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