'''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_4_1' def _f( function ): return _p.createFunction( function,_p.PLATFORM.GL,'GL_VERSION_GL_4_1',error_checker=_errors._error_checker) GL_ACTIVE_PROGRAM=_C('GL_ACTIVE_PROGRAM',0x8259) GL_ALL_SHADER_BITS=_C('GL_ALL_SHADER_BITS',0xFFFFFFFF) GL_FIXED=_C('GL_FIXED',0x140C) GL_FRAGMENT_SHADER_BIT=_C('GL_FRAGMENT_SHADER_BIT',0x00000002) GL_GEOMETRY_SHADER_BIT=_C('GL_GEOMETRY_SHADER_BIT',0x00000004) GL_HIGH_FLOAT=_C('GL_HIGH_FLOAT',0x8DF2) GL_HIGH_INT=_C('GL_HIGH_INT',0x8DF5) GL_IMPLEMENTATION_COLOR_READ_FORMAT=_C('GL_IMPLEMENTATION_COLOR_READ_FORMAT',0x8B9B) GL_IMPLEMENTATION_COLOR_READ_TYPE=_C('GL_IMPLEMENTATION_COLOR_READ_TYPE',0x8B9A) GL_LAYER_PROVOKING_VERTEX=_C('GL_LAYER_PROVOKING_VERTEX',0x825E) GL_LOW_FLOAT=_C('GL_LOW_FLOAT',0x8DF0) GL_LOW_INT=_C('GL_LOW_INT',0x8DF3) GL_MAX_FRAGMENT_UNIFORM_VECTORS=_C('GL_MAX_FRAGMENT_UNIFORM_VECTORS',0x8DFD) GL_MAX_VARYING_VECTORS=_C('GL_MAX_VARYING_VECTORS',0x8DFC) GL_MAX_VERTEX_UNIFORM_VECTORS=_C('GL_MAX_VERTEX_UNIFORM_VECTORS',0x8DFB) GL_MAX_VIEWPORTS=_C('GL_MAX_VIEWPORTS',0x825B) GL_MEDIUM_FLOAT=_C('GL_MEDIUM_FLOAT',0x8DF1) GL_MEDIUM_INT=_C('GL_MEDIUM_INT',0x8DF4) GL_NUM_PROGRAM_BINARY_FORMATS=_C('GL_NUM_PROGRAM_BINARY_FORMATS',0x87FE) GL_NUM_SHADER_BINARY_FORMATS=_C('GL_NUM_SHADER_BINARY_FORMATS',0x8DF9) GL_PROGRAM_BINARY_FORMATS=_C('GL_PROGRAM_BINARY_FORMATS',0x87FF) GL_PROGRAM_BINARY_LENGTH=_C('GL_PROGRAM_BINARY_LENGTH',0x8741) GL_PROGRAM_BINARY_RETRIEVABLE_HINT=_C('GL_PROGRAM_BINARY_RETRIEVABLE_HINT',0x8257) GL_PROGRAM_PIPELINE_BINDING=_C('GL_PROGRAM_PIPELINE_BINDING',0x825A) GL_PROGRAM_SEPARABLE=_C('GL_PROGRAM_SEPARABLE',0x8258) GL_RGB565=_C('GL_RGB565',0x8D62) GL_SHADER_BINARY_FORMATS=_C('GL_SHADER_BINARY_FORMATS',0x8DF8) GL_SHADER_COMPILER=_C('GL_SHADER_COMPILER',0x8DFA) GL_TESS_CONTROL_SHADER_BIT=_C('GL_TESS_CONTROL_SHADER_BIT',0x00000008) GL_TESS_EVALUATION_SHADER_BIT=_C('GL_TESS_EVALUATION_SHADER_BIT',0x00000010) GL_UNDEFINED_VERTEX=_C('GL_UNDEFINED_VERTEX',0x8260) GL_VERTEX_SHADER_BIT=_C('GL_VERTEX_SHADER_BIT',0x00000001) GL_VIEWPORT_BOUNDS_RANGE=_C('GL_VIEWPORT_BOUNDS_RANGE',0x825D) GL_VIEWPORT_INDEX_PROVOKING_VERTEX=_C('GL_VIEWPORT_INDEX_PROVOKING_VERTEX',0x825F) GL_VIEWPORT_SUBPIXEL_BITS=_C('GL_VIEWPORT_SUBPIXEL_BITS',0x825C) @_f @_p.types(None,_cs.GLuint,_cs.GLuint) def glActiveShaderProgram(pipeline,program):pass @_f @_p.types(None,_cs.GLuint) def glBindProgramPipeline(pipeline):pass @_f @_p.types(None,_cs.GLfloat) def glClearDepthf(d):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.GLsizei,arrays.GLdoubleArray) def glDepthRangeArrayv(first,count,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLdouble,_cs.GLdouble) def glDepthRangeIndexed(index,n,f):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat) def glDepthRangef(n,f):pass @_f @_p.types(None,_cs.GLsizei,arrays.GLuintArray) def glGenProgramPipelines(n,pipelines):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint,arrays.GLdoubleArray) def glGetDoublei_v(target,index,data):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint,arrays.GLfloatArray) def glGetFloati_v(target,index,data):pass @_f @_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLuintArray,ctypes.c_void_p) def glGetProgramBinary(program,bufSize,length,binaryFormat,binary):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(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray,arrays.GLintArray) def glGetShaderPrecisionFormat(shadertype,precisiontype,range,precision):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,arrays.GLdoubleArray) def glGetVertexAttribLdv(index,pname,params):pass @_f @_p.types(_cs.GLboolean,_cs.GLuint) def glIsProgramPipeline(pipeline):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,ctypes.c_void_p,_cs.GLsizei) def glProgramBinary(program,binaryFormat,binary,length):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLint) def glProgramParameteri(program,pname,value):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLdouble) def glProgramUniform1d(program,location,v0):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray) def glProgramUniform1dv(program,location,count,value):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.GLdouble,_cs.GLdouble) def glProgramUniform2d(program,location,v0,v1):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray) def glProgramUniform2dv(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.GLdouble,_cs.GLdouble,_cs.GLdouble) def glProgramUniform3d(program,location,v0,v1,v2):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray) def glProgramUniform3dv(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.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glProgramUniform4d(program,location,v0,v1,v2,v3):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray) def glProgramUniform4dv(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.GLdoubleArray) def glProgramUniformMatrix2dv(program,location,count,transpose,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.GLdoubleArray) def glProgramUniformMatrix2x3dv(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.GLdoubleArray) def glProgramUniformMatrix2x4dv(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.GLdoubleArray) def glProgramUniformMatrix3dv(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.GLdoubleArray) def glProgramUniformMatrix3x2dv(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.GLdoubleArray) def glProgramUniformMatrix3x4dv(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.GLdoubleArray) def glProgramUniformMatrix4dv(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.GLdoubleArray) def glProgramUniformMatrix4x2dv(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.GLdoubleArray) def glProgramUniformMatrix4x3dv(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,) def glReleaseShaderCompiler():pass @_f @_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLintArray) def glScissorArrayv(first,count,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei) def glScissorIndexed(index,left,bottom,width,height):pass @_f @_p.types(None,_cs.GLuint,arrays.GLintArray) def glScissorIndexedv(index,v):pass @_f @_p.types(None,_cs.GLsizei,arrays.GLuintArray,_cs.GLenum,ctypes.c_void_p,_cs.GLsizei) def glShaderBinary(count,shaders,binaryformat,binary,length):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.GLdouble) def glVertexAttribL1d(index,x):pass @_f @_p.types(None,_cs.GLuint,arrays.GLdoubleArray) def glVertexAttribL1dv(index,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLdouble,_cs.GLdouble) def glVertexAttribL2d(index,x,y):pass @_f @_p.types(None,_cs.GLuint,arrays.GLdoubleArray) def glVertexAttribL2dv(index,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glVertexAttribL3d(index,x,y,z):pass @_f @_p.types(None,_cs.GLuint,arrays.GLdoubleArray) def glVertexAttribL3dv(index,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glVertexAttribL4d(index,x,y,z,w):pass @_f @_p.types(None,_cs.GLuint,arrays.GLdoubleArray) def glVertexAttribL4dv(index,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLenum,_cs.GLsizei,ctypes.c_void_p) def glVertexAttribLPointer(index,size,type,stride,pointer):pass @_f @_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLfloatArray) def glViewportArrayv(first,count,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glViewportIndexedf(index,x,y,w,h):pass @_f @_p.types(None,_cs.GLuint,arrays.GLfloatArray) def glViewportIndexedfv(index,v):pass