROL_SHADER_BIT=_C('GL_TESS_CONTROL_SHADER_BIT',0x00000008)
43GL_TESS_EVALUATION_SHADER_BIT=_C('GL_TESS_EVALUATION_SHADER_BIT',0x00000010)
44GL_UNDEFINED_VERTEX=_C('GL_UNDEFINED_VERTEX',0x8260)
45GL_VERTEX_SHADER_BIT=_C('GL_VERTEX_SHADER_BIT',0x00000001)
46GL_VIEWPORT_BOUNDS_RANGE=_C('GL_VIEWPORT_BOUNDS_RANGE',0x825D)
47GL_VIEWPORT_INDEX_PROVOKING_VERTEX=_C('GL_VIEWPORT_INDEX_PROVOKING_VERTEX',0x825F)
48GL_VIEWPORT_SUBPIXEL_BITS=_C('GL_VIEWPORT_SUBPIXEL_BITS',0x825C)
49@_f
50@_p.types(None,_cs.GLuint,_cs.GLuint)
51def glActiveShaderProgram(pipeline,program):pass
52@_f
53@_p.types(None,_cs.GLuint)
54def glBindProgramPipeline(pipeline):pass
55@_f
56@_p.types(None,_cs.GLfloat)
57def glClearDepthf(d):pass
58@_f
59@_p.types(_cs.GLuint,_cs.GLenum,_cs.GLsizei,ctypes.POINTER( ctypes.POINTER( _cs.GLchar )))
60def glCreateShaderProgramv(type,count,strings):pass
61@_f
62@_p.types(None,_cs.GLsizei,arrays.GLuintArray)
63def glDeleteProgramPipelines(n,pipelines):pass
64@_f
65@_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLdoubleArray)
66def glDepthRangeArrayv(first,count,v):pass
67@_f
68@_p.types(None,_cs.GLuint,_cs.GLdouble,_cs.GLdouble)
69def glDepthRangeIndexed(index,n,f):pass
70@_f
71@_p.types(None,_cs.GLfloat,_cs.GLfloat)
72def glDepthRangef(n,f):pass
73@_f
74@_p.types(None,_cs.GLsizei,arrays.GLuintArray)
75def glGenProgramPipelines(n,pipelines):pass
76@_f
77@_p.types(None,_cs.GLenum,_cs.GLuint,arrays.GLdoubleArray)
78def glGetDoublei_v(target,index,data):pass
79@_f
80@_p.types(None,_cs.GLenum,_cs.GLuint,arrays.GLfloatArray)
81def glGetFloati_v(target,index,data):pass
82@_f
83@_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLuintArray,ctypes.c_void_p)
84def glGetProgramBinary(program,bufSize,length,binaryFormat,binary):pass
85@_f
86@_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLcharArray)
87def glGetProgramPipelineInfoLog(pipeline,bufSize,length,infoLog):pass
88@_f
89@_p.types(None,_cs.GLuint,_cs.GLenum,arrays.GLintArray)
90def glGetProgramPipelineiv(pipeline,pname,params):pass
91@_f
92@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray,arrays.GLintArray)
93def glGetShaderPrecisionFormat(shadertype,precisiontype,range,precision):pass
94@_f
95@_p.types(None,_cs.GLuint,_cs.GLenum,arrays.GLdoubleArray)
96def glGetVertexAttribLdv(index,pname,params):pass
97@_f
98@_p.types(_cs.GLboolean,_cs.GLuint)
99def glIsProgramPipeline(pipeline):pass
100@_f
101@_p.types(None,_cs.GLuint,_cs.GLenum,ctypes.c_void_p,_cs.GLsizei)
102def glProgramBinary(program,binaryFormat,binary,length):pass
103@_f
104@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLint)
105def glProgramParameteri(program,pname,value):pass
106@_f
107@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLint)
108def glProgramParameteri(program,pname,value):pass
109@_f
110@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLdouble)
111def glProgramUniform1d(program,location,v0):pass
112@_f
113@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray)
114def glProgramUniform1dv(program,location,count,value):pass
115@_f
116@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLfloat)
117def glProgramUniform1f(program,location,v0):pass
118@_f
119@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray)
120def glProgramUniform1fv(program,location,count,value):pass
121@_f
122@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint)
123def glProgramUniform1i(program,location,v0):pass
124@_f
125@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLintArray)
126def glProgramUniform1iv(program,location,count,value):pass
127@_f
128@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLuint)
129def glProgramUniform1ui(program,location,v0):pass
130@_f
131@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLuintArray)
132def glProgramUniform1uiv(program,location,count,value):pass
133@_f
134@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLdouble,_cs.GLdouble)
135def glProgramUniform2d(program,location,v0,v1):pass
136@_f
137@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray)
138def glProgramUniform2dv(program,location,count,value):pass
139@_f
140@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLfloat,_cs.GLfloat)
141def glProgramUniform2f(program,location,v0,v1):pass
142@_f
143@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray)
144def glProgramUniform2fv(program,location,count,value):pass
145@_f
146@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint,_cs.GLint)
147def glProgramUniform2i(program,location,v0,v1):pass
148@_f
149@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLintArray)
150def glProgramUniform2iv(program,location,count,value):pass
151@_f
152@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLuint,_cs.GLuint)
153def glProgramUniform2ui(program,location,v0,v1):pass
154@_f
155@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLuintArray)
156def glProgramUniform2uiv(program,location,count,value):pass
157@_f
158@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
159def glProgramUniform3d(program,location,v0,v1,v2):pass
160@_f
161@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray)
162def glProgramUniform3dv(program,location,count,value):pass
163@_f
164@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
165def glProgramUniform3f(program,location,v0,v1,v2):pass
166@_f
167@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray)
168def glProgramUniform3fv(program,location,count,value):pass
169@_f
170@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint)
171def glProgramUniform3i(program,location,v0,v1,v2):pass
172@_f
173@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLintArray)
174def glProgramUniform3iv(program,location,count,value):pass
175@_f
176@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLuint,_cs.GLuint,_cs.GLuint)
177def glProgramUniform3ui(program,location,v0,v1,v2):pass
178@_f
179@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLuintArray)
180def glProgramUniform3uiv(program,location,count,value):pass
181@_f
182@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
183def glProgramUniform4d(program,location,v0,v1,v2,v3):pass
184@_f
185@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray)
186def glProgramUniform4dv(program,location,count,value):pass
187@_f
188@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
189def glProgramUniform4f(program,location,v0,v1,v2,v3):pass
190@_f
191@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray)
192def glProgramUniform4fv(program,location,count,value):pass
193@_f
194@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint)
195def glProgramUniform4i(program,location,v0,v1,v2,v3):pass
196@_f
197@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLintArray)
198def glProgramUniform4iv(program,location,count,value):pass
199@_f
200@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLuint,_cs.GLuint,_cs.GLuint,_cs.GLuint)
201def glProgramUniform4ui(program,location,v0,v1,v2,v3):pass
202@_f
203@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLuintArray)
204def glProgramUniform4uiv(program,location,count,value):pass
205@_f
206@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
207def glProgramUniformMatrix2dv(program,location,count,transpose,value):pass
208@_f
209@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
210def glProgramUniformMatrix2fv(program,location,count,transpose,value):pass
211@_f
212@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
213def glProgramUniformMatrix2x3dv(program,location,count,transpose,value):pass
214@_f
215@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
216def glProgramUniformMatrix2x3fv(program,location,count,transpose,value):pass
217@_f
218@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
219def glProgramUniformMatrix2x4dv(program,location,count,transpose,value):pass
220@_f
221@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
222def glProgramUniformMatrix2x4fv(program,location,count,transpose,value):pass
223@_f
224@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
225def glProgramUniformMatrix3dv(program,location,count,transpose,value):pass
226@_f
227@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
228def glProgramUniformMatrix3fv(program,location,count,transpose,value):pass
229@_f
230@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
231def glProgramUniformMatrix3x2dv(program,location,count,transpose,value):pass
232@_f
233@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
234def glProgramUniformMatrix3x2fv(program,location,count,transpose,value):pass
235@_f
236@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
237def glProgramUniformMatrix3x4dv(program,location,count,transpose,value):pass
238@_f
239@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
240def glProgramUniformMatrix3x4fv(program,location,count,transpose,value):pass
241@_f
242@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
243def glProgramUniformMatrix4dv(program,location,count,transpose,value):pass
244@_f
245@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
246def glProgramUniformMatrix4fv(program,location,count,transpose,value):pass
247@_f
248@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
249def glProgramUniformMatrix4x2dv(program,location,count,transpose,value):pass
250@_f
251@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
252def glProgramUniformMatrix4x2fv(program,location,count,transpose,value):pass
253@_f
254@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
255def glProgramUniformMatrix4x3dv(program,location,count,transpose,value):pass
256@_f
257@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
258def glProgramUniformMatrix4x3fv(program,location,count,transpose,value):pass
259@_f
260@_p.types(None,)
261def glReleaseShaderCompiler():pass
262@_f
263@_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLintArray)
264def glScissorArrayv(first,count,v):pass
265@_f
266@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei)
267def glScissorIndexed(index,left,bottom,width,height):pass
268@_f
269@_p.types(None,_cs.GLuint,arrays.GLintArray)
270def glScissorIndexedv(index,v):pass
271@_f
272@_p.types(None,_cs.GLsizei,arrays.GLuintArray,_cs.GLenum,ctypes.c_void_p,_cs.GLsizei)
273def glShaderBinary(count,shaders,binaryformat,binary,length):pass
274@_f
275@_p.types(None,_cs.GLuint,_cs.GLbitfield,_cs.GLuint)
276def glUseProgramStages(pipeline,stages,program):pass
277@_f
278@_p.types(None,_cs.GLuint)
279def glValidateProgramPipeline(pipeline):pass
280@_f
281@_p.types(None,_cs.GLuint,_cs.GLdouble)
282def glVertexAttribL1d(index,x):pass
283@_f
284@_p.types(None,_cs.GLuint,arrays.GLdoubleArray)
285def glVertexAttribL1dv(index,v):pass
286@_f
287@_p.types(None,_cs.GLuint,_cs.GLdouble,_cs.GLdouble)
288def glVertexAttribL2d(index,x,y):pass
289@_f
290@_p.types(None,_cs.GLuint,arrays.GLdoubleArray)
291def glVertexAttribL2dv(index,v):pass
292@_f
293@_p.types(None,_cs.GLuint,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
294def glVertexAttribL3d(index,x,y,z):pass
295@_f
296@_p.types(None,_cs.GLuint,arrays.GLdoubleArray)
297def glVertexAttribL3dv(index,v):pass
298@_f
299@_p.types(None,_cs.GLuint,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
300def glVertexAttribL4d(index,x,y,z,w):pass
301@_f
302@_p.types(None,_cs.GLuint,arrays.GLdoubleArray)
303def glVertexAttribL4dv(index,v):pass
304@_f
305@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLenum,_cs.GLsizei,ctypes.c_void_p)
306def glVertexAttribLPointer(index,size,type,stride,pointer):pass
307@_f
308@_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLfloatArray)
309def glViewportArrayv(first,count,v):pass
310@_f
311@_p.types(None,_cs.GLuint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
312def glViewportIndexedf(index,x,y,w,h):pass
313@_f
314@_p.types(None,_cs.GLuint,arrays.GLfloatArray)
315def glViewportIndexedfv(index,v):pass
316