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_0'
12def _f( function ):
13    return _p.createFunction( function,_p.PLATFORM.GL,'GL_VERSION_GL_4_0',error_checker=_errors._error_checker)
14GL_ACTIVE_SUBROUTINES=_C('GL_ACTIVE_SUBROUTINES',0x8DE5)
15GL_ACTIVE_SUBROUTINE_MAX_LENGTH=_C('GL_ACTIVE_SUBROUTINE_MAX_LENGTH',0x8E48)
16GL_ACTIVE_SUBROUTINE_UNIFORMS=_C('GL_ACTIVE_SUBROUTINE_UNIFORMS',0x8DE6)
17GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS=_C('GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS',0x8E47)
18GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH=_C('GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH',0x8E49)
19GL_COMPATIBLE_SUBROUTINES=_C('GL_COMPATIBLE_SUBROUTINES',0x8E4B)
20GL_DOUBLE_MAT2=_C('GL_DOUBLE_MAT2',0x8F46)
21GL_DOUBLE_MAT2x3=_C('GL_DOUBLE_MAT2x3',0x8F49)
22GL_DOUBLE_MAT2x4=_C('GL_DOUBLE_MAT2x4',0x8F4A)
23GL_DOUBLE_MAT3=_C('GL_DOUBLE_MAT3',0x8F47)
24GL_DOUBLE_MAT3x2=_C('GL_DOUBLE_MAT3x2',0x8F4B)
25GL_DOUBLE_MAT3x4=_C('GL_DOUBLE_MAT3x4',0x8F4C)
26GL_DOUBLE_MAT4=_C('GL_DOUBLE_MAT4',0x8F48)
27GL_DOUBLE_MAT4x2=_C('GL_DOUBLE_MAT4x2',0x8F4D)
28GL_DOUBLE_MAT4x3=_C('GL_DOUBLE_MAT4x3',0x8F4E)
29GL_DOUBLE_VEC2=_C('GL_DOUBLE_VEC2',0x8FFC)
30GL_DOUBLE_VEC3=_C('GL_DOUBLE_VEC3',0x8FFD)
31GL_DOUBLE_VEC4=_C('GL_DOUBLE_VEC4',0x8FFE)
32GL_DRAW_INDIRECT_BUFFER=_C('GL_DRAW_INDIRECT_BUFFER',0x8F3F)
33GL_DRAW_INDIRECT_BUFFER_BINDING=_C('GL_DRAW_INDIRECT_BUFFER_BINDING',0x8F43)
34GL_FRACTIONAL_EVEN=_C('GL_FRACTIONAL_EVEN',0x8E7C)
35GL_FRACTIONAL_ODD=_C('GL_FRACTIONAL_ODD',0x8E7B)
36GL_FRAGMENT_INTERPOLATION_OFFSET_BITS=_C('GL_FRAGMENT_INTERPOLATION_OFFSET_BITS',0x8E5D)
37GL_GEOMETRY_SHADER_INVOCATIONS=_C('GL_GEOMETRY_SHADER_INVOCATIONS',0x887F)
38GL_INT_SAMPLER_CUBE_MAP_ARRAY=_C('GL_INT_SAMPLER_CUBE_MAP_ARRAY',0x900E)
39GL_ISOLINES=_C('GL_ISOLINES',0x8E7A)
40GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS=_C('GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS',0x8E1E)
41GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS=_C('GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS',0x8E1F)
42GL_MAX_FRAGMENT_INTERPOLATION_OFFSET=_C('GL_MAX_FRAGMENT_INTERPOLATION_OFFSET',0x8E5C)
43GL_MAX_GEOMETRY_SHADER_INVOCATIONS=_C('GL_MAX_GEOMETRY_SHADER_INVOCATIONS',0x8E5A)
44GL_MAX_PATCH_VERTICES=_C('GL_MAX_PATCH_VERTICES',0x8E7D)
45GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET=_C('GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET',0x8E5F)
46GL_MAX_SUBROUTINES=_C('GL_MAX_SUBROUTINES',0x8DE7)
47GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS=_C('GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS',0x8DE8)
48GL_MAX_TESS_CONTROL_INPUT_COMPONENTS=_C('GL_MAX_TESS_CONTROL_INPUT_COMPONENTS',0x886C)
49GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS=_C('GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS',0x8E83)
50GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS=_C('GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS',0x8E81)
51GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS=_C('GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS',0x8E85)
52GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS=_C('GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS',0x8E89)
53GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS=_C('GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS',0x8E7F)
54GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS=_C('GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS',0x886D)
55GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS=_C('GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS',0x8E86)
56GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS=_C('GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS',0x8E82)
57GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS=_C('GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS',0x8E8A)
58GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS=_C('GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS',0x8E80)
59GL_MAX_TESS_GEN_LEVEL=_C('GL_MAX_TESS_GEN_LEVEL',0x8E7E)
60GL_MAX_TESS_PATCH_COMPONENTS=_C('GL_MAX_TESS_PATCH_COMPONENTS',0x8E84)
61GL_MAX_TRANSFORM_FEEDBACK_BUFFERS=_C('GL_MAX_TRANSFORM_FEEDBACK_BUFFERS',0x8E70)
62GL_MAX_VERTEX_STREAMS=_C('GL_MAX_VERTEX_STREAMS',0x8E71)
63GL_MAX_VERTEX_STREAMS=_C('GL_MAX_VERTEX_STREAMS',0x8E71)
64GL_MIN_FRAGMENT_INTERPOLATION_OFFSET=_C('GL_MIN_FRAGMENT_INTERPOLATION_OFFSET',0x8E5B)
65GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET=_C('GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET',0x8E5E)
66GL_MIN_SAMPLE_SHADING_VALUE=_C('GL_MIN_SAMPLE_SHADING_VALUE',0x8C37)
67GL_NUM_COMPATIBLE_SUBROUTINES=_C('GL_NUM_COMPATIBLE_SUBROUTINES',0x8E4A)
68GL_PATCHES=_C('GL_PATCHES',0x000E)
69GL_PATCH_DEFAULT_INNER_LEVEL=_C('GL_PATCH_DEFAULT_INNER_LEVEL',0x8E73)
70GL_PATCH_DEFAULT_OUTER_LEVEL=_C('GL_PATCH_DEFAULT_OUTER_LEVEL',0x8E74)
71GL_PATCH_VERTICES=_C('GL_PATCH_VERTICES',0x8E72)
72GL_PROXY_TEXTURE_CUBE_MAP_ARRAY=_C('GL_PROXY_TEXTURE_CUBE_MAP_ARRAY',0x900B)
73GL_QUADS=_C('GL_QUADS',0x0007)
74GL_SAMPLER_CUBE_MAP_ARRAY=_C('GL_SAMPLER_CUBE_MAP_ARRAY',0x900C)
75GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW=_C('GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW',0x900D)
76GL_SAMPLE_SHADING=_C('GL_SAMPLE_SHADING',0x8C36)
77GL_TESS_CONTROL_OUTPUT_VERTICES=_C('GL_TESS_CONTROL_OUTPUT_VERTICES',0x8E75)
78GL_TESS_CONTROL_SHADER=_C('GL_TESS_CONTROL_SHADER',0x8E88)
79GL_TESS_EVALUATION_SHADER=_C('GL_TESS_EVALUATION_SHADER',0x8E87)
80GL_TESS_GEN_MODE=_C('GL_TESS_GEN_MODE',0x8E76)
81GL_TESS_GEN_POINT_MODE=_C('GL_TESS_GEN_POINT_MODE',0x8E79)
82GL_TESS_GEN_SPACING=_C('GL_TESS_GEN_SPACING',0x8E77)
83GL_TESS_GEN_VERTEX_ORDER=_C('GL_TESS_GEN_VERTEX_ORDER',0x8E78)
84GL_TEXTURE_BINDING_CUBE_MAP_ARRAY=_C('GL_TEXTURE_BINDING_CUBE_MAP_ARRAY',0x900A)
85GL_TEXTURE_CUBE_MAP_ARRAY=_C('GL_TEXTURE_CUBE_MAP_ARRAY',0x9009)
86GL_TRANSFORM_FEEDBACK=_C('GL_TRANSFORM_FEEDBACK',0x8E22)
87GL_TRANSFORM_FEEDBACK_BINDING=_C('GL_TRANSFORM_FEEDBACK_BINDING',0x8E25)
88GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE=_C('GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE',0x8E24)
89GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED=_C('GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED',0x8E23)
90GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER=_C('GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER',0x84F0)
91GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER=_C('GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER',0x84F1)
92GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY=_C('GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY',0x900F)
93@_f
94@_p.types(None,_cs.GLenum,_cs.GLuint,_cs.GLuint)
95def glBeginQueryIndexed(target,index,id):pass
96@_f
97@_p.types(None,_cs.GLenum,_cs.GLuint)
98def glBindTransformFeedback(target,id):pass
99@_f
100@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLenum)
101def glBlendEquationSeparatei(buf,modeRGB,modeAlpha):pass
102@_f
103@_p.types(None,_cs.GLuint,_cs.GLenum)
104def glBlendEquationi(buf,mode):pass
105@_f
106@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLenum,_cs.GLenum,_cs.GLenum)
107def glBlendFuncSeparatei(buf,srcRGB,dstRGB,srcAlpha,dstAlpha):pass
108@_f
109@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLenum)
110def glBlendFunci(buf,src,dst):pass
111@_f
112@_p.types(None,_cs.GLsizei,arrays.GLuintArray)
113def glDeleteTransformFeedbacks(n,ids):pass
114@_f
115@_p.types(None,_cs.GLenum,ctypes.c_void_p)
116def glDrawArraysIndirect(mode,indirect):pass
117@_f
118@_p.types(None,_cs.GLenum,_cs.GLenum,ctypes.c_void_p)
119def glDrawElementsIndirect(mode,type,indirect):pass
120@_f
121@_p.types(None,_cs.GLenum,_cs.GLuint)
122def glDrawTransformFeedback(mode,id):pass
123@_f
124@_p.types(None,_cs.GLenum,_cs.GLuint,_cs.GLuint)
125def glDrawTransformFeedbackStream(mode,id,stream):pass
126@_f
127@_p.types(None,_cs.GLenum,_cs.GLuint)
128def glEndQueryIndexed(target,index):pass
129@_f
130@_p.types(None,_cs.GLsizei,arrays.GLuintArray)
131def glGenTransformFeedbacks(n,ids):pass
132@_f
133@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLuint,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLcharArray)
134def glGetActiveSubroutineName(program,shadertype,index,bufsize,length,name):pass
135@_f
136@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLuint,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLcharArray)
137def glGetActiveSubroutineUniformName(program,shadertype,index,bufsize,length,name):pass
138@_f
139@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLuint,_cs.GLenum,arrays.GLintArray)
140def glGetActiveSubroutineUniformiv(program,shadertype,index,pname,values):pass
141@_f
142@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLenum,arrays.GLintArray)
143def glGetProgramStageiv(program,shadertype,pname,values):pass
144@_f
145@_p.types(None,_cs.GLenum,_cs.GLuint,_cs.GLenum,arrays.GLintArray)
146def glGetQueryIndexediv(target,index,pname,params):pass
147@_f
148@_p.types(_cs.GLuint,_cs.GLuint,_cs.GLenum,arrays.GLcharArray)
149def glGetSubroutineIndex(program,shadertype,name):pass
150@_f
151@_p.types(_cs.GLint,_cs.GLuint,_cs.GLenum,arrays.GLcharArray)
152def glGetSubroutineUniformLocation(program,shadertype,name):pass
153@_f
154@_p.types(None,_cs.GLenum,_cs.GLint,arrays.GLuintArray)
155def glGetUniformSubroutineuiv(shadertype,location,params):pass
156@_f
157@_p.types(None,_cs.GLuint,_cs.GLint,arrays.GLdoubleArray)
158def glGetUniformdv(program,location,params):pass
159@_f
160@_p.types(_cs.GLboolean,_cs.GLuint)
161def glIsTransformFeedback(id):pass
162@_f
163@_p.types(None,_cs.GLfloat)
164def glMinSampleShading(value):pass
165@_f
166@_p.types(None,_cs.GLenum,arrays.GLfloatArray)
167def glPatchParameterfv(pname,values):pass
168@_f
169@_p.types(None,_cs.GLenum,_cs.GLint)
170def glPatchParameteri(pname,value):pass
171@_f
172@_p.types(None,)
173def glPauseTransformFeedback():pass
174@_f
175@_p.types(None,)
176def glResumeTransformFeedback():pass
177@_f
178@_p.types(None,_cs.GLint,_cs.GLdouble)
179def glUniform1d(location,x):pass
180@_f
181@_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray)
182def glUniform1dv(location,count,value):pass
183@_f
184@_p.types(None,_cs.GLint,_cs.GLdouble,_cs.GLdouble)
185def glUniform2d(location,x,y):pass
186@_f
187@_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray)
188def glUniform2dv(location,count,value):pass
189@_f
190@_p.types(None,_cs.GLint,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
191def glUniform3d(location,x,y,z):pass
192@_f
193@_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray)
194def glUniform3dv(location,count,value):pass
195@_f
196@_p.types(None,_cs.GLint,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
197def glUniform4d(location,x,y,z,w):pass
198@_f
199@_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray)
200def glUniform4dv(location,count,value):pass
201@_f
202@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
203def glUniformMatrix2dv(location,count,transpose,value):pass
204@_f
205@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
206def glUniformMatrix2x3dv(location,count,transpose,value):pass
207@_f
208@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
209def glUniformMatrix2x4dv(location,count,transpose,value):pass
210@_f
211@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
212def glUniformMatrix3dv(location,count,transpose,value):pass
213@_f
214@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
215def glUniformMatrix3x2dv(location,count,transpose,value):pass
216@_f
217@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
218def glUniformMatrix3x4dv(location,count,transpose,value):pass
219@_f
220@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
221def glUniformMatrix4dv(location,count,transpose,value):pass
222@_f
223@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
224def glUniformMatrix4x2dv(location,count,transpose,value):pass
225@_f
226@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
227def glUniformMatrix4x3dv(location,count,transpose,value):pass
228@_f
229@_p.types(None,_cs.GLenum,_cs.GLsizei,arrays.GLuintArray)
230def glUniformSubroutinesuiv(shadertype,count,indices):pass
231