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  1. vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/__init__.py +1 -0
  2. vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/aux_depth_stencil.py +47 -0
  3. vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/client_storage.py +107 -0
  4. vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/fence.py +79 -0
  5. vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/flush_buffer_range.py +46 -0
  6. vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/object_purgeable.py +79 -0
  7. vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/texture_range.py +45 -0
  8. vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/transform_hint.py +43 -0
  9. vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/vertex_array_object.py +52 -0
  10. vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/vertex_array_range.py +154 -0
  11. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/__init__.py +1 -0
  12. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/blend_func_extended.py +39 -0
  13. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/buffer_storage.py +48 -0
  14. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/color_buffer_float.py +55 -0
  15. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/compatibility.py +23 -0
  16. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/compute_variable_group_size.py +39 -0
  17. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/conservative_depth.py +39 -0
  18. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/copy_buffer.py +30 -0
  19. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/depth_buffer_float.py +43 -0
  20. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/depth_clamp.py +54 -0
  21. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/depth_texture.py +37 -0
  22. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/draw_instanced.py +47 -0
  23. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/explicit_attrib_location.py +32 -0
  24. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/explicit_uniform_location.py +31 -0
  25. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/fragment_coord_conventions.py +84 -0
  26. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/fragment_program_shadow.py +49 -0
  27. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/fragment_shader.py +37 -0
  28. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/framebuffer_no_attachments.py +73 -0
  29. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/framebuffer_object.py +342 -0
  30. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/framebuffer_sRGB.py +55 -0
  31. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/geometry_shader4.py +53 -0
  32. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/imaging.py +225 -0
  33. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/indirect_parameters.py +46 -0
  34. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/map_buffer_alignment.py +30 -0
  35. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/occlusion_query.py +138 -0
  36. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/program_interface_query.py +89 -0
  37. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/provoking_vertex.py +52 -0
  38. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/robustness_isolation.py +40 -0
  39. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/sample_shading.py +50 -0
  40. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/sampler_objects.py +86 -0
  41. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/seamless_cube_map.py +45 -0
  42. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/seamless_cubemap_per_texture.py +48 -0
  43. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/separate_shader_objects.py +230 -0
  44. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/shader_bit_encoding.py +31 -0
  45. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/shader_group_vote.py +77 -0
  46. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/shader_image_load_store.py +68 -0
  47. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/shader_image_size.py +27 -0
  48. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/shading_language_100.py +31 -0
  49. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/shading_language_include.py +66 -0
  50. vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/shading_language_packing.py +43 -0
vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/__init__.py ADDED
@@ -0,0 +1 @@
 
 
1
+ """OpenGL Extensions"""
vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/aux_depth_stencil.py ADDED
@@ -0,0 +1,47 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension APPLE.aux_depth_stencil
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.APPLE.aux_depth_stencil to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ Normally, each OpenGL drawable allocates at most one depth buffer and one
10
+ stencil buffer, regardless of how many aux buffers there are.
11
+
12
+ When the APPLE_aux_depth_stencil extension is used, and the depth buffer
13
+ size is non-zero, the GL silently allocates a separate depth buffer for the
14
+ color buffer and for each aux buffer. Similarly, if the stencil buffer size
15
+ is non-zero, a separate stencil buffer is allocated for the color buffer and
16
+ each aux buffer. This extension does not cause separate depth or stencil
17
+ buffers to be allocated for the left and right buffers of a stereo drawable.
18
+ A context with no aux buffers will be unaffected by this extension.
19
+
20
+ Switching the draw or read buffer from the color buffer to an aux buffer, or
21
+ switching between two aux buffers, simultaneously switches the associated
22
+ depth and stencil buffers, for drawing or reading.
23
+
24
+ For example, if an OpenGL context has two aux buffers and non-zero depth
25
+ buffer size, it will have a total of three depth buffers - one associated
26
+ with the color buffer and one associated with each aux buffer. If that
27
+ context is used to render to AUX0, then to render to AUX1, the changes to
28
+ the depth buffer made by the rendering to AUX1 will not affect the depth
29
+ buffer associated with AUX0, and vice versa.
30
+
31
+ The official definition of this extension is available here:
32
+ http://www.opengl.org/registry/specs/APPLE/aux_depth_stencil.txt
33
+ '''
34
+ from OpenGL import platform, constant, arrays
35
+ from OpenGL import extensions, wrapper
36
+ import ctypes
37
+ from OpenGL.raw.GL import _types, _glgets
38
+ from OpenGL.raw.GL.APPLE.aux_depth_stencil import *
39
+ from OpenGL.raw.GL.APPLE.aux_depth_stencil import _EXTENSION_NAME
40
+
41
+ def glInitAuxDepthStencilAPPLE():
42
+ '''Return boolean indicating whether this extension is available'''
43
+ from OpenGL import extensions
44
+ return extensions.hasGLExtension( _EXTENSION_NAME )
45
+
46
+
47
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/client_storage.py ADDED
@@ -0,0 +1,107 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension APPLE.client_storage
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.APPLE.client_storage to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension provides a simple mechanism to optimize texture data handling
10
+ by clients. GL implementations normally maintain a copy of texture image
11
+ data supplied clients when any of the various texturing commands, such as
12
+ TexImage2D, are invoked. This extension eliminates GL's internal copy of
13
+ the texture image data and allows a client to maintain this data locally for
14
+ textures when the UNPACK_CLIENT_STORAGE_APPLE pixel storage parameter is
15
+ TRUE at the time of texture specification. Local texture data storage is
16
+ especially useful in cases where clients maintain internal copies of
17
+ textures used in any case. This results in what could be considered an
18
+ extra copy of the texture image data. Assuming all operations are error
19
+ free, the use of client storage has no affect on the result of texturing
20
+ operations and will not affect rendering results. APPLE_client_storage
21
+ allows clients to optimize memory requirements and copy operations it also
22
+ requires adherence to specific rules in maintaining texture image data.
23
+
24
+ Clients using this extension are agreeing to preserve a texture's image data
25
+ for the life of the texture. The life of the texture is defined, in this
26
+ case, as the time from first issuing the TexImage3D, TexImage2D or
27
+ TexImage1D command, for the specific texture object with the
28
+ UNPACK_CLIENT_STORAGE_APPLE pixel storage parameter set to TRUE, until the
29
+ DeleteTextures command or another TexImage command for that same object.
30
+ Only after DeleteTextures has completed, or new texture is specified, can
31
+ the local texture memory be released, as it will no longer be utilized by
32
+ OpenGL. Changing the UNPACK_CLIENT_STORAGE_APPLE pixel storage parameter
33
+ will have no additional effect once the texturing command has been issued
34
+ and specifically will not alleviate the client from maintaining the texture
35
+ data.
36
+
37
+ Client storage is implemented as a pixel storage parameter which affects
38
+ texture image storage at the time the texturing command is issued. As with
39
+ other pixel storage parameters this state may differ from the time the
40
+ texturing command in executed if the command is placed in a display list.
41
+ The PixelStore command is used to set the parameter
42
+ UNPACK_CLIENT_STORAGE_APPLE. Values can either be TRUE or FALSE, with TRUE
43
+ representing the use of client local storage and FALSE indicating the OpenGL
44
+ engine and not the client will be responsible for maintaining texture
45
+ storage for future texturing commands issued per the OpenGL specification.
46
+ The default state for the UNPACK_CLIENT_STORAGE_APPLE parameter is FALSE
47
+
48
+ Client storage is only available for texture objects and not the default
49
+ texture (of any target type). This means that a texture object has to
50
+ generated and bound to be used with client storage. Setting
51
+ UNPACK_CLIENT_STORAGE_APPLE to TRUE and texturing with the default texture
52
+ will result in normally texturing with GL maintaining a copy of the texture
53
+ image data.
54
+
55
+ Normally, client storage will be used in conjunction with normal texturing
56
+ techniques. An application would use GenTextures to generate texture
57
+ objects as needed. BindTexture to the texture object name of interest.
58
+ Enable client storage via the PixelStore command setting the
59
+ UNPACK_CLIENT_STORAGE_APPLE parameter to TRUE. Then use TexImage3D,
60
+ TexImage2D or TexImage1D to specify the texture image. If no further use of
61
+ client storage is desired, it is recommended to again use the PixelStore
62
+ command, in this case setting the UNPACK_CLIENT_STORAGE_APPLE parameter to
63
+ FALSE to disable client storage, since this pixel state is maintained unless
64
+ explicitly set by the PixelStore command.
65
+
66
+ If an application needs to modify the texture, using TexSubImage for
67
+ example, it should be noted that the pointer passed to TexSubImage1D,
68
+ TexSubImage2D or TexSubImage3D does not have to the same, or within the
69
+ original texture memory. It if is not, there is the likelihood of GL
70
+ copying the new data to the original texture memory owned by the client,
71
+ thus actually modifying this texture image data. This does not affect
72
+ requirement to maintain the original texture memory but also does not add
73
+ the requirement to maintain the sub image data, due to the copy.
74
+
75
+ Once a client has completed use of the texture stored in client memory, it
76
+ should issue a DeleteTextures command to delete the texture object or issue
77
+ a texture command, with the same target type, for the object, with either a
78
+ different data pointer, or UNPACK_CLIENT_STORAGE_APPLE set to false, in any
79
+ case, breaking the tie between GL and the texture buffer. An implicit Flush
80
+ command is issued in these cases, ensuring all access to the texture by
81
+ OpenGL is complete. Only at this point can the texture buffer be safely
82
+ released. Releasing the texture buffer prior has undefined results and will
83
+ very possibly display texel anomalies at run time. System level memory
84
+ management and paging schemes should not affect the use of client storage.
85
+ Consider in any case, that GL has an alias of the base pointer for this
86
+ block of texture memory which is maintained until GL is finished rendering
87
+ with the texture and it has been deleted or reassigned to another set of
88
+ texture data. As long as this alias exists, applications must not
89
+ de-allocate, move or purge this memory.
90
+
91
+ The official definition of this extension is available here:
92
+ http://www.opengl.org/registry/specs/APPLE/client_storage.txt
93
+ '''
94
+ from OpenGL import platform, constant, arrays
95
+ from OpenGL import extensions, wrapper
96
+ import ctypes
97
+ from OpenGL.raw.GL import _types, _glgets
98
+ from OpenGL.raw.GL.APPLE.client_storage import *
99
+ from OpenGL.raw.GL.APPLE.client_storage import _EXTENSION_NAME
100
+
101
+ def glInitClientStorageAPPLE():
102
+ '''Return boolean indicating whether this extension is available'''
103
+ from OpenGL import extensions
104
+ return extensions.hasGLExtension( _EXTENSION_NAME )
105
+
106
+
107
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/fence.py ADDED
@@ -0,0 +1,79 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension APPLE.fence
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.APPLE.fence to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension is provided a finer granularity of synchronizing GL command
10
+ completion than offered by standard OpenGL, which currently offers only two
11
+ mechanisms for synchronization: Flush and Finish. Since Flush merely assures
12
+ the user that the commands complete in a finite (though undetermined) amount
13
+ of time, it is, thus, of only modest utility. Finish, on the other hand,
14
+ stalls CPU execution until all pending GL commands have completed forcing
15
+ completely synchronous operation, which most often not the desired result.
16
+ This extension offers a middle ground - the ability to "finish" a subset of
17
+ the command stream, and the ability to determine whether a given command has
18
+ completed or not.
19
+
20
+ This extension introduces the concept of a "fence" to the OpenGL command
21
+ stream with SetFenceAPPLE. Once the fence is inserted into the command
22
+ stream, it can be tested for its completion with TestFenceAPPLE. Moreover,
23
+ the application may also request a partial Finish up to a particular "fence"
24
+ using the FinishFenceAPPLE command -- that is, all commands prior to the
25
+ fence will be forced to complete until control is returned to the calling
26
+ process. These new mechanisms allow for synchronization between the host
27
+ CPU and the GPU, which may be accessing the same resources (typically
28
+ memory).
29
+
30
+ Fences are created and deleted, as are other objects in OpenGL, specifically
31
+ with GenFencesAPPLE and DeleteFencesAPPLE. The former returns a list of
32
+ unused fence names and the later deletes the provided list of fence names.
33
+
34
+ In addition to being able to test or finish a fence this extension allows
35
+ testing for other types of completion, including texture objects, vertex
36
+ array objects, and draw pixels. This allows the client to use
37
+ TestObjectAPPLE or FinishObjectAPPLE with FENCE_APPLE, TEXTURE,
38
+ VERTEX_ARRAY, or DRAW_PIXELS_APPLE with the same type of results as
39
+ TestFenceAPPLE and FinishFenceAPPLE. Specifically, using the FENCE_APPLE
40
+ type is equivalent to calling TestFenceAPPLE or FinishFenceAPPLE with the
41
+ particular fence name. Using TEXTURE as the object type tests or waits for
42
+ completion of a specific texture, meaning when there are no pending
43
+ rendering commands which use that texture object. Using the VERTEX_ARRAY
44
+ type will test or wait for drawing commands using that particular vertex
45
+ array object name. Finally, DRAW_PIXELS_APPLE will wait or test for
46
+ completion of all pending DrawPixels commands. These tests and finishes
47
+ operate with the same limitations and results as test and finish fence.
48
+
49
+ One use of this extension is in conjunction with APPLE_vertex_array_range to
50
+ determine when graphics hardware has completed accessing vertex data from a
51
+ vertex array range. Once a fence has been tested TRUE or finished, all
52
+ vertex indices issued before the fence must have completed being accessed.
53
+ This ensures that the vertex data memory corresponding to the issued vertex
54
+ indices can be safely modified (assuming no other outstanding vertex indices
55
+ are issued subsequent to the fence).
56
+
57
+ The official definition of this extension is available here:
58
+ http://www.opengl.org/registry/specs/APPLE/fence.txt
59
+ '''
60
+ from OpenGL import platform, constant, arrays
61
+ from OpenGL import extensions, wrapper
62
+ import ctypes
63
+ from OpenGL.raw.GL import _types, _glgets
64
+ from OpenGL.raw.GL.APPLE.fence import *
65
+ from OpenGL.raw.GL.APPLE.fence import _EXTENSION_NAME
66
+
67
+ def glInitFenceAPPLE():
68
+ '''Return boolean indicating whether this extension is available'''
69
+ from OpenGL import extensions
70
+ return extensions.hasGLExtension( _EXTENSION_NAME )
71
+
72
+ glGenFencesAPPLE=wrapper.wrapper(glGenFencesAPPLE).setOutput(
73
+ 'fences',size=lambda x:(x,),pnameArg='n',orPassIn=True
74
+ )
75
+ # INPUT glDeleteFencesAPPLE.fences size not checked against n
76
+ glDeleteFencesAPPLE=wrapper.wrapper(glDeleteFencesAPPLE).setInputArraySize(
77
+ 'fences', None
78
+ )
79
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/flush_buffer_range.py ADDED
@@ -0,0 +1,46 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension APPLE.flush_buffer_range
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.APPLE.flush_buffer_range to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ APPLE_flush_buffer_range expands the buffer object API to allow greater
10
+ performance when a client application only needs to write to a sub-range
11
+ of a buffer object. To that end, this extension introduces two new buffer
12
+ object features: non-serialized buffer modification and explicit sub-range
13
+ flushing for mapped buffer objects.
14
+
15
+ OpenGL requires that commands occur in a FIFO manner meaning that any
16
+ changes to buffer objects either block until the data has been processed by
17
+ the OpenGL pipeline or else create extra copies to avoid such a block. By
18
+ providing a method to asynchronously modify buffer object data, an
19
+ application is then able to manage the synchronization points themselves
20
+ and modify ranges of data contained by a buffer object even though OpenGL
21
+ might still be using other parts of it.
22
+
23
+ This extension also provides a method for explicitly flushing ranges of a
24
+ mapped buffer object so OpenGL does not have to assume that the entire
25
+ range may have been modified.
26
+
27
+ Affects ARB_vertex_buffer_object, ARB_pixel_buffer_object and OpenGL 1.5
28
+ Buffer Objects.
29
+
30
+ The official definition of this extension is available here:
31
+ http://www.opengl.org/registry/specs/APPLE/flush_buffer_range.txt
32
+ '''
33
+ from OpenGL import platform, constant, arrays
34
+ from OpenGL import extensions, wrapper
35
+ import ctypes
36
+ from OpenGL.raw.GL import _types, _glgets
37
+ from OpenGL.raw.GL.APPLE.flush_buffer_range import *
38
+ from OpenGL.raw.GL.APPLE.flush_buffer_range import _EXTENSION_NAME
39
+
40
+ def glInitFlushBufferRangeAPPLE():
41
+ '''Return boolean indicating whether this extension is available'''
42
+ from OpenGL import extensions
43
+ return extensions.hasGLExtension( _EXTENSION_NAME )
44
+
45
+
46
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/object_purgeable.py ADDED
@@ -0,0 +1,79 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension APPLE.object_purgeable
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.APPLE.object_purgeable to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension provides the ability to mark the storage of OpenGL
10
+ objects as "purgeable".
11
+
12
+ Many of today's modern virtual memory systems include the concept of
13
+ purgeability in order to avoid unnecessary paging when the object
14
+ contents are no longer needed. In OpenGL, objects such as textures,
15
+ vertex buffers, pixel buffers, and renderbuffers all have
16
+ significant storage requirements. By default, the OpenGL is
17
+ required to preserve the contents of these objects regardless of
18
+ system resource stress, such as vram shortage or physical memory
19
+ shortage. Often this is accomplished by temporarily paging the
20
+ contents of objects that are not currently needed to some kind of
21
+ secondary storage area. This paging operation can be an unnecessary
22
+ computational expense in the cases where the data is not going to be
23
+ used again or where the content can be reproduced by the application
24
+ with less expense than the paging operation would require.
25
+
26
+ This extension defines a mechanism for the application to mark the
27
+ storage of OpenGL objects as "purgeable" in order to influence these
28
+ paging operations. The application can further control the
29
+ semantics of making object storage "purgeable" with two options
30
+ ("volatile" and "released") and "unpurgeable" with two options
31
+ ("undefined" and "retained")
32
+
33
+ Applications that use this extension will typically follow one of
34
+ two operational models. The typical model for most applications is
35
+ to mark an object storage as "purgeable" with the "volatile" option,
36
+ and then later mark the storage as "unpurgeable" with the "retained"
37
+ option. When this happens, the application may or may not need to
38
+ respecify the object contents, depending on the whether the object
39
+ storage was actually released. The application can find out whether
40
+ the storage was released by examining the return value of the
41
+ function which marks the storage as "unpurgeable". This model is
42
+ useful when the application does not know at the time it marks the
43
+ object storage as "purgeable" whether it will later need those
44
+ contents to be valid.
45
+
46
+ Another operational model is for an application to mark the storage
47
+ for an object as "purgeable" with the "released" option, and then
48
+ later mark the object "unpurgeable" with the "undefined" option. In
49
+ this latter model, the application intends to unconditionally reload
50
+ the object contents later on, and so it tells the GL that it is okay
51
+ if the contents are "undefined" when the storage is re-allocated.
52
+
53
+ Note that in both models, it is possible for the contents to become
54
+ undefined since they could have actually been purged from the system
55
+ in either case. The various options are still useful, however,
56
+ since they give more information to the GL about what the
57
+ application expects to happen and the GL can use this information to
58
+ make better predictions about which paging choices will be more
59
+ efficient.
60
+
61
+ The official definition of this extension is available here:
62
+ http://www.opengl.org/registry/specs/APPLE/object_purgeable.txt
63
+ '''
64
+ from OpenGL import platform, constant, arrays
65
+ from OpenGL import extensions, wrapper
66
+ import ctypes
67
+ from OpenGL.raw.GL import _types, _glgets
68
+ from OpenGL.raw.GL.APPLE.object_purgeable import *
69
+ from OpenGL.raw.GL.APPLE.object_purgeable import _EXTENSION_NAME
70
+
71
+ def glInitObjectPurgeableAPPLE():
72
+ '''Return boolean indicating whether this extension is available'''
73
+ from OpenGL import extensions
74
+ return extensions.hasGLExtension( _EXTENSION_NAME )
75
+
76
+ glGetObjectParameterivAPPLE=wrapper.wrapper(glGetObjectParameterivAPPLE).setOutput(
77
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
78
+ )
79
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/texture_range.py ADDED
@@ -0,0 +1,45 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension APPLE.texture_range
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.APPLE.texture_range to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension provides a method to specify the range of client address
10
+ space that may be used by a texture. In general, the storage size of a
11
+ texture may be easily determined by the texture's data type and geometry.
12
+ However, driver optimizations may be realized if an extended address
13
+ range is specified to encompass the storage of multiple textures, or to
14
+ encompass potential future changes in the size of a texture. A typical
15
+ usage of this extension is to specify an identical address range for
16
+ several textures in a particular working set that encompasses the storage
17
+ of all the textures in the set. This allows the driver to make a single
18
+ memory mapping for all of the textures.
19
+
20
+ Further, a mechanism is provided to allow the application to give the GL
21
+ driver a hint regarding the storage requirements of the texture data.
22
+
23
+ The official definition of this extension is available here:
24
+ http://www.opengl.org/registry/specs/APPLE/texture_range.txt
25
+ '''
26
+ from OpenGL import platform, constant, arrays
27
+ from OpenGL import extensions, wrapper
28
+ import ctypes
29
+ from OpenGL.raw.GL import _types, _glgets
30
+ from OpenGL.raw.GL.APPLE.texture_range import *
31
+ from OpenGL.raw.GL.APPLE.texture_range import _EXTENSION_NAME
32
+
33
+ def glInitTextureRangeAPPLE():
34
+ '''Return boolean indicating whether this extension is available'''
35
+ from OpenGL import extensions
36
+ return extensions.hasGLExtension( _EXTENSION_NAME )
37
+
38
+ # INPUT glTextureRangeAPPLE.pointer size not checked against length
39
+ glTextureRangeAPPLE=wrapper.wrapper(glTextureRangeAPPLE).setInputArraySize(
40
+ 'pointer', None
41
+ )
42
+ glGetTexParameterPointervAPPLE=wrapper.wrapper(glGetTexParameterPointervAPPLE).setOutput(
43
+ 'params',size=(1,),orPassIn=True
44
+ )
45
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/transform_hint.py ADDED
@@ -0,0 +1,43 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension APPLE.transform_hint
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.APPLE.transform_hint to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ The transform_hint extension provides a new target,
10
+ TRANSFORM_HINT_APPLE, for the Hint procedure. When the
11
+ transform hint is set to FASTEST the GL may choose to
12
+ implement certain state dependent algebraic simplifications
13
+ in the geometry transformation that affect the sub-pixel
14
+ precision of the transformed vertex coordinates.
15
+
16
+ For example, if two polygons are rendered with identical object
17
+ coordinates, different GL state settings, and the transform
18
+ hint set to FASTEST, there is no gaurantee that the resulting
19
+ window coordinates of the two polygons will be precisely
20
+ identical. Therefore, precise tests of the window coordinates,
21
+ such as a depth test setting of EQUAL, should not be used.
22
+
23
+ If the transform hint is set to NICEST or DONT_CARE, two polygons
24
+ with identical object coordinates will always be transformed
25
+ to identical window coordinates.
26
+
27
+ The official definition of this extension is available here:
28
+ http://www.opengl.org/registry/specs/APPLE/transform_hint.txt
29
+ '''
30
+ from OpenGL import platform, constant, arrays
31
+ from OpenGL import extensions, wrapper
32
+ import ctypes
33
+ from OpenGL.raw.GL import _types, _glgets
34
+ from OpenGL.raw.GL.APPLE.transform_hint import *
35
+ from OpenGL.raw.GL.APPLE.transform_hint import _EXTENSION_NAME
36
+
37
+ def glInitTransformHintAPPLE():
38
+ '''Return boolean indicating whether this extension is available'''
39
+ from OpenGL import extensions
40
+ return extensions.hasGLExtension( _EXTENSION_NAME )
41
+
42
+
43
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/vertex_array_object.py ADDED
@@ -0,0 +1,52 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension APPLE.vertex_array_object
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.APPLE.vertex_array_object to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension introduces named vertex array objects which encapsulate
10
+ vertex array state on the client side. The main purpose of these
11
+ objects is to keep pointers to static vertex data and provide a name
12
+ for different sets of static vertex data.
13
+
14
+ By extending vertex array range functionality this extension allows multiple
15
+ vertex array ranges to exist at one time, including their complete sets of
16
+ state, in manner analogous to texture objects.
17
+
18
+ GenVertexArraysAPPLE creates a list of n number of vertex array object
19
+ names. After creating a name, BindVertexArrayAPPLE associates the name with
20
+ a vertex array object and selects this vertex array and its associated
21
+ state as current. To get back to the default vertex array and its
22
+ associated state the client should bind to vertex array named 0.
23
+
24
+ Once a client is done using a vertex array object it can be deleted with
25
+ DeleteVertexArraysAPPLE. The client is responsible for allocating and
26
+ deallocating the memory used by the vertex array data, while the
27
+ DeleteVertexArraysAPPLE command deletes vertex array object names and
28
+ associated state only.
29
+
30
+ The official definition of this extension is available here:
31
+ http://www.opengl.org/registry/specs/APPLE/vertex_array_object.txt
32
+ '''
33
+ from OpenGL import platform, constant, arrays
34
+ from OpenGL import extensions, wrapper
35
+ import ctypes
36
+ from OpenGL.raw.GL import _types, _glgets
37
+ from OpenGL.raw.GL.APPLE.vertex_array_object import *
38
+ from OpenGL.raw.GL.APPLE.vertex_array_object import _EXTENSION_NAME
39
+
40
+ def glInitVertexArrayObjectAPPLE():
41
+ '''Return boolean indicating whether this extension is available'''
42
+ from OpenGL import extensions
43
+ return extensions.hasGLExtension( _EXTENSION_NAME )
44
+
45
+ # INPUT glDeleteVertexArraysAPPLE.arrays size not checked against n
46
+ glDeleteVertexArraysAPPLE=wrapper.wrapper(glDeleteVertexArraysAPPLE).setInputArraySize(
47
+ 'arrays', None
48
+ )
49
+ glGenVertexArraysAPPLE=wrapper.wrapper(glGenVertexArraysAPPLE).setOutput(
50
+ 'arrays',size=lambda x:(x,),pnameArg='n',orPassIn=True
51
+ )
52
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/APPLE/vertex_array_range.py ADDED
@@ -0,0 +1,154 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension APPLE.vertex_array_range
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.APPLE.vertex_array_range to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension is designed to allow very high vertex processing rates which
10
+ are facilitated both by relieving the CPU of as much processing burden as
11
+ possible and by allowing graphics hardware to directly access vertex data.
12
+ Because this extension is implemented as an addition to the vertex array
13
+ specification provided by OpenGL 1.1, applications can continue to use
14
+ existing vertex submission logic while taking advantage of vertex array
15
+ ranges to more efficiently process those arrays.
16
+
17
+ The vertex array coherency model provided by OpenGL 1.1 requires that
18
+ vertex data specified in vertex arrays be transferred from system memory
19
+ each time Begin, DrawArrays, or DrawElements is called. Further, OpenGL
20
+ 1.1 requires that the transfer of data be completed by the time End,
21
+ DrawArrays, or DrawElements returns. Both of these requirements are
22
+ relaxed by the vertex array range extension. Vertex data may be cached
23
+ by the GL so there is no guarantee that changes to the vertex data will
24
+ be reflected in following drawing commands unless it is flushed with
25
+ FlushVertexArrayRangeAPPLE. The reading of vertex data may be deferred
26
+ by the GL so there is no guarantee that the GL will be finished reading
27
+ the data until completion is forced by the use of Finish or the APPLE_fence
28
+ extension.
29
+
30
+ Vertex array range can be enabled in two ways. EnableClientState can be
31
+ used with the VERTEX_ARRAY_RANGE_APPLE param to enable vertex array range
32
+ for the client context. One can also simply set the vertex array storage
33
+ hint to either STORAGE_CACHED_APPLE or STORAGE_SHARED_APPLE (as discussed
34
+ below) to enable a particular vertex array range. Once this is done, use of
35
+ vertex array range requires the definition of a specific memory range for
36
+ vertex data through VertexArrayRangeAPPLE. It is recommended this data be
37
+ page aligned (4096 byte boundaries) and a multiple of page size in length
38
+ for maximum efficiency in data handling and internal flushing, but this is
39
+ not a requirement and any location and length of data can be defined as a
40
+ vertex array. This extension provides no memory allocators as any
41
+ convenient memory allocator can be used.
42
+
43
+ Once a data set is established, using VertexArrayRangeAPPLE, it can be can
44
+ be drawn using standard OpenGL vertex array commands, as one would do
45
+ without this extension. Note, if any the data for any enabled array for a
46
+ given array element index falls outside of the vertex array range, an
47
+ undefined vertex is generated. One should also understand removing or
48
+ replacing all calls to vertex array range functions with no-ops or disabling
49
+ the vertex array range by disabling the VERTEX_ARRAY_RANGE_APPLE client
50
+ state should not change the results of an application's OpenGL drawing.
51
+
52
+ For static data no additional coherency nor synchronization must be done and
53
+ the client is free to draw with the specified draw as it sees fit.
54
+
55
+ If data is dynamic, thus to be modified, FlushVertexArrayRangeAPPLE should
56
+ be used. The command is issued when data has been modified since the last
57
+ call to VertexArrayRangeAPPLE or FlushVertexArrayRangeAPPLE and prior to
58
+ drawing with such data. FlushVertexArrayRangeAPPLE only provides memory
59
+ coherency prior to drawing (such as ensuring CPU caches are flushed or VRAM
60
+ cached copies are updated) and does not provide any synchronization with
61
+ previously issued drawing commands. The range flushed can be the specific
62
+ range modified and does not have to be the entire vertex array range.
63
+ Additionally, data maybe read immediately after a flush without need for
64
+ further synchronization, thus overlapping areas of data maybe read, modified
65
+ and written between two successive flushes and the data will be
66
+ consistent.
67
+
68
+ To synchronize data modification after drawing two methods can be used. A
69
+ Finish command can be issued which will not return until all previously
70
+ issued commands are complete, forcing completely synchronous operation.
71
+ While this guarantees all drawing is complete it may not be the optimal
72
+ solution for clients which just need to ensure drawing with the vertex array
73
+ range or a specific range with the array is compete. The APPLE_fence
74
+ extension can be used when dynamic data modifications need to be
75
+ synchronized with drawing commands. Specifically, if data is to be modified,
76
+ a fence can be set immediately after drawing with the data. Once it comes
77
+ time to modify the data, the application must test (or finish) this fence to
78
+ ensure the drawing command has completed. Failure to do this could result in
79
+ new data being used by the previously issued drawing commands. It should be
80
+ noted that providing the maximum time between the drawing set fence and the
81
+ modification test/finish fence allows the most asynchronous behavior and
82
+ will result in the least stalling waiting for drawing completion. Techniques
83
+ such as double buffering vertex data can be used to help further prevent
84
+ stalls based on fence completion but are beyond the scope of this extension.
85
+
86
+ Once an application is finished with a specific vertex array range or at
87
+ latest prior to exit, and prior to freeing the memory associated with this
88
+ vertex array, the client should call VertexArrayRangeAPPLE with a data
89
+ location and length of 0 to allow the internal memory managers to complete
90
+ any commitments for the array range. In this case once
91
+ VertexArrayRangeAPPLE returns it is safe to de-allocate the memory.
92
+
93
+ Three types of storage hints are available for vertex array ranges; client,
94
+ shared, and cached. These hints are set by passing the
95
+ STORAGE_CLIENT_APPLE, STORAGE_SHARED_APPLE, or STORAGE_CACHED_APPLE param to
96
+ VertexArrayParameteriAPPLE with VERTEX_ARRAY_STORAGE_HINT_APPLE pname.
97
+ Client storage, the default OpenGL behavior, occurs when
98
+ VERTEX_ARRAY_RANGE_APPLE is disabled AND the STORAGE_CLIENT_APPLE hint is
99
+ set. Note, STORAGE_CLIENT_APPLE is also the default hint setting. Shared
100
+ memory usage is normally used for dynamic data that is expected to be
101
+ modified and is likely mapped to AGP memory space for access by both the
102
+ graphics hardware and client. It is set when either
103
+ VERTEX_ARRAY_RANGE_APPLE is enabled, without the STORAGE_CACHED_APPLE hint
104
+ being set, or in all cases when the STORAGE_SHARED_APPLE hint is set.
105
+ Finally, the cached storage is designed to support static data and data which
106
+ could be cached in VRAM. This provides maximum access bandwidth for the
107
+ vertex array and occurs when the STORAGE_CACHED_APPLE hint is set.
108
+
109
+ The following pseudo-code represents the treatment of a vertex array range
110
+ memory depending on the hint setting and whether vertex array range is
111
+ enabled for the client context:
112
+
113
+ if (VERTEX_ARRAY_STORAGE_HINT_APPLE == STORAGE_CACHED_APPLE)
114
+ vertex array is treated as cached
115
+ else if (VERTEX_ARRAY_STORAGE_HINT_APPLE == STORAGE_SHARED_APPLE)
116
+ vertex array is treated as shared
117
+ else if (VERTEX_ARRAY_RANGE_APPLE enabled)
118
+ vertex array is treated as shared
119
+ else
120
+ vertex array is treated as client
121
+
122
+ Note, these hints can affect how array flushes are handled and the overhead
123
+ associated with flushing the array, it is recommended that data be handled
124
+ as shared unless it really is static and there are no plans to modify it.
125
+
126
+ To summarize the vertex array range extension provides relaxed
127
+ synchronization rules for handling vertex array data allowing high bandwidth
128
+ asynchronous data transfer from client memory to graphics hardware.
129
+ Different flushing and synchronization rules are required to ensure data
130
+ coherency when modifying data. Lastly, memory handling hints are provided
131
+ to allow the tunning of memory storage and access for maximum efficiency.
132
+
133
+ The official definition of this extension is available here:
134
+ http://www.opengl.org/registry/specs/APPLE/vertex_array_range.txt
135
+ '''
136
+ from OpenGL import platform, constant, arrays
137
+ from OpenGL import extensions, wrapper
138
+ import ctypes
139
+ from OpenGL.raw.GL import _types, _glgets
140
+ from OpenGL.raw.GL.APPLE.vertex_array_range import *
141
+ from OpenGL.raw.GL.APPLE.vertex_array_range import _EXTENSION_NAME
142
+
143
+ def glInitVertexArrayRangeAPPLE():
144
+ '''Return boolean indicating whether this extension is available'''
145
+ from OpenGL import extensions
146
+ return extensions.hasGLExtension( _EXTENSION_NAME )
147
+
148
+ glVertexArrayRangeAPPLE=wrapper.wrapper(glVertexArrayRangeAPPLE).setOutput(
149
+ 'pointer',size=lambda x:(x,),pnameArg='length',orPassIn=True
150
+ )
151
+ glFlushVertexArrayRangeAPPLE=wrapper.wrapper(glFlushVertexArrayRangeAPPLE).setOutput(
152
+ 'pointer',size=lambda x:(x,),pnameArg='length',orPassIn=True
153
+ )
154
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/__init__.py ADDED
@@ -0,0 +1 @@
 
 
1
+ """OpenGL Extensions"""
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/blend_func_extended.py ADDED
@@ -0,0 +1,39 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.blend_func_extended
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.blend_func_extended to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ Traditional OpenGL includes fixed-function blending that combines source
10
+ colors with the existing content of a render buffer in a variety of ways.
11
+ A number of extensions have enhanced this functionality by adding further
12
+ sources of blending weights and methods to combine them. However, the inputs
13
+ to the fixed-function blending units are constrained to a source color (as
14
+ output from fragment shading), destination color (as the current content
15
+ of the frame buffer) or constants that may be used in their place.
16
+
17
+ This extension adds new blending functions whereby a fragment shader may
18
+ output two colors, one of which is treated as the source color, and the
19
+ other used as a blending factor for either source or destination colors.
20
+ Furthermore, this extension increases orthogonality by allowing the
21
+ SRC_ALPHA_SATURATE function to be used as the destination weight.
22
+
23
+ The official definition of this extension is available here:
24
+ http://www.opengl.org/registry/specs/ARB/blend_func_extended.txt
25
+ '''
26
+ from OpenGL import platform, constant, arrays
27
+ from OpenGL import extensions, wrapper
28
+ import ctypes
29
+ from OpenGL.raw.GL import _types, _glgets
30
+ from OpenGL.raw.GL.ARB.blend_func_extended import *
31
+ from OpenGL.raw.GL.ARB.blend_func_extended import _EXTENSION_NAME
32
+
33
+ def glInitBlendFuncExtendedARB():
34
+ '''Return boolean indicating whether this extension is available'''
35
+ from OpenGL import extensions
36
+ return extensions.hasGLExtension( _EXTENSION_NAME )
37
+
38
+
39
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/buffer_storage.py ADDED
@@ -0,0 +1,48 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.buffer_storage
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.buffer_storage to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ OpenGL has long supported buffer objects as a means of storing data
10
+ that may be used to source vertex attributes, pixel data for textures,
11
+ uniforms and other elements. In un-extended GL, buffer data stores
12
+ are mutable - that is, they may be de-allocated or resized while they
13
+ are in use. The GL_ARB_texture_storage extension added immutable storage
14
+ for texture object (and was subsequently incorporated into OpenGL 4.2).
15
+ This extension further applies the concept of immutable storage to
16
+ buffer objects. If an implementation is aware of a buffer's immutability,
17
+ it may be able to make certain assumptions or apply particular
18
+ optimizations in order to increase performance or reliability.
19
+
20
+ Furthermore, this extension allows applications to pass additional
21
+ information about a requested allocation to the implementation which it
22
+ may use to select memory heaps, caching behavior or allocation strategies.
23
+
24
+ Finally, this extension introduces the concept of persistent client
25
+ mappings of buffer objects, which allow clients to retain pointers to a
26
+ buffer's data store returned as the result of a mapping, and to issue
27
+ drawing commands while those mappings are in place.
28
+
29
+ The official definition of this extension is available here:
30
+ http://www.opengl.org/registry/specs/ARB/buffer_storage.txt
31
+ '''
32
+ from OpenGL import platform, constant, arrays
33
+ from OpenGL import extensions, wrapper
34
+ import ctypes
35
+ from OpenGL.raw.GL import _types, _glgets
36
+ from OpenGL.raw.GL.ARB.buffer_storage import *
37
+ from OpenGL.raw.GL.ARB.buffer_storage import _EXTENSION_NAME
38
+
39
+ def glInitBufferStorageARB():
40
+ '''Return boolean indicating whether this extension is available'''
41
+ from OpenGL import extensions
42
+ return extensions.hasGLExtension( _EXTENSION_NAME )
43
+
44
+ # INPUT glBufferStorage.data size not checked against size
45
+ glBufferStorage=wrapper.wrapper(glBufferStorage).setInputArraySize(
46
+ 'data', None
47
+ )
48
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/color_buffer_float.py ADDED
@@ -0,0 +1,55 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.color_buffer_float
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.color_buffer_float to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ The standard OpenGL pipeline is based on a fixed-point pipeline.
10
+ While color components are nominally floating-point values in the
11
+ pipeline, components are frequently clamped to the range [0,1] to
12
+ accomodate the fixed-point color buffer representation and allow
13
+ for fixed-point computational hardware.
14
+
15
+ This extension adds pixel formats or visuals with floating-point
16
+ RGBA color components and controls for clamping of color
17
+ components within the pipeline.
18
+
19
+ For a floating-point RGBA pixel format, the size of each float
20
+ components is specified using the same attributes that are used
21
+ for defining the size of fixed-point components. 32-bit
22
+ floating-point components are in the standard IEEE float format.
23
+ 16-bit floating-point components have 1 sign bit, 5 exponent bits,
24
+ and 10 mantissa bits.
25
+
26
+ Clamping control provides a way to disable certain color clamps
27
+ and allow programs, and the fixed-function pipeline, to deal in
28
+ unclamped colors. There are controls to modify clamping of vertex
29
+ colors, clamping of fragment colors throughout the pipeline, and
30
+ for pixel return data.
31
+
32
+ The default state for fragment clamping is "FIXED_ONLY", which
33
+ has the behavior of clamping colors for fixed-point color buffers
34
+ and not clamping colors for floating-pont color buffers.
35
+
36
+ Vertex colors are clamped by default.
37
+
38
+
39
+ The official definition of this extension is available here:
40
+ http://www.opengl.org/registry/specs/ARB/color_buffer_float.txt
41
+ '''
42
+ from OpenGL import platform, constant, arrays
43
+ from OpenGL import extensions, wrapper
44
+ import ctypes
45
+ from OpenGL.raw.GL import _types, _glgets
46
+ from OpenGL.raw.GL.ARB.color_buffer_float import *
47
+ from OpenGL.raw.GL.ARB.color_buffer_float import _EXTENSION_NAME
48
+
49
+ def glInitColorBufferFloatARB():
50
+ '''Return boolean indicating whether this extension is available'''
51
+ from OpenGL import extensions
52
+ return extensions.hasGLExtension( _EXTENSION_NAME )
53
+
54
+
55
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/compatibility.py ADDED
@@ -0,0 +1,23 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.compatibility
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.compatibility to provide a more
5
+ Python-friendly API
6
+
7
+ The official definition of this extension is available here:
8
+ http://www.opengl.org/registry/specs/ARB/compatibility.txt
9
+ '''
10
+ from OpenGL import platform, constant, arrays
11
+ from OpenGL import extensions, wrapper
12
+ import ctypes
13
+ from OpenGL.raw.GL import _types, _glgets
14
+ from OpenGL.raw.GL.ARB.compatibility import *
15
+ from OpenGL.raw.GL.ARB.compatibility import _EXTENSION_NAME
16
+
17
+ def glInitCompatibilityARB():
18
+ '''Return boolean indicating whether this extension is available'''
19
+ from OpenGL import extensions
20
+ return extensions.hasGLExtension( _EXTENSION_NAME )
21
+
22
+
23
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/compute_variable_group_size.py ADDED
@@ -0,0 +1,39 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.compute_variable_group_size
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.compute_variable_group_size to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension allows applications to write generic compute shaders that
10
+ operate on work groups with arbitrary dimensions. Instead of specifying a
11
+ fixed work group size in the compute shader, an application can use a
12
+ compute shader using the /local_size_variable/ layout qualifer to indicate
13
+ a variable work group size. When using such compute shaders, the new
14
+ command DispatchComputeGroupSizeARB should be used to specify both a work
15
+ group size and work group count.
16
+
17
+ In this extension, compute shaders with fixed group sizes must be
18
+ dispatched by DispatchCompute and DispatchComputeIndirect. Compute
19
+ shaders with variable group sizes must be dispatched via
20
+ DispatchComputeGroupSizeARB. No support is provided in this extension for
21
+ indirect dispatch of compute shaders with a variable group size.
22
+
23
+ The official definition of this extension is available here:
24
+ http://www.opengl.org/registry/specs/ARB/compute_variable_group_size.txt
25
+ '''
26
+ from OpenGL import platform, constant, arrays
27
+ from OpenGL import extensions, wrapper
28
+ import ctypes
29
+ from OpenGL.raw.GL import _types, _glgets
30
+ from OpenGL.raw.GL.ARB.compute_variable_group_size import *
31
+ from OpenGL.raw.GL.ARB.compute_variable_group_size import _EXTENSION_NAME
32
+
33
+ def glInitComputeVariableGroupSizeARB():
34
+ '''Return boolean indicating whether this extension is available'''
35
+ from OpenGL import extensions
36
+ return extensions.hasGLExtension( _EXTENSION_NAME )
37
+
38
+
39
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/conservative_depth.py ADDED
@@ -0,0 +1,39 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.conservative_depth
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.conservative_depth to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ There is a common optimization for hardware accelerated implementation of
10
+ OpenGL which relies on an early depth test to be run before the fragment
11
+ shader so that the shader evaluation can be skipped if the fragment ends
12
+ up being discarded because it is occluded.
13
+
14
+ This optimization does not affect the final rendering, and is typically
15
+ possible when the fragment does not change the depth programmatically.
16
+ (i.e.: it does not write to the built-in gl_FragDepth output). There are,
17
+ however a class of operations on the depth in the shader which could
18
+ still be performed while allowing the early depth test to operate.
19
+
20
+ This extension allows the application to pass enough information to the
21
+ GL implementation to activate such optimizations safely.
22
+
23
+ The official definition of this extension is available here:
24
+ http://www.opengl.org/registry/specs/ARB/conservative_depth.txt
25
+ '''
26
+ from OpenGL import platform, constant, arrays
27
+ from OpenGL import extensions, wrapper
28
+ import ctypes
29
+ from OpenGL.raw.GL import _types, _glgets
30
+ from OpenGL.raw.GL.ARB.conservative_depth import *
31
+ from OpenGL.raw.GL.ARB.conservative_depth import _EXTENSION_NAME
32
+
33
+ def glInitConservativeDepthARB():
34
+ '''Return boolean indicating whether this extension is available'''
35
+ from OpenGL import extensions
36
+ return extensions.hasGLExtension( _EXTENSION_NAME )
37
+
38
+
39
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/copy_buffer.py ADDED
@@ -0,0 +1,30 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.copy_buffer
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.copy_buffer to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension provides a mechanism to do an accelerated copy from one
10
+ buffer object to another. This may be useful to load buffer objects
11
+ in a "loading thread" while minimizing cost and synchronization effort
12
+ in the "rendering thread."
13
+
14
+ The official definition of this extension is available here:
15
+ http://www.opengl.org/registry/specs/ARB/copy_buffer.txt
16
+ '''
17
+ from OpenGL import platform, constant, arrays
18
+ from OpenGL import extensions, wrapper
19
+ import ctypes
20
+ from OpenGL.raw.GL import _types, _glgets
21
+ from OpenGL.raw.GL.ARB.copy_buffer import *
22
+ from OpenGL.raw.GL.ARB.copy_buffer import _EXTENSION_NAME
23
+
24
+ def glInitCopyBufferARB():
25
+ '''Return boolean indicating whether this extension is available'''
26
+ from OpenGL import extensions
27
+ return extensions.hasGLExtension( _EXTENSION_NAME )
28
+
29
+
30
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/depth_buffer_float.py ADDED
@@ -0,0 +1,43 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.depth_buffer_float
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.depth_buffer_float to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension provides new texture internal formats whose depth
10
+ components are stored as 32-bit floating-point values, rather than the
11
+ normalized unsigned integers used in existing depth formats.
12
+ Floating-point depth textures support all the functionality supported for
13
+ fixed-point depth textures, including shadow mapping and rendering support
14
+ via EXT_framebuffer_object. Floating-point depth textures can store
15
+ values outside the range [0,1].
16
+
17
+ Additionally, this extension provides new packed depth/stencil pixel
18
+ formats (see EXT_packed_depth_stencil) that have 64-bit pixels consisting
19
+ of a 32-bit floating-point depth value, 8 bits of stencil, and 24 unused
20
+ bites. A packed depth/stencil texture internal format is also provided.
21
+
22
+ This extension does not provide support for WGL or GLX pixel formats with
23
+ floating-point depth buffers. The existing (but not commonly used)
24
+ WGL_EXT_depth_float extension could be used for this purpose.
25
+
26
+
27
+ The official definition of this extension is available here:
28
+ http://www.opengl.org/registry/specs/ARB/depth_buffer_float.txt
29
+ '''
30
+ from OpenGL import platform, constant, arrays
31
+ from OpenGL import extensions, wrapper
32
+ import ctypes
33
+ from OpenGL.raw.GL import _types, _glgets
34
+ from OpenGL.raw.GL.ARB.depth_buffer_float import *
35
+ from OpenGL.raw.GL.ARB.depth_buffer_float import _EXTENSION_NAME
36
+
37
+ def glInitDepthBufferFloatARB():
38
+ '''Return boolean indicating whether this extension is available'''
39
+ from OpenGL import extensions
40
+ return extensions.hasGLExtension( _EXTENSION_NAME )
41
+
42
+
43
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/depth_clamp.py ADDED
@@ -0,0 +1,54 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.depth_clamp
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.depth_clamp to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ Conventional OpenGL clips geometric primitives to a clip volume
10
+ with six faces, two of which are the near and far clip planes.
11
+ Clipping to the near and far planes of the clip volume ensures that
12
+ interpolated depth values (after the depth range transform) must be
13
+ in the [0,1] range.
14
+
15
+ In some rendering applications such as shadow volumes, it is useful
16
+ to allow line and polygon primitives to be rasterized without
17
+ clipping the primitive to the near or far clip volume planes (side
18
+ clip volume planes clip normally). Without the near and far clip
19
+ planes, rasterization (pixel coverage determination) in X and Y
20
+ can proceed normally if we ignore the near and far clip planes.
21
+ The one major issue is that fragments of a primitive may extend
22
+ beyond the conventional window space depth range for depth values
23
+ (typically the range [0,1]). Rather than discarding fragments that
24
+ defy the window space depth range (effectively what near and far
25
+ plane clipping accomplish), the depth values can be clamped to the
26
+ current depth range.
27
+
28
+ This extension provides exactly such functionality. This
29
+ functionality is useful to obviate the need for near plane capping
30
+ of stenciled shadow volumes. The functionality may also be useful
31
+ for rendering geometry "beyond" the far plane if an alternative
32
+ algorithm (rather than depth testing) for hidden surface removal is
33
+ applied to such geometry (specifically, the painter's algorithm).
34
+ Similar situations at the near clip plane can be avoided at the
35
+ near clip plane where apparently solid objects can be "seen through"
36
+ if they intersect the near clip plane.
37
+
38
+ The official definition of this extension is available here:
39
+ http://www.opengl.org/registry/specs/ARB/depth_clamp.txt
40
+ '''
41
+ from OpenGL import platform, constant, arrays
42
+ from OpenGL import extensions, wrapper
43
+ import ctypes
44
+ from OpenGL.raw.GL import _types, _glgets
45
+ from OpenGL.raw.GL.ARB.depth_clamp import *
46
+ from OpenGL.raw.GL.ARB.depth_clamp import _EXTENSION_NAME
47
+
48
+ def glInitDepthClampARB():
49
+ '''Return boolean indicating whether this extension is available'''
50
+ from OpenGL import extensions
51
+ return extensions.hasGLExtension( _EXTENSION_NAME )
52
+
53
+
54
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/depth_texture.py ADDED
@@ -0,0 +1,37 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.depth_texture
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.depth_texture to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This is a clarification of the GL_SGIX_depth_texture extension. The
10
+ original overview follows:
11
+
12
+ This extension defines a new depth texture format. An important
13
+ application of depth texture images is shadow casting, but separating
14
+ this from the shadow extension allows for the potential use of depth
15
+ textures in other applications such as image-based rendering or
16
+ displacement mapping. This extension does not define new depth-texture
17
+ environment functions, such as filtering or applying the depth values
18
+ computed from a texture but leaves this to other extensions, such as
19
+ the shadow extension.
20
+
21
+ The official definition of this extension is available here:
22
+ http://www.opengl.org/registry/specs/ARB/depth_texture.txt
23
+ '''
24
+ from OpenGL import platform, constant, arrays
25
+ from OpenGL import extensions, wrapper
26
+ import ctypes
27
+ from OpenGL.raw.GL import _types, _glgets
28
+ from OpenGL.raw.GL.ARB.depth_texture import *
29
+ from OpenGL.raw.GL.ARB.depth_texture import _EXTENSION_NAME
30
+
31
+ def glInitDepthTextureARB():
32
+ '''Return boolean indicating whether this extension is available'''
33
+ from OpenGL import extensions
34
+ return extensions.hasGLExtension( _EXTENSION_NAME )
35
+
36
+
37
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/draw_instanced.py ADDED
@@ -0,0 +1,47 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.draw_instanced
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.draw_instanced to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ A common use case in GL for some applications is to be able to
10
+ draw the same object, or groups of similar objects that share
11
+ vertex data, primitive count and type, multiple times. This
12
+ extension provides a means of accelerating such use cases while
13
+ restricting the number of API calls, and keeping the amount of
14
+ duplicate data to a minimum.
15
+
16
+ This extension introduces two draw calls which are conceptually
17
+ equivalent to a series of draw calls. Each conceptual call in
18
+ this series is considered an "instance" of the actual draw call.
19
+
20
+ This extension also introduces a read-only built-in variable to
21
+ GLSL which contains the "instance ID." This variable initially
22
+ contains 0, but increases by one after each conceptual draw call.
23
+
24
+ By using the instance ID or multiples thereof as an index into
25
+ a uniform array containing transform data, vertex shaders can
26
+ draw multiple instances of an object with a single draw call.
27
+
28
+ The official definition of this extension is available here:
29
+ http://www.opengl.org/registry/specs/ARB/draw_instanced.txt
30
+ '''
31
+ from OpenGL import platform, constant, arrays
32
+ from OpenGL import extensions, wrapper
33
+ import ctypes
34
+ from OpenGL.raw.GL import _types, _glgets
35
+ from OpenGL.raw.GL.ARB.draw_instanced import *
36
+ from OpenGL.raw.GL.ARB.draw_instanced import _EXTENSION_NAME
37
+
38
+ def glInitDrawInstancedARB():
39
+ '''Return boolean indicating whether this extension is available'''
40
+ from OpenGL import extensions
41
+ return extensions.hasGLExtension( _EXTENSION_NAME )
42
+
43
+ # INPUT glDrawElementsInstancedARB.indices size not checked against 'count,type'
44
+ glDrawElementsInstancedARB=wrapper.wrapper(glDrawElementsInstancedARB).setInputArraySize(
45
+ 'indices', None
46
+ )
47
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/explicit_attrib_location.py ADDED
@@ -0,0 +1,32 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.explicit_attrib_location
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.explicit_attrib_location to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension provides a method to pre-assign attribute locations to
10
+ named vertex shader inputs and color numbers to named fragment shader
11
+ outputs. This allows applications to globally assign a particular
12
+ semantic meaning, such as diffuse color or vertex normal, to a particular
13
+ attribute location without knowing how that attribute will be named in any
14
+ particular shader.
15
+
16
+ The official definition of this extension is available here:
17
+ http://www.opengl.org/registry/specs/ARB/explicit_attrib_location.txt
18
+ '''
19
+ from OpenGL import platform, constant, arrays
20
+ from OpenGL import extensions, wrapper
21
+ import ctypes
22
+ from OpenGL.raw.GL import _types, _glgets
23
+ from OpenGL.raw.GL.ARB.explicit_attrib_location import *
24
+ from OpenGL.raw.GL.ARB.explicit_attrib_location import _EXTENSION_NAME
25
+
26
+ def glInitExplicitAttribLocationARB():
27
+ '''Return boolean indicating whether this extension is available'''
28
+ from OpenGL import extensions
29
+ return extensions.hasGLExtension( _EXTENSION_NAME )
30
+
31
+
32
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/explicit_uniform_location.py ADDED
@@ -0,0 +1,31 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.explicit_uniform_location
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.explicit_uniform_location to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension provides a method to pre-assign uniform locations to
10
+ uniform variables in the default uniform block, including subroutine
11
+ uniforms. This allows an application to modify the uniform values without
12
+ requiring a GL query like GetUniformLocation, GetSubroutineUniformLocation
13
+ and GetSubroutineIndex.
14
+
15
+ The official definition of this extension is available here:
16
+ http://www.opengl.org/registry/specs/ARB/explicit_uniform_location.txt
17
+ '''
18
+ from OpenGL import platform, constant, arrays
19
+ from OpenGL import extensions, wrapper
20
+ import ctypes
21
+ from OpenGL.raw.GL import _types, _glgets
22
+ from OpenGL.raw.GL.ARB.explicit_uniform_location import *
23
+ from OpenGL.raw.GL.ARB.explicit_uniform_location import _EXTENSION_NAME
24
+
25
+ def glInitExplicitUniformLocationARB():
26
+ '''Return boolean indicating whether this extension is available'''
27
+ from OpenGL import extensions
28
+ return extensions.hasGLExtension( _EXTENSION_NAME )
29
+
30
+
31
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/fragment_coord_conventions.py ADDED
@@ -0,0 +1,84 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.fragment_coord_conventions
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.fragment_coord_conventions to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension provides alternative conventions for the fragment
10
+ coordinate XY location available for programmable fragment processing.
11
+
12
+ The scope of this extension deals *only* with how the fragment
13
+ coordinate XY location appears during programming fragment processing.
14
+ Beyond the scope of this extension are coordinate conventions used
15
+ for rasterization or transformation.
16
+
17
+ In the case of the coordinate conventions for rasterization and
18
+ transformation, some combination of the viewport, depth range, culling
19
+ state, and projection matrix state can be reconfigured to adopt other
20
+ arbitrary clip-space and window-space coordinate space conventions.
21
+ Adopting other clip-space and window-space conventions involves
22
+ adjusting existing OpenGL state. However it is non-trivial to massage
23
+ an arbitrary fragment shader or program to adopt a different
24
+ window-space coordinate system because such shaders are encoded in
25
+ various textual representations.
26
+
27
+ The dominant 2D and 3D rendering APIs make two basic choices of
28
+ convention when locating fragments in window space.
29
+
30
+ The two choices are:
31
+
32
+ 1) Is the origin nearest the lower-left- or upper-left-most pixel
33
+ of the window?
34
+
35
+ 2) Is the (x,y) location of the pixel nearest the origin at (0,0)
36
+ or (0.5,0.5)?
37
+
38
+ OpenGL assumes a lower-left origin for window coordinates and assumes
39
+ pixel centers are located at half-pixel coordinates. This means
40
+ the XY location (0.5,0.5) corresponds to the lower-left-most pixel
41
+ in a window.
42
+
43
+ Other window coordinate conventions exist for other rendering APIs.
44
+ X11, GDI, and Direct3D version through DirectX 9 assume an upper-left
45
+ window origin and locate pixel centers at integer XY values.
46
+ By this alternative convention, the XY location (0,0) corresponds
47
+ to the upper-left-most pixel in a window.
48
+
49
+ Direct3D for DirectX 10 assumes an upper-left origin (as do prior
50
+ DirectX versions) yet assumes half-pixel coordinates (unlike prior
51
+ DirectX versions). By the DirectX 10 convention, the XY location
52
+ (0.5,0.5) corresponds to the upper-left-most pixel in a window.
53
+
54
+ Fragment shaders can directly access the location of a given
55
+ processed fragment in window space. We call this location the
56
+ "fragment coordinate".
57
+
58
+ This extension provides a means for fragment shaders written in GLSL
59
+ or OpenGL assembly extensions to specify alternative conventions
60
+ for determining the fragment coordinate value accessed during
61
+ programmable fragment processing.
62
+
63
+ The motivation for this extension is to provide an easy, efficient
64
+ means for fragment shaders accessing a fragment's window-space
65
+ location to adopt the fragment coordinate convention for which the
66
+ shader was originally written.
67
+
68
+ The official definition of this extension is available here:
69
+ http://www.opengl.org/registry/specs/ARB/fragment_coord_conventions.txt
70
+ '''
71
+ from OpenGL import platform, constant, arrays
72
+ from OpenGL import extensions, wrapper
73
+ import ctypes
74
+ from OpenGL.raw.GL import _types, _glgets
75
+ from OpenGL.raw.GL.ARB.fragment_coord_conventions import *
76
+ from OpenGL.raw.GL.ARB.fragment_coord_conventions import _EXTENSION_NAME
77
+
78
+ def glInitFragmentCoordConventionsARB():
79
+ '''Return boolean indicating whether this extension is available'''
80
+ from OpenGL import extensions
81
+ return extensions.hasGLExtension( _EXTENSION_NAME )
82
+
83
+
84
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/fragment_program_shadow.py ADDED
@@ -0,0 +1,49 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.fragment_program_shadow
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.fragment_program_shadow to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension extends ARB_fragment_program to remove
10
+ the interaction with ARB_shadow.
11
+
12
+ This extension defines the program option
13
+ "ARB_fragment_program_shadow".
14
+
15
+ If a fragment program specifies the option "ARB_fragment_program_shadow"
16
+
17
+ SHADOW1D, SHADOW2D, SHADOWRECT
18
+
19
+ are added as texture targets. When shadow map comparisons are
20
+ desired, specify the SHADOW1D, SHADOW2D, or SHADOWRECT texture
21
+ targets in texture instructions.
22
+
23
+ Programs must assure that the comparison mode for each depth
24
+ texture (TEXTURE_COMPARE_MODE) and/or the internal texture
25
+ format (DEPTH_COMPONENT) and the targets of the texture lookup
26
+ instructions match. Otherwise, if the comparison mode
27
+ and/or the internal texture format are inconsistent with the
28
+ texture target, the results of the texture lookup are undefined.
29
+
30
+ The official definition of this extension is available here:
31
+ http://www.opengl.org/registry/specs/ARB/fragment_program_shadow.txt
32
+ '''
33
+ from OpenGL import platform, constant, arrays
34
+ from OpenGL import extensions, wrapper
35
+ import ctypes
36
+ from OpenGL.raw.GL import _types, _glgets
37
+ from OpenGL.raw.GL.ARB.fragment_program_shadow import *
38
+ from OpenGL.raw.GL.ARB.fragment_program_shadow import _EXTENSION_NAME
39
+
40
+ def glInitFragmentProgramShadowARB():
41
+ '''Return boolean indicating whether this extension is available'''
42
+ from OpenGL import extensions
43
+ return extensions.hasGLExtension( _EXTENSION_NAME )
44
+
45
+
46
+ ### END AUTOGENERATED SECTION
47
+
48
+ # This extension is entirely within the fragment program functionality,
49
+ # it doesn't affect the function-level operations AFAICS.
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/fragment_shader.py ADDED
@@ -0,0 +1,37 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.fragment_shader
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.fragment_shader to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension adds functionality to define fragment shader objects. A
10
+ fragment shader object is a shader object (see the ARB_shader_objects
11
+ extension) that, when attached to a program object, can be compiled and
12
+ linked to produce an executable that runs on the fragment processor in
13
+ OpenGL. The fragment processor is a programmable unit that replaces the
14
+ OpenGL 1.4 fixed-function texturing, color sum and fog stages. This
15
+ extension also defines how such an executable interacts with the fixed
16
+ functionality fragment processing of OpenGL 1.4. The language used to
17
+ write fragment shaders is not discussed here. That language is defined
18
+ in the OpenGL Shading Language specification as the Fragment Shading
19
+ Language.
20
+
21
+ The official definition of this extension is available here:
22
+ http://www.opengl.org/registry/specs/ARB/fragment_shader.txt
23
+ '''
24
+ from OpenGL import platform, constant, arrays
25
+ from OpenGL import extensions, wrapper
26
+ import ctypes
27
+ from OpenGL.raw.GL import _types, _glgets
28
+ from OpenGL.raw.GL.ARB.fragment_shader import *
29
+ from OpenGL.raw.GL.ARB.fragment_shader import _EXTENSION_NAME
30
+
31
+ def glInitFragmentShaderARB():
32
+ '''Return boolean indicating whether this extension is available'''
33
+ from OpenGL import extensions
34
+ return extensions.hasGLExtension( _EXTENSION_NAME )
35
+
36
+
37
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/framebuffer_no_attachments.py ADDED
@@ -0,0 +1,73 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.framebuffer_no_attachments
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.framebuffer_no_attachments to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ Framebuffer objects as introduced by ARB_framebuffer_object and OpenGL 3.0
10
+ provide a generalized mechanism for rendering to off-screen surfaces.
11
+ Each framebuffer object may have depth, stencil and zero or more color
12
+ attachments that can be written to by the GL. The size of the framebuffer
13
+ (width, height, layer count, sample count) is derived from the attachments
14
+ of that framebuffer. In unextended OpenGL 4.2, it is not legal to render
15
+ into a framebuffer object that has no attachments. Such a framebuffer
16
+ would be considered incomplete with the
17
+ FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT status.
18
+
19
+ With OpenGL 4.2 and ARB_shader_image_load_store, fragment shaders are
20
+ capable of doing random access writes to buffer and texture memory via
21
+ image loads, stores, and atomics. This ability enables algorithms using
22
+ the conventional rasterizer to generate a collection of fragments, where
23
+ each fragment shader invocation will write its outputs to buffer or
24
+ texture memory using image stores or atomics. Such algorithms may have no
25
+ need to write color or depth values to a conventional framebuffer.
26
+ However, a framebuffer with no attachments will be considered incomplete
27
+ and no rasterization or fragment shader exectuion will occur. To avoid
28
+ such errors, an application may be required to create an otherwise
29
+ unnecessary "dummy" texture and attach it to the framebuffer (possibly
30
+ with color writes masked off). If the algorithm requires the rasterizer
31
+ to operate over a large number of pixels, this dummy texture will
32
+ needlessly consume a significant amount of memory.
33
+
34
+ This extension enables the algorithms described above to work even with a
35
+ framebuffer with no attachments. Applications can specify default width,
36
+ height, layer count, and sample count parameters for a framebuffer object.
37
+ When a framebuffer with no attachments is bound, it will be considered
38
+ complete as long as the application has specified non-zero default width
39
+ and height parameters. For the purposes of rasterization, the framebuffer
40
+ will be considered to have a width, height, layer count, and sample count
41
+ derived from its default parameters. Framebuffers with one or more
42
+ attachments are not affected by these default parameters; the size of the
43
+ framebuffer will still be derived from the sizes of the attachments in
44
+ that case.
45
+
46
+ Additionally, this extension provides queryable implementation-dependent
47
+ maximums for framebuffer width, height, layer count, and sample count,
48
+ which may differ from similar limits on textures and renderbuffers. These
49
+ maximums will be used to error-check the default framebuffer parameters
50
+ and also permit implementations to expose the ability to rasterize to an
51
+ attachment-less framebuffer larger than the maximum supported texture
52
+ size.
53
+
54
+ The official definition of this extension is available here:
55
+ http://www.opengl.org/registry/specs/ARB/framebuffer_no_attachments.txt
56
+ '''
57
+ from OpenGL import platform, constant, arrays
58
+ from OpenGL import extensions, wrapper
59
+ import ctypes
60
+ from OpenGL.raw.GL import _types, _glgets
61
+ from OpenGL.raw.GL.ARB.framebuffer_no_attachments import *
62
+ from OpenGL.raw.GL.ARB.framebuffer_no_attachments import _EXTENSION_NAME
63
+
64
+ def glInitFramebufferNoAttachmentsARB():
65
+ '''Return boolean indicating whether this extension is available'''
66
+ from OpenGL import extensions
67
+ return extensions.hasGLExtension( _EXTENSION_NAME )
68
+
69
+ # INPUT glGetFramebufferParameteriv.params size not checked against 'pname'
70
+ glGetFramebufferParameteriv=wrapper.wrapper(glGetFramebufferParameteriv).setInputArraySize(
71
+ 'params', None
72
+ )
73
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/framebuffer_object.py ADDED
@@ -0,0 +1,342 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.framebuffer_object
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.framebuffer_object to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ ARB_framebuffer_object is an extension intended to address the following
10
+ goals:
11
+
12
+ - Reflect FBO-related functionality found in the OpenGL 3.0 specification.
13
+
14
+ - Integrate multiple disjoint extensions into a single ARB extension.
15
+ These extensions are:
16
+
17
+ EXT_framebuffer_object
18
+ EXT_framebuffer_blit
19
+ EXT_framebuffer_multisample
20
+ EXT_packed_depth_stencil
21
+
22
+ - Where appropriate, relax some of the constraints expressed by previous
23
+ FBO-related extensions. In particular the requirement of matching
24
+ attachment dimensions and component sizes has been relaxed, to allow
25
+ implementations the freedom to support more flexible usages where
26
+ possible.
27
+
28
+
29
+ ARB_framebuffer_object defines an interface for drawing to rendering
30
+ destinations other than the buffers provided to the GL by the
31
+ window-system.
32
+
33
+ In this extension, these newly defined rendering destinations are
34
+ known collectively as "framebuffer-attachable images". This
35
+ extension provides a mechanism for attaching framebuffer-attachable
36
+ images to the GL framebuffer as one of the standard GL logical
37
+ buffers: color, depth, and stencil. (Attaching a
38
+ framebuffer-attachable image to the accum logical buffer is left for
39
+ a future extension to define). When a framebuffer-attachable image
40
+ is attached to the framebuffer, it is used as the source and
41
+ destination of fragment operations as described in Chapter 4.
42
+
43
+ By allowing the use of a framebuffer-attachable image as a rendering
44
+ destination, this extension enables a form of "offscreen" rendering.
45
+ Furthermore, "render to texture" is supported by allowing the images
46
+ of a texture to be used as framebuffer-attachable images. A
47
+ particular image of a texture object is selected for use as a
48
+ framebuffer-attachable image by specifying the mipmap level, cube
49
+ map face (for a cube map texture), and layer (for a 3D texture)
50
+ that identifies the image. The "render to texture" semantics of
51
+ this extension are similar to performing traditional rendering to
52
+ the framebuffer, followed immediately by a call to CopyTexSubImage.
53
+ However, by using this extension instead, an application can achieve
54
+ the same effect, but with the advantage that the GL can usually
55
+ eliminate the data copy that would have been incurred by calling
56
+ CopyTexSubImage.
57
+
58
+ This extension also defines a new GL object type, called a
59
+ "renderbuffer", which encapsulates a single 2D pixel image. The
60
+ image of renderbuffer can be used as a framebuffer-attachable image
61
+ for generalized offscreen rendering and it also provides a means to
62
+ support rendering to GL logical buffer types which have no
63
+ corresponding texture format (stencil, accum, etc). A renderbuffer
64
+ is similar to a texture in that both renderbuffers and textures can
65
+ be independently allocated and shared among multiple contexts. The
66
+ framework defined by this extension is general enough that support
67
+ for attaching images from GL objects other than textures and
68
+ renderbuffers could be added by layered extensions.
69
+
70
+ To facilitate efficient switching between collections of
71
+ framebuffer-attachable images, this extension introduces another new
72
+ GL object, called a framebuffer object. A framebuffer object
73
+ contains the state that defines the traditional GL framebuffer,
74
+ including its set of images. Prior to this extension, it was the
75
+ window-system which defined and managed this collection of images,
76
+ traditionally by grouping them into a "drawable". The window-system
77
+ API's would also provide a function (i.e., wglMakeCurrent,
78
+ glXMakeCurrent, aglSetDrawable, etc.) to bind a drawable with a GL
79
+ context (as is done in the WGL_ARB_pbuffer extension). In this
80
+ extension however, this functionality is subsumed by the GL and the
81
+ GL provides the function BindFramebufferARB to bind a framebuffer
82
+ object to the current context. Later, the context can bind back to
83
+ the window-system-provided framebuffer in order to display rendered
84
+ content.
85
+
86
+ Previous extensions that enabled rendering to a texture have been
87
+ much more complicated. One example is the combination of
88
+ ARB_pbuffer and ARB_render_texture, both of which are window-system
89
+ extensions. This combination requires calling MakeCurrent, an
90
+ operation that may be expensive, to switch between the window and
91
+ the pbuffer drawables. An application must create one pbuffer per
92
+ renderable texture in order to portably use ARB_render_texture. An
93
+ application must maintain at least one GL context per texture
94
+ format, because each context can only operate on a single
95
+ pixelformat or FBConfig. All of these characteristics make
96
+ ARB_render_texture both inefficient and cumbersome to use.
97
+
98
+ ARB_framebuffer_object, on the other hand, is both simpler to use
99
+ and more efficient than ARB_render_texture. The
100
+ ARB_framebuffer_object API is contained wholly within the GL API and
101
+ has no (non-portable) window-system components. Under
102
+ ARB_framebuffer_object, it is not necessary to create a second GL
103
+ context when rendering to a texture image whose format differs from
104
+ that of the window. Finally, unlike the pbuffers of
105
+ ARB_render_texture, a single framebuffer object can facilitate
106
+ rendering to an unlimited number of texture objects.
107
+
108
+ This extension differs from EXT_framebuffer_object by splitting the
109
+ framebuffer object binding point into separate DRAW and READ
110
+ bindings (incorporating functionality introduced by
111
+ EXT_framebuffer_blit). This allows copying directly from one
112
+ framebuffer to another. In addition, a new high performance blit
113
+ function is added to facilitate these blits and perform some data
114
+ conversion where allowed.
115
+
116
+ This extension also enables usage of multisampling in conjunction with
117
+ renderbuffers (incorporating functionality from
118
+ EXT_packed_depth_stencil), as follows:
119
+
120
+ The new operation RenderbufferStorageMultisample() allocates
121
+ storage for a renderbuffer object that can be used as a multisample
122
+ buffer. A multisample render buffer image differs from a
123
+ single-sample render buffer image in that a multisample image has a
124
+ number of SAMPLES that is greater than zero. No method is provided
125
+ for creating multisample texture images.
126
+
127
+ All of the framebuffer-attachable images attached to a framebuffer
128
+ object must have the same number of SAMPLES or else the framebuffer
129
+ object is not "framebuffer complete". If a framebuffer object with
130
+ multisample attachments is "framebuffer complete", then the
131
+ framebuffer object behaves as if SAMPLE_BUFFERS is one.
132
+
133
+ In traditional multisample rendering, where
134
+ DRAW_FRAMEBUFFER_BINDING is zero and SAMPLE_BUFFERS is one, the
135
+ GL spec states that "the color sample values are resolved to a
136
+ single, displayable color each time a pixel is updated." There are,
137
+ however, several modern hardware implementations that do not
138
+ actually resolve for each sample update, but instead postpones the
139
+ resolve operation to a later time and resolve a batch of sample
140
+ updates at a time. This is OK as long as the implementation behaves
141
+ "as if" it had resolved a sample-at-a-time. Unfortunately, however,
142
+ honoring the "as if" rule can sometimes degrade performance.
143
+
144
+ In contrast, when DRAW_FRAMEBUFFER_BINDING is an
145
+ application-created framebuffer object, MULTISAMPLE is enabled, and
146
+ SAMPLE_BUFFERS is one, there is no implicit per-sample-update
147
+ resolve. Instead, the application explicitly controls when the
148
+ resolve operation is performed. The resolve operation is affected
149
+ by calling BlitFramebuffer where the source is a multisample
150
+ application-created framebuffer object and the destination is a
151
+ single-sample framebuffer object (either application-created or
152
+ window-system provided).
153
+
154
+ This design for multisample resolve more closely matches current
155
+ hardware, but still permits implementations which choose to resolve
156
+ a single sample at a time. If hardware that implements the
157
+ multisample resolution "one sample at a time" exposes
158
+ ARB_framebuffer_object, it could perform the implicit resolve
159
+ to a driver-managed hidden surface, then read from that surface when
160
+ the application calls BlitFramebuffer.
161
+
162
+ Another motivation for granting the application explicit control
163
+ over the multisample resolve operation has to do with the
164
+ flexibility afforded by ARB_framebuffer_object. Previously, a
165
+ drawable (window or pbuffer) had exclusive access to all of its
166
+ buffers. There was no mechanism for sharing a buffer across
167
+ multiple drawables. Under ARB_framebuffer_object, however, a
168
+ mechanism exists for sharing a framebuffer-attachable image across
169
+ several framebuffer objects, as well as sharing an image between a
170
+ framebuffer object and a texture. If we had retained the "implicit"
171
+ resolve from traditional multisampled rendering, and allowed the
172
+ creation of "multisample" format renderbuffers, then this type of
173
+ sharing would have lead to two problematic situations:
174
+
175
+ * Two contexts, which shared renderbuffers, might perform
176
+ competing resolve operations into the same single-sample buffer
177
+ with ambiguous results.
178
+
179
+ * It would have introduced the unfortunate ability to use the
180
+ single-sample buffer as a texture while MULTISAMPLE is ENABLED.
181
+
182
+ Using BlitFramebuffer as an explicit resolve to serialize access to
183
+ the multisampled contents and eliminate the implicit per-sample
184
+ resolve operation, we avoid both of these problems.
185
+
186
+ This extension also enables usage of packed depth-stencil formats in
187
+ renderbuffers (incorporating functionality from
188
+ EXT_packed_depth_stencil), as follows:
189
+
190
+ Many OpenGL implementations have chosen to interleave the depth and
191
+ stencil buffers into one buffer, often with 24 bits of depth
192
+ precision and 8 bits of stencil data. 32 bits is more than is
193
+ needed for the depth buffer much of the time; a 24-bit depth buffer,
194
+ on the other hand, requires that reads and writes of depth data be
195
+ unaligned with respect to power-of-two boundaries. On the other
196
+ hand, 8 bits of stencil data is more than sufficient for most
197
+ applications, so it is only natural to pack the two buffers into a
198
+ single buffer with both depth and stencil data. OpenGL never
199
+ provides direct access to the buffers, so the OpenGL implementation
200
+ can provide an interface to applications where it appears the one
201
+ merged buffer is composed of two logical buffers.
202
+
203
+ One disadvantage of this scheme is that OpenGL lacks any means by
204
+ which this packed data can be handled efficiently. For example,
205
+ when an application reads from the 24-bit depth buffer, using the
206
+ type GL_UNSIGNED_SHORT will lose 8 bits of data, while
207
+ GL_UNSIGNED_INT has 8 too many. Both require expensive format
208
+ conversion operations. A 24-bit format would be no more suitable,
209
+ because it would also suffer from the unaligned memory accesses that
210
+ made the standalone 24-bit depth buffer an unattractive proposition
211
+ in the first place.
212
+
213
+ Many applications, such as parallel rendering applications, may also
214
+ wish to draw to or read back from both the depth and stencil buffers
215
+ at the same time. Currently this requires two separate operations,
216
+ reducing performance. Since the buffers are interleaved, drawing to
217
+ or reading from both should be no more expensive than using just
218
+ one; in some cases, it may even be cheaper.
219
+
220
+ This extension provides a new data format, GL_DEPTH_STENCIL,
221
+ that can be used with the glDrawPixels, glReadPixels, and
222
+ glCopyPixels commands, as well as a packed data type,
223
+ GL_UNSIGNED_INT_24_8, that is meant to be used with
224
+ GL_DEPTH_STENCIL. No other data types are supported with
225
+ GL_DEPTH_STENCIL. If ARB_depth_texture or SGIX_depth_texture is
226
+ supported, GL_DEPTH_STENCIL/GL_UNSIGNED_INT_24_8 data can
227
+ also be used for textures; this provides a more efficient way to
228
+ supply data for a 24-bit depth texture.
229
+
230
+ GL_DEPTH_STENCIL data, when passed through the pixel path,
231
+ undergoes both depth and stencil operations. The depth data is
232
+ scaled and biased by the current GL_DEPTH_SCALE and GL_DEPTH_BIAS,
233
+ while the stencil data is shifted and offset by the current
234
+ GL_INDEX_SHIFT and GL_INDEX_OFFSET. The stencil data is also put
235
+ through the stencil-to-stencil pixel map.
236
+
237
+ glDrawPixels of GL_DEPTH_STENCIL data operates similarly to that
238
+ of GL_STENCIL_INDEX data, bypassing the OpenGL fragment pipeline
239
+ entirely, unlike the treatment of GL_DEPTH_COMPONENT data. The
240
+ stencil and depth masks are applied, as are the pixel ownership and
241
+ scissor tests, but all other operations are skipped.
242
+
243
+ glReadPixels of GL_DEPTH_STENCIL data reads back a rectangle
244
+ from both the depth and stencil buffers.
245
+
246
+ glCopyPixels of GL_DEPTH_STENCIL data copies a rectangle from
247
+ both the depth and stencil buffers. Like glDrawPixels, it applies
248
+ both the stencil and depth masks but skips the remainder of the
249
+ OpenGL fragment pipeline.
250
+
251
+ glTex[Sub]Image[1,2,3]D of GL_DEPTH_STENCIL data loads depth and
252
+ stencil data into a depth_stencil texture. glGetTexImage of
253
+ GL_DEPTH_STENCIL data can be used to retrieve depth and stencil
254
+ data from a depth/stencil texture.
255
+
256
+ In addition, a new base internal format, GL_DEPTH_STENCIL, can
257
+ be used by both texture images and renderbuffer storage. When an
258
+ image with a DEPTH_STENCIL internal format is attached to both
259
+ the depth and stencil attachment points of a framebuffer object,
260
+ then it becomes both the depth and stencil
261
+ buffers of the framebuffer. This fits nicely with hardware that
262
+ interleaves both depth and stencil data into a single buffer. When
263
+ a texture with DEPTH_STENCIL data is bound for texturing, only
264
+ the depth component is accessible through the texture fetcher. The
265
+ stencil data can be written with TexImage or CopyTexImage, and can
266
+ be read with GetTexImage. When a DEPTH_STENCIL image is
267
+ attached to the stencil attachment of the bound framebuffer object,
268
+ the stencil data can be accessed through any operation that reads
269
+ from or writes to the framebuffer's stencil buffer.
270
+
271
+
272
+ The official definition of this extension is available here:
273
+ http://www.opengl.org/registry/specs/ARB/framebuffer_object.txt
274
+ '''
275
+ from OpenGL import platform, constant, arrays
276
+ from OpenGL import extensions, wrapper
277
+ import ctypes
278
+ from OpenGL.raw.GL import _types, _glgets
279
+ from OpenGL.raw.GL.ARB.framebuffer_object import *
280
+ from OpenGL.raw.GL.ARB.framebuffer_object import _EXTENSION_NAME
281
+
282
+ def glInitFramebufferObjectARB():
283
+ '''Return boolean indicating whether this extension is available'''
284
+ from OpenGL import extensions
285
+ return extensions.hasGLExtension( _EXTENSION_NAME )
286
+
287
+ # INPUT glDeleteRenderbuffers.renderbuffers size not checked against n
288
+ glDeleteRenderbuffers=wrapper.wrapper(glDeleteRenderbuffers).setInputArraySize(
289
+ 'renderbuffers', None
290
+ )
291
+ glGenRenderbuffers=wrapper.wrapper(glGenRenderbuffers).setOutput(
292
+ 'renderbuffers',size=lambda x:(x,),pnameArg='n',orPassIn=True
293
+ )
294
+ glGetRenderbufferParameteriv=wrapper.wrapper(glGetRenderbufferParameteriv).setOutput(
295
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
296
+ )
297
+ # INPUT glDeleteFramebuffers.framebuffers size not checked against n
298
+ glDeleteFramebuffers=wrapper.wrapper(glDeleteFramebuffers).setInputArraySize(
299
+ 'framebuffers', None
300
+ )
301
+ glGenFramebuffers=wrapper.wrapper(glGenFramebuffers).setOutput(
302
+ 'framebuffers',size=lambda x:(x,),pnameArg='n',orPassIn=True
303
+ )
304
+ glGetFramebufferAttachmentParameteriv=wrapper.wrapper(glGetFramebufferAttachmentParameteriv).setOutput(
305
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
306
+ )
307
+ ### END AUTOGENERATED SECTION
308
+ from OpenGL.lazywrapper import lazy as _lazy
309
+
310
+ glGenFramebuffers = wrapper.wrapper(glGenFramebuffers).setOutput(
311
+ 'framebuffers',
312
+ lambda x: (x,),
313
+ 'n', orPassIn=True)
314
+
315
+ glGenRenderbuffers = wrapper.wrapper(glGenRenderbuffers).setOutput(
316
+ 'renderbuffers',
317
+ lambda x: (x,),
318
+ 'n', orPassIn=True)
319
+
320
+
321
+ @_lazy( glDeleteFramebuffers )
322
+ def glDeleteFramebuffers( baseOperation, n, framebuffers=None ):
323
+ """glDeleteFramebuffers( framebuffers ) -> None
324
+ """
325
+ if framebuffers is None:
326
+ framebuffers = arrays.GLuintArray.asArray( n )
327
+ n = arrays.GLuintArray.arraySize( framebuffers )
328
+ return baseOperation( n, framebuffers )
329
+
330
+ # Setup the GL_UNSIGNED_INT_24_8 image type
331
+ from OpenGL import images
332
+ from OpenGL.raw.GL.VERSION.GL_1_1 import GL_UNSIGNED_INT
333
+ images.TYPE_TO_ARRAYTYPE[ GL_UNSIGNED_INT_24_8 ] = GL_UNSIGNED_INT
334
+ images.TIGHT_PACK_FORMATS[ GL_UNSIGNED_INT_24_8 ] = 4
335
+
336
+ # The extensions actually use the _EXT forms, which is a bit confusing
337
+ # for users, IMO.
338
+ GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS = constant.Constant( 'GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS', 0x8CD9 )
339
+ GL_FRAMEBUFFER_INCOMPLETE_FORMATS = constant.Constant( 'GL_FRAMEBUFFER_INCOMPLETE_FORMATS', 0x8CDA )
340
+ GL_FRAMEBUFFER_UNSUPPORTED = constant.Constant( 'GL_FRAMEBUFFER_UNSUPPORTED', 0x8CDD )
341
+ del images
342
+ del GL_UNSIGNED_INT
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/framebuffer_sRGB.py ADDED
@@ -0,0 +1,55 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.framebuffer_sRGB
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.framebuffer_sRGB to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ Conventionally, OpenGL assumes framebuffer color components are stored
10
+ in a linear color space. In particular, framebuffer blending is a
11
+ linear operation.
12
+
13
+ The sRGB color space is based on typical (non-linear) monitor
14
+ characteristics expected in a dimly lit office. It has been
15
+ standardized by the International Electrotechnical Commission (IEC)
16
+ as IEC 61966-2-1. The sRGB color space roughly corresponds to 2.2
17
+ gamma correction.
18
+
19
+ This extension adds a framebuffer capability for sRGB framebuffer
20
+ update and blending. When blending is disabled but the new sRGB
21
+ updated mode is enabled (assume the framebuffer supports the
22
+ capability), high-precision linear color component values for red,
23
+ green, and blue generated by fragment coloring are encoded for sRGB
24
+ prior to being written into the framebuffer. When blending is enabled
25
+ along with the new sRGB update mode, red, green, and blue framebuffer
26
+ color components are treated as sRGB values that are converted to
27
+ linear color values, blended with the high-precision color values
28
+ generated by fragment coloring, and then the blend result is encoded
29
+ for sRGB just prior to being written into the framebuffer.
30
+
31
+ The primary motivation for this extension is that it allows OpenGL
32
+ applications to render into a framebuffer that is scanned to a monitor
33
+ configured to assume framebuffer color values are sRGB encoded.
34
+ This assumption is roughly true of most PC monitors with default
35
+ gamma correction. This allows applications to achieve faithful
36
+ color reproduction for OpenGL rendering without adjusting the
37
+ monitor's gamma correction.
38
+
39
+ The official definition of this extension is available here:
40
+ http://www.opengl.org/registry/specs/ARB/framebuffer_sRGB.txt
41
+ '''
42
+ from OpenGL import platform, constant, arrays
43
+ from OpenGL import extensions, wrapper
44
+ import ctypes
45
+ from OpenGL.raw.GL import _types, _glgets
46
+ from OpenGL.raw.GL.ARB.framebuffer_sRGB import *
47
+ from OpenGL.raw.GL.ARB.framebuffer_sRGB import _EXTENSION_NAME
48
+
49
+ def glInitFramebufferSrgbARB():
50
+ '''Return boolean indicating whether this extension is available'''
51
+ from OpenGL import extensions
52
+ return extensions.hasGLExtension( _EXTENSION_NAME )
53
+
54
+
55
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/geometry_shader4.py ADDED
@@ -0,0 +1,53 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.geometry_shader4
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.geometry_shader4 to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ ARB_geometry_shader4 defines a new shader type available to be run on the
10
+ GPU, called a geometry shader. Geometry shaders are run after vertices are
11
+ transformed, but prior to color clamping, flat shading and clipping.
12
+
13
+ A geometry shader begins with a single primitive (point, line,
14
+ triangle). It can read the attributes of any of the vertices in the
15
+ primitive and use them to generate new primitives. A geometry shader has a
16
+ fixed output primitive type (point, line strip, or triangle strip) and
17
+ emits vertices to define a new primitive. A geometry shader can emit
18
+ multiple disconnected primitives. The primitives emitted by the geometry
19
+ shader are clipped and then processed like an equivalent OpenGL primitive
20
+ specified by the application.
21
+
22
+ Furthermore, ARB_geometry_shader4 provides four additional primitive
23
+ types: lines with adjacency, line strips with adjacency, separate
24
+ triangles with adjacency, and triangle strips with adjacency. Some of the
25
+ vertices specified in these new primitive types are not part of the
26
+ ordinary primitives, instead they represent neighboring vertices that are
27
+ adjacent to the two line segment end points (lines/strips) or the three
28
+ triangle edges (triangles/tstrips). These vertices can be accessed by
29
+ geometry shaders and used to match up the vertices emitted by the geometry
30
+ shader with those of neighboring primitives.
31
+
32
+ Since geometry shaders expect a specific input primitive type, an error
33
+ will occur if the application presents primitives of a different type.
34
+ For example, if a geometry shader expects points, an error will occur at
35
+ Begin() time, if a primitive mode of TRIANGLES is specified.
36
+
37
+ The official definition of this extension is available here:
38
+ http://www.opengl.org/registry/specs/ARB/geometry_shader4.txt
39
+ '''
40
+ from OpenGL import platform, constant, arrays
41
+ from OpenGL import extensions, wrapper
42
+ import ctypes
43
+ from OpenGL.raw.GL import _types, _glgets
44
+ from OpenGL.raw.GL.ARB.geometry_shader4 import *
45
+ from OpenGL.raw.GL.ARB.geometry_shader4 import _EXTENSION_NAME
46
+
47
+ def glInitGeometryShader4ARB():
48
+ '''Return boolean indicating whether this extension is available'''
49
+ from OpenGL import extensions
50
+ return extensions.hasGLExtension( _EXTENSION_NAME )
51
+
52
+
53
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/imaging.py ADDED
@@ -0,0 +1,225 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.imaging
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.imaging to provide a more
5
+ Python-friendly API
6
+
7
+ The official definition of this extension is available here:
8
+ http://www.opengl.org/registry/specs/ARB/imaging.txt
9
+ '''
10
+ from OpenGL import platform, constant, arrays
11
+ from OpenGL import extensions, wrapper
12
+ import ctypes
13
+ from OpenGL.raw.GL import _types, _glgets
14
+ from OpenGL.raw.GL.ARB.imaging import *
15
+ from OpenGL.raw.GL.ARB.imaging import _EXTENSION_NAME
16
+
17
+ def glInitImagingARB():
18
+ '''Return boolean indicating whether this extension is available'''
19
+ from OpenGL import extensions
20
+ return extensions.hasGLExtension( _EXTENSION_NAME )
21
+
22
+ # INPUT glColorTable.table size not checked against 'format,type,width'
23
+ glColorTable=wrapper.wrapper(glColorTable).setInputArraySize(
24
+ 'table', None
25
+ )
26
+ # INPUT glColorTableParameterfv.params size not checked against 'pname'
27
+ glColorTableParameterfv=wrapper.wrapper(glColorTableParameterfv).setInputArraySize(
28
+ 'params', None
29
+ )
30
+ # INPUT glColorTableParameteriv.params size not checked against 'pname'
31
+ glColorTableParameteriv=wrapper.wrapper(glColorTableParameteriv).setInputArraySize(
32
+ 'params', None
33
+ )
34
+ # OUTPUT glGetColorTable.table COMPSIZE(target,format,type)
35
+ glGetColorTableParameterfv=wrapper.wrapper(glGetColorTableParameterfv).setOutput(
36
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
37
+ )
38
+ glGetColorTableParameteriv=wrapper.wrapper(glGetColorTableParameteriv).setOutput(
39
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
40
+ )
41
+ # INPUT glColorSubTable.data size not checked against 'format,type,count'
42
+ glColorSubTable=wrapper.wrapper(glColorSubTable).setInputArraySize(
43
+ 'data', None
44
+ )
45
+ # INPUT glConvolutionFilter1D.image size not checked against 'format,type,width'
46
+ glConvolutionFilter1D=wrapper.wrapper(glConvolutionFilter1D).setInputArraySize(
47
+ 'image', None
48
+ )
49
+ # INPUT glConvolutionFilter2D.image size not checked against 'format,type,width,height'
50
+ glConvolutionFilter2D=wrapper.wrapper(glConvolutionFilter2D).setInputArraySize(
51
+ 'image', None
52
+ )
53
+ # INPUT glConvolutionParameterfv.params size not checked against 'pname'
54
+ glConvolutionParameterfv=wrapper.wrapper(glConvolutionParameterfv).setInputArraySize(
55
+ 'params', None
56
+ )
57
+ # INPUT glConvolutionParameteriv.params size not checked against 'pname'
58
+ glConvolutionParameteriv=wrapper.wrapper(glConvolutionParameteriv).setInputArraySize(
59
+ 'params', None
60
+ )
61
+ # OUTPUT glGetConvolutionFilter.image COMPSIZE(target,format,type)
62
+ glGetConvolutionParameterfv=wrapper.wrapper(glGetConvolutionParameterfv).setOutput(
63
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
64
+ )
65
+ glGetConvolutionParameteriv=wrapper.wrapper(glGetConvolutionParameteriv).setOutput(
66
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
67
+ )
68
+ # OUTPUT glGetSeparableFilter.column COMPSIZE(target,format,type)
69
+ # OUTPUT glGetSeparableFilter.span COMPSIZE(target,format,type)
70
+ # OUTPUT glGetSeparableFilter.row COMPSIZE(target,format,type)
71
+ # INPUT glSeparableFilter2D.column size not checked against 'target,format,type,height'
72
+ # INPUT glSeparableFilter2D.row size not checked against 'target,format,type,width'
73
+ glSeparableFilter2D=wrapper.wrapper(glSeparableFilter2D).setInputArraySize(
74
+ 'column', None
75
+ ).setInputArraySize(
76
+ 'row', None
77
+ )
78
+ # OUTPUT glGetHistogram.values COMPSIZE(target,format,type)
79
+ glGetHistogramParameterfv=wrapper.wrapper(glGetHistogramParameterfv).setOutput(
80
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
81
+ )
82
+ glGetHistogramParameteriv=wrapper.wrapper(glGetHistogramParameteriv).setOutput(
83
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
84
+ )
85
+ # OUTPUT glGetMinmax.values COMPSIZE(target,format,type)
86
+ glGetMinmaxParameterfv=wrapper.wrapper(glGetMinmaxParameterfv).setOutput(
87
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
88
+ )
89
+ glGetMinmaxParameteriv=wrapper.wrapper(glGetMinmaxParameteriv).setOutput(
90
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
91
+ )
92
+ ### END AUTOGENERATED SECTION
93
+ from OpenGL.GL import images
94
+ from OpenGL.lazywrapper import lazy as _lazy
95
+ glColorTable = images.setDimensionsAsInts(
96
+ images.setImageInput(
97
+ glColorTable,
98
+ pixelName = 'table',
99
+ typeName = 'type',
100
+ )
101
+ )
102
+ glColorSubTable = images.setDimensionsAsInts(
103
+ images.setImageInput(
104
+ glColorSubTable,
105
+ pixelName = 'data',
106
+ )
107
+ )
108
+ glSeparableFilter2D = images.setDimensionsAsInts(
109
+ images.setImageInput(
110
+ images.setImageInput(
111
+ glSeparableFilter2D,
112
+ pixelName = 'row',
113
+ typeName = 'type',
114
+ ),
115
+ pixelName = 'column',
116
+ typeName = 'type',
117
+ )
118
+ )
119
+ glConvolutionFilter1D = images.setDimensionsAsInts(
120
+ images.setImageInput(
121
+ glConvolutionFilter1D,
122
+ pixelName = 'image',
123
+ typeName = 'type',
124
+ )
125
+ )
126
+ glConvolutionFilter2D = images.setDimensionsAsInts(
127
+ images.setImageInput(
128
+ glConvolutionFilter2D,
129
+ pixelName = 'image',
130
+ typeName = 'type',
131
+ )
132
+ )
133
+
134
+ @_lazy( glGetConvolutionFilter )
135
+ def glGetConvolutionFilter( baseFunction, target, format, type ):
136
+ """Retrieve 1 or 2D convolution parameter "kernels" as pixel data"""
137
+ dims = (
138
+ glGetConvolutionParameteriv( target, GL_CONVOLUTION_WIDTH )[0],
139
+ )
140
+ if target != GL_CONVOLUTION_1D:
141
+ dims += (
142
+ glGetConvolutionParameteriv( target, GL_CONVOLUTION_HEIGHT )[0],
143
+ )
144
+ # is it always 4? Seems to be, but the spec/man-page isn't really clear about it...
145
+ dims += (4,)
146
+ array = images.images.SetupPixelRead( format, dims, type )
147
+ arrayType = arrays.GL_CONSTANT_TO_ARRAY_TYPE[
148
+ images.images.TYPE_TO_ARRAYTYPE.get(type,type)
149
+ ]
150
+ baseFunction(
151
+ target, format, type,
152
+ ctypes.c_void_p( arrayType.dataPointer(array))
153
+ )
154
+ return array
155
+ @_lazy( glGetSeparableFilter )
156
+ def glGetSeparableFilter( baseFunction, target, format, type ):
157
+ """Retrieve 2 1D convolution parameter "kernels" as pixel data"""
158
+ rowDims = (
159
+ glGetConvolutionParameteriv( GL_CONVOLUTION_WIDTH )[0],
160
+ 4,
161
+ )
162
+ columnDims = (
163
+ glGetConvolutionParameteriv( GL_CONVOLUTION_HEIGHT )[0],
164
+ 4,
165
+ )
166
+ arrayType = arrays.GL_CONSTANT_TO_ARRAY_TYPE[
167
+ images.images.TYPE_TO_ARRAYTYPE.get(type,type)
168
+ ]
169
+ row = images.images.SetupPixelRead( format, rowDims, type )
170
+ column = images.images.SetupPixelRead( format, columnDims, type )
171
+ baseFunction(
172
+ target, format, type,
173
+ ctypes.c_void_p( arrayType.dataPointer(row)),
174
+ ctypes.c_void_p( arrayType.dataPointer(column)),
175
+ None # span
176
+ )
177
+ return row, column
178
+ @_lazy( glGetColorTable )
179
+ def glGetColorTable( baseFunction, target, format, type ):
180
+ """Retrieve the current 1D color table as a bitmap"""
181
+ dims = (
182
+ glGetColorTableParameteriv(target, GL_COLOR_TABLE_WIDTH),
183
+ 4, # Grr, spec *seems* to say that it's different sizes, but it doesn't really say...
184
+ )
185
+ array = images.images.SetupPixelRead( format, dims, type )
186
+ arrayType = arrays.GL_CONSTANT_TO_ARRAY_TYPE[
187
+ images.images.TYPE_TO_ARRAYTYPE.get(type,type)
188
+ ]
189
+ baseFunction(
190
+ target, format, type,
191
+ ctypes.c_void_p( arrayType.dataPointer(array))
192
+ )
193
+ return array
194
+ @_lazy( glGetHistogram )
195
+ def glGetHistogram( baseFunction, target, reset, format, type, values=None):
196
+ """Retrieve current 1D histogram as a 1D bitmap"""
197
+ if values is None:
198
+ width = glGetHistogramParameteriv(
199
+ target,
200
+ GL_HISTOGRAM_WIDTH,
201
+ )
202
+ values = images.images.SetupPixelRead( format, (width,4), type )
203
+ arrayType = arrays.GL_CONSTANT_TO_ARRAY_TYPE[
204
+ images.images.TYPE_TO_ARRAYTYPE.get(type,type)
205
+ ]
206
+ baseFunction(
207
+ target, reset, format, type,
208
+ ctypes.c_void_p( arrayType.dataPointer(values))
209
+ )
210
+ return values
211
+
212
+ @_lazy( glGetMinmax )
213
+ def glGetMinmax( baseFunction, target, reset, format, type, values=None):
214
+ """Retrieve minimum and maximum values as a 2-element image"""
215
+ if values is None:
216
+ width = 2
217
+ values = images.images.SetupPixelRead( format, (width,4), type )
218
+ arrayType = arrays.GL_CONSTANT_TO_ARRAY_TYPE[
219
+ images.images.TYPE_TO_ARRAYTYPE.get(type,type)
220
+ ]
221
+ baseFunction(
222
+ target, reset, format, type,
223
+ ctypes.c_void_p( arrayType.dataPointer(values))
224
+ )
225
+ return values
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/indirect_parameters.py ADDED
@@ -0,0 +1,46 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.indirect_parameters
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.indirect_parameters to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ OpenGL 4.3 (with the introduction of the GL_ARB_multi_draw_indirect
10
+ extension) enhanced the ability of OpenGL to allow a large sets of
11
+ parameters for indirect draws (introduced with OpenGL 4.0) into a buffer
12
+ object and dispatch the entire list with one API call. This allows, for
13
+ example, a shader (such as a compute shader via shader storage buffers,
14
+ or a geometry shader via transform feedback) to produce lists of draw
15
+ commands that can then be consumed by OpenGL without a server-client
16
+ round trip. However, when a variable and potentially unknown number of
17
+ draws are produced by such a shader, it becomes difficult to know how
18
+ many draws are in the output array(s). Applications must resort to
19
+ techniques such as transform feedback primitive queries, or mapping
20
+ buffers containing the content of atomic counters, which can cause stalls
21
+ or bubbles in the OpenGL pipeline.
22
+
23
+ This extension introduces the concept of the "parameter buffer", which
24
+ is a target allowing buffers to store parameters for certain drawing
25
+ commands. Also in this extension, new variants of MultiDrawArraysIndirect
26
+ and MultiDrawElementsIndirect are introduced that source some of their
27
+ parameters from this buffer. Further commands could potentially be
28
+ introduced that source other parameters from a buffer.
29
+
30
+ The official definition of this extension is available here:
31
+ http://www.opengl.org/registry/specs/ARB/indirect_parameters.txt
32
+ '''
33
+ from OpenGL import platform, constant, arrays
34
+ from OpenGL import extensions, wrapper
35
+ import ctypes
36
+ from OpenGL.raw.GL import _types, _glgets
37
+ from OpenGL.raw.GL.ARB.indirect_parameters import *
38
+ from OpenGL.raw.GL.ARB.indirect_parameters import _EXTENSION_NAME
39
+
40
+ def glInitIndirectParametersARB():
41
+ '''Return boolean indicating whether this extension is available'''
42
+ from OpenGL import extensions
43
+ return extensions.hasGLExtension( _EXTENSION_NAME )
44
+
45
+
46
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/map_buffer_alignment.py ADDED
@@ -0,0 +1,30 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.map_buffer_alignment
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.map_buffer_alignment to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension adds a requirement to the pointer returned by MapBuffer
10
+ and MapBufferRange that they provide a minimum of 64 byte alignment to
11
+ support processing of the data directly with special CPU instructions
12
+ like SSE and AVX.
13
+
14
+ The official definition of this extension is available here:
15
+ http://www.opengl.org/registry/specs/ARB/map_buffer_alignment.txt
16
+ '''
17
+ from OpenGL import platform, constant, arrays
18
+ from OpenGL import extensions, wrapper
19
+ import ctypes
20
+ from OpenGL.raw.GL import _types, _glgets
21
+ from OpenGL.raw.GL.ARB.map_buffer_alignment import *
22
+ from OpenGL.raw.GL.ARB.map_buffer_alignment import _EXTENSION_NAME
23
+
24
+ def glInitMapBufferAlignmentARB():
25
+ '''Return boolean indicating whether this extension is available'''
26
+ from OpenGL import extensions
27
+ return extensions.hasGLExtension( _EXTENSION_NAME )
28
+
29
+
30
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/occlusion_query.py ADDED
@@ -0,0 +1,138 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.occlusion_query
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.occlusion_query to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension defines a mechanism whereby an application can query
10
+ the number of pixels (or, more precisely, samples) drawn by a
11
+ primitive or group of primitives.
12
+
13
+ The primary purpose of such a query (hereafter referred to as an
14
+ "occlusion query") is to determine the visibility of an object.
15
+ Typically, the application will render the major occluders in the
16
+ scene, then perform an occlusion query for the bounding box of each
17
+ detail object in the scene. Only if said bounding box is visible,
18
+ i.e., if at least one sample is drawn, should the corresponding object
19
+ be drawn.
20
+
21
+ The earlier HP_occlusion_test extension defined a similar mechanism,
22
+ but it had two major shortcomings.
23
+
24
+ - It returned the result as a simple GL_TRUE/GL_FALSE result, when in
25
+ fact it is often useful to know exactly how many samples were
26
+ drawn.
27
+ - It provided only a simple "stop-and-wait" model for using multiple
28
+ queries. The application begins an occlusion test and ends it;
29
+ then, at some later point, it asks for the result, at which point
30
+ the driver must stop and wait until the result from the previous
31
+ test is back before the application can even begin the next one.
32
+ This is a very simple model, but its performance is mediocre when
33
+ an application wishes to perform many queries, and it eliminates
34
+ most of the opportunities for parallelism between the CPU and GPU.
35
+
36
+ This extension solves both of those problems. It returns as its
37
+ result the number of samples that pass the depth and stencil tests,
38
+ and it encapsulates occlusion queries in "query objects" that allow
39
+ applications to issue many queries before asking for the result of
40
+ any one. As a result, they can overlap the time it takes for the
41
+ occlusion query results to be returned with other, more useful work,
42
+ such as rendering other parts of the scene or performing other
43
+ computations on the CPU.
44
+
45
+ There are many situations where a pixel/sample count, rather than a
46
+ boolean result, is useful.
47
+
48
+ - Objects that are visible but cover only a very small number of
49
+ pixels can be skipped at a minimal reduction of image quality.
50
+ - Knowing exactly how many pixels an object might cover may help the
51
+ application decide which level-of-detail model should be used. If
52
+ only a few pixels are visible, a low-detail model may be
53
+ acceptable.
54
+ - "Depth peeling" techniques, such as order-independent transparency,
55
+ need to know when to stop rendering more layers; it is difficult to
56
+ determine a priori how many layers are needed. A boolean result
57
+ allows applications to stop when more layers will not affect the
58
+ image at all, but this will likely result in unacceptable
59
+ performance. Instead, it makes more sense to stop rendering when
60
+ the number of pixels in each layer falls below a given threshold.
61
+ - Occlusion queries can replace glReadPixels of the depth buffer to
62
+ determine whether (for example) a light source is visible for the
63
+ purposes of a lens flare effect or a halo to simulate glare. Pixel
64
+ counts allow you to compute the percentage of the light source that
65
+ is visible, and the brightness of these effects can be modulated
66
+ accordingly.
67
+
68
+ The official definition of this extension is available here:
69
+ http://www.opengl.org/registry/specs/ARB/occlusion_query.txt
70
+ '''
71
+ from OpenGL import platform, constant, arrays
72
+ from OpenGL import extensions, wrapper
73
+ import ctypes
74
+ from OpenGL.raw.GL import _types, _glgets
75
+ from OpenGL.raw.GL.ARB.occlusion_query import *
76
+ from OpenGL.raw.GL.ARB.occlusion_query import _EXTENSION_NAME
77
+
78
+ def glInitOcclusionQueryARB():
79
+ '''Return boolean indicating whether this extension is available'''
80
+ from OpenGL import extensions
81
+ return extensions.hasGLExtension( _EXTENSION_NAME )
82
+
83
+ glGenQueriesARB=wrapper.wrapper(glGenQueriesARB).setOutput(
84
+ 'ids',size=lambda x:(x,),pnameArg='n',orPassIn=True
85
+ )
86
+ # INPUT glDeleteQueriesARB.ids size not checked against n
87
+ glDeleteQueriesARB=wrapper.wrapper(glDeleteQueriesARB).setInputArraySize(
88
+ 'ids', None
89
+ )
90
+ glGetQueryivARB=wrapper.wrapper(glGetQueryivARB).setOutput(
91
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
92
+ )
93
+ glGetQueryObjectivARB=wrapper.wrapper(glGetQueryObjectivARB).setOutput(
94
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
95
+ )
96
+ glGetQueryObjectuivARB=wrapper.wrapper(glGetQueryObjectuivARB).setOutput(
97
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
98
+ )
99
+ ### END AUTOGENERATED SECTION
100
+ from OpenGL.lazywrapper import lazy as _lazy
101
+ from OpenGL.GL import glget
102
+ from OpenGL import converters
103
+ @_lazy( glDeleteQueriesARB )
104
+ def glDeleteQueriesARB( baseOperation, n, ids=None ):
105
+ """Delete the given queries
106
+
107
+ n -- either the number of queries to delete, or an array of query values
108
+ ids -- if provided, the array/pointer to the queries to delete
109
+ """
110
+ if ids is None:
111
+ ids = arrays.GLuintArray.asArray( n )
112
+ n = arrays.GLuintArray.arraySize( ids )
113
+ else:
114
+ ids = arrays.GLuintArray.asArray( ids )
115
+ return baseOperation( n,ids )
116
+ @_lazy( glGenQueriesARB )
117
+ def glGenQueriesARB( baseOperation, n, ids=None ):
118
+ """Generate n queries, if ids is None, is allocated
119
+
120
+ returns array of ids
121
+ """
122
+ if ids is None:
123
+ ids = arrays.GLuintArray.zeros( (n,))
124
+ else:
125
+ ids = arrays.GLuintArray.asArray( ids )
126
+ baseOperation( n, ids )
127
+ return ids
128
+
129
+ for func in (
130
+ 'glGetQueryivARB','glGetQueryObjectivARB','glGetQueryObjectuivARB',
131
+ ):
132
+ globals()[func] = wrapper.wrapper(globals()[func]).setOutput(
133
+ "params", (1,), orPassIn=True
134
+ )
135
+ try:
136
+ del func, glget
137
+ except NameError as err:
138
+ pass
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/program_interface_query.py ADDED
@@ -0,0 +1,89 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.program_interface_query
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.program_interface_query to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension provides a single unified set of query commands that can be
10
+ used by applications to determine properties of various interfaces and
11
+ resources used by program objects to communicate with application code,
12
+ fixed-function OpenGL pipeline stages, and other programs. In unextended
13
+ OpenGL 4.2, there is a separate set of query commands for each different
14
+ type of interface or resource used by the program. These different sets
15
+ of queries are structured nearly identically, but the queries for some
16
+ interfaces have limited capability (e.g., there is no ability to enumerate
17
+ fragment shader outputs).
18
+
19
+ With the single set of query commands provided by this extension, a
20
+ consistent set of queries is available for all interfaces, and a new
21
+ interface can be added without having to introduce a completely new set of
22
+ query commands. These queries are intended to provide a superset of the
23
+ capabilities provided by similar queries in OpenGL 4.2, and should allow
24
+ for the deprecation of the existing queries.
25
+
26
+ This extension defines two terms: interfaces and active resources. Each
27
+ interface of a program object provides a way for the program to
28
+ communicate with application code, fixed-function OpenGL pipeline stages,
29
+ and other programs. Examples of interfaces for a program object include
30
+ inputs (receiving values from vertex attributes or outputs of other
31
+ programs), outputs (sending values to other programs or per-fragment
32
+ operations), uniforms (receiving values from API calls), uniform blocks
33
+ (receiving values from bound buffer objects), subroutines and subroutine
34
+ uniforms (receiving API calls to indicate functions to call during program
35
+ execution), and atomic counter buffers (holding values to be manipulated
36
+ by atomic counter shader functions). Each interface of a program has a
37
+ set of active resources used by the program. For example, the resources
38
+ of a program's input interface includes all active input variables used by
39
+ the first stage of the program. The resources of a program's uniform
40
+ block interface consists of the set of uniform blocks with at least one
41
+ member used by any shader in the program.
42
+
43
+ The official definition of this extension is available here:
44
+ http://www.opengl.org/registry/specs/ARB/program_interface_query.txt
45
+ '''
46
+ from OpenGL import platform, constant, arrays
47
+ from OpenGL import extensions, wrapper
48
+ import ctypes
49
+ from OpenGL.raw.GL import _types, _glgets
50
+ from OpenGL.raw.GL.ARB.program_interface_query import *
51
+ from OpenGL.raw.GL.ARB.program_interface_query import _EXTENSION_NAME
52
+
53
+ def glInitProgramInterfaceQueryARB():
54
+ '''Return boolean indicating whether this extension is available'''
55
+ from OpenGL import extensions
56
+ return extensions.hasGLExtension( _EXTENSION_NAME )
57
+
58
+ # INPUT glGetProgramInterfaceiv.params size not checked against 'pname'
59
+ glGetProgramInterfaceiv=wrapper.wrapper(glGetProgramInterfaceiv).setInputArraySize(
60
+ 'params', None
61
+ )
62
+ # INPUT glGetProgramResourceIndex.name size not checked against 'name'
63
+ glGetProgramResourceIndex=wrapper.wrapper(glGetProgramResourceIndex).setInputArraySize(
64
+ 'name', None
65
+ )
66
+ # INPUT glGetProgramResourceName.name size not checked against bufSize
67
+ glGetProgramResourceName=wrapper.wrapper(glGetProgramResourceName).setInputArraySize(
68
+ 'length', 1
69
+ ).setInputArraySize(
70
+ 'name', None
71
+ )
72
+ # INPUT glGetProgramResourceiv.params size not checked against bufSize
73
+ # INPUT glGetProgramResourceiv.props size not checked against propCount
74
+ glGetProgramResourceiv=wrapper.wrapper(glGetProgramResourceiv).setInputArraySize(
75
+ 'length', 1
76
+ ).setInputArraySize(
77
+ 'params', None
78
+ ).setInputArraySize(
79
+ 'props', None
80
+ )
81
+ # INPUT glGetProgramResourceLocation.name size not checked against 'name'
82
+ glGetProgramResourceLocation=wrapper.wrapper(glGetProgramResourceLocation).setInputArraySize(
83
+ 'name', None
84
+ )
85
+ # INPUT glGetProgramResourceLocationIndex.name size not checked against 'name'
86
+ glGetProgramResourceLocationIndex=wrapper.wrapper(glGetProgramResourceLocationIndex).setInputArraySize(
87
+ 'name', None
88
+ )
89
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/provoking_vertex.py ADDED
@@ -0,0 +1,52 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.provoking_vertex
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.provoking_vertex to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension provides an alternative provoking vertex convention
10
+ for rendering lines, triangles, and (optionally depending on the
11
+ implementation) quads.
12
+
13
+ The provoking vertex of a primitive is the vertex that determines the
14
+ constant primary and secondary colors when flat shading is enabled.
15
+
16
+ In OpenGL, the provoking vertex for triangle, quad, line, and
17
+ (trivially) point primitives is the last vertex used to assemble
18
+ the primitive. The polygon primitive is an exception in OpenGL where
19
+ the first vertex of a polygon primitive determines the color of the
20
+ polygon, even if actually broken into triangles and/or quads.
21
+
22
+ See section 2.14.7 (Flatshading) of the OpenGL 2.1 specification,
23
+ particularly Table 2.12 for more details.
24
+
25
+ Alternatively the provoking vertex could be the first vertex of
26
+ the primitive. Other APIs with flat-shading functionality such
27
+ as Reality Lab and Direct3D have adopted the "first vertex of the
28
+ primitive" convention to determine the provoking vertex. However,
29
+ these APIs lack quads so do not have a defined provoking vertex
30
+ convention for quads.
31
+
32
+ The motivation for this extension is to allow applications developed
33
+ for APIs with a "first vertex of the primitive" provoking vertex to
34
+ be easily converted to OpenGL.
35
+
36
+ The official definition of this extension is available here:
37
+ http://www.opengl.org/registry/specs/ARB/provoking_vertex.txt
38
+ '''
39
+ from OpenGL import platform, constant, arrays
40
+ from OpenGL import extensions, wrapper
41
+ import ctypes
42
+ from OpenGL.raw.GL import _types, _glgets
43
+ from OpenGL.raw.GL.ARB.provoking_vertex import *
44
+ from OpenGL.raw.GL.ARB.provoking_vertex import _EXTENSION_NAME
45
+
46
+ def glInitProvokingVertexARB():
47
+ '''Return boolean indicating whether this extension is available'''
48
+ from OpenGL import extensions
49
+ return extensions.hasGLExtension( _EXTENSION_NAME )
50
+
51
+
52
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/robustness_isolation.py ADDED
@@ -0,0 +1,40 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.robustness_isolation
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.robustness_isolation to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ GL_ARB_robustness and supporting window system extensions allow
10
+ creating an OpenGL context supporting graphics reset notification
11
+ behavior. GL_ARB_robustness_isolation provides stronger
12
+ guarantees about the possible side-effects of a graphics reset.
13
+
14
+ It is expected that there may be a performance cost associated
15
+ with isolating an application or share group from other contexts
16
+ on the GPU. For this reason, GL_ARB_robustness_isolation is
17
+ phrased as an opt-in mechanism, with a new context creation bit
18
+ defined in the window system bindings. It is expected that
19
+ implementations might only advertise the strings in this extension
20
+ if both the implementation supports the desired isolation
21
+ properties, and the context was created with the appropriate reset
22
+ isolation bit.
23
+
24
+ The official definition of this extension is available here:
25
+ http://www.opengl.org/registry/specs/ARB/robustness_isolation.txt
26
+ '''
27
+ from OpenGL import platform, constant, arrays
28
+ from OpenGL import extensions, wrapper
29
+ import ctypes
30
+ from OpenGL.raw.GL import _types, _glgets
31
+ from OpenGL.raw.GL.ARB.robustness_isolation import *
32
+ from OpenGL.raw.GL.ARB.robustness_isolation import _EXTENSION_NAME
33
+
34
+ def glInitRobustnessIsolationARB():
35
+ '''Return boolean indicating whether this extension is available'''
36
+ from OpenGL import extensions
37
+ return extensions.hasGLExtension( _EXTENSION_NAME )
38
+
39
+
40
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/sample_shading.py ADDED
@@ -0,0 +1,50 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.sample_shading
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.sample_shading to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ In standard multisample rendering, an implementation is allowed to
10
+ assign the same color and texture coordinate values to each sample,
11
+ which then allows the optimization where the shader is only
12
+ evaluated once and then distributed to the samples that have been
13
+ determined to be covered by the primitive currently being
14
+ rasterized. This can cause aliasing where the input color and
15
+ texture coordinates are used to generate a result that doesn't
16
+ antialias itself, for example with alpha-tested transparency.
17
+
18
+ This extension adds the ability to explicitly request that an
19
+ implementation use a minimum number of unique set of fragment
20
+ computation inputs when multisampling a pixel. Specifying such a
21
+ requirement can reduce aliasing that results from evaluating the
22
+ fragment computations too few times per pixel.
23
+
24
+ This extension adds new global state that controls the minimum
25
+ number of samples for which attribute data is independently
26
+ interpolated. When enabled, all operations that were traditionally
27
+ executed per-fragment operate independently on each sample.
28
+
29
+ This also extends the shading language to allow control over the
30
+ sample being processed. This includes built-in fragment input
31
+ variables identifying the sample number and position being processed
32
+ when executing fragment shaders per sample.
33
+
34
+ The official definition of this extension is available here:
35
+ http://www.opengl.org/registry/specs/ARB/sample_shading.txt
36
+ '''
37
+ from OpenGL import platform, constant, arrays
38
+ from OpenGL import extensions, wrapper
39
+ import ctypes
40
+ from OpenGL.raw.GL import _types, _glgets
41
+ from OpenGL.raw.GL.ARB.sample_shading import *
42
+ from OpenGL.raw.GL.ARB.sample_shading import _EXTENSION_NAME
43
+
44
+ def glInitSampleShadingARB():
45
+ '''Return boolean indicating whether this extension is available'''
46
+ from OpenGL import extensions
47
+ return extensions.hasGLExtension( _EXTENSION_NAME )
48
+
49
+
50
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/sampler_objects.py ADDED
@@ -0,0 +1,86 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.sampler_objects
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.sampler_objects to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ In unextended OpenGL textures are considered to be sets of image
10
+ data (mip-chains, arrays, cube-map face sets, etc.) and sampling
11
+ state (sampling mode, mip-mapping state, coordinate wrapping and
12
+ clamping rules, etc.) combined into a single object. It is typical
13
+ for an application to use many textures with a limited set of
14
+ sampling states that are the same between them. In order to use
15
+ textures in this way, an application must generate and configure
16
+ many texture names, adding overhead both to applications and to
17
+ implementations. Furthermore, should an application wish to sample
18
+ from a texture in more than one way (with and without mip-mapping,
19
+ for example) it must either modify the state of the texture or
20
+ create two textures, each with a copy of the same image data. This
21
+ can introduce runtime and memory costs to the application.
22
+
23
+ This extension separates sampler state from texture image data. A
24
+ new object type is introduced, the sampler (representing generic
25
+ sampling parameters). The new sampler objects are represented by a
26
+ new named type encapsulating the sampling parameters of a
27
+ traditional texture object. Sampler objects may be bound to texture
28
+ units to supplant the bound texture's sampling state. A single
29
+ sampler may be bound to more than one texture unit simultaneously,
30
+ allowing different textures to be accessed with a single set of
31
+ shared sampling parameters. Also, by binding different sampler
32
+ objects to texture units to which the same texture has been bound,
33
+ the same texture image data may be sampled with different sampling
34
+ parameters.
35
+
36
+ The official definition of this extension is available here:
37
+ http://www.opengl.org/registry/specs/ARB/sampler_objects.txt
38
+ '''
39
+ from OpenGL import platform, constant, arrays
40
+ from OpenGL import extensions, wrapper
41
+ import ctypes
42
+ from OpenGL.raw.GL import _types, _glgets
43
+ from OpenGL.raw.GL.ARB.sampler_objects import *
44
+ from OpenGL.raw.GL.ARB.sampler_objects import _EXTENSION_NAME
45
+
46
+ def glInitSamplerObjectsARB():
47
+ '''Return boolean indicating whether this extension is available'''
48
+ from OpenGL import extensions
49
+ return extensions.hasGLExtension( _EXTENSION_NAME )
50
+
51
+ glGenSamplers=wrapper.wrapper(glGenSamplers).setOutput(
52
+ 'samplers',size=lambda x:(x,),pnameArg='count',orPassIn=True
53
+ )
54
+ # INPUT glDeleteSamplers.samplers size not checked against count
55
+ glDeleteSamplers=wrapper.wrapper(glDeleteSamplers).setInputArraySize(
56
+ 'samplers', None
57
+ )
58
+ # INPUT glSamplerParameteriv.param size not checked against 'pname'
59
+ glSamplerParameteriv=wrapper.wrapper(glSamplerParameteriv).setInputArraySize(
60
+ 'param', None
61
+ )
62
+ # INPUT glSamplerParameterfv.param size not checked against 'pname'
63
+ glSamplerParameterfv=wrapper.wrapper(glSamplerParameterfv).setInputArraySize(
64
+ 'param', None
65
+ )
66
+ # INPUT glSamplerParameterIiv.param size not checked against 'pname'
67
+ glSamplerParameterIiv=wrapper.wrapper(glSamplerParameterIiv).setInputArraySize(
68
+ 'param', None
69
+ )
70
+ # INPUT glSamplerParameterIuiv.param size not checked against 'pname'
71
+ glSamplerParameterIuiv=wrapper.wrapper(glSamplerParameterIuiv).setInputArraySize(
72
+ 'param', None
73
+ )
74
+ glGetSamplerParameteriv=wrapper.wrapper(glGetSamplerParameteriv).setOutput(
75
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
76
+ )
77
+ glGetSamplerParameterIiv=wrapper.wrapper(glGetSamplerParameterIiv).setOutput(
78
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
79
+ )
80
+ glGetSamplerParameterfv=wrapper.wrapper(glGetSamplerParameterfv).setOutput(
81
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
82
+ )
83
+ glGetSamplerParameterIuiv=wrapper.wrapper(glGetSamplerParameterIuiv).setOutput(
84
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
85
+ )
86
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/seamless_cube_map.py ADDED
@@ -0,0 +1,45 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.seamless_cube_map
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.seamless_cube_map to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ When sampling from cube map textures, a three-dimensional texture
10
+ coordinate is used to select one of the cube map faces and generate
11
+ a two dimensional texture coordinate ( s t ), at which a texel is
12
+ sampled from the determined face of the cube map texture. Each face
13
+ of the texture is treated as an independent two-dimensional texture,
14
+ and the generated ( s t ) coordinate is subjected to the same
15
+ clamping and wrapping rules as for any other two dimensional texture
16
+ fetch.
17
+
18
+ Although it is unlikely that the generated ( s t ) coordinate lies
19
+ significantly outside the determined cube map face, it is often the
20
+ case that the locations of the individual elements required during a
21
+ linear sampling do not lie within the determined face, and their
22
+ coordinates will therefore be modified by the selected clamping and
23
+ wrapping rules. This often has the effect of producing seams or
24
+ other discontinuities in the sampled texture.
25
+
26
+ This extension allows implementations to take samples from adjacent
27
+ cube map faces, providing the ability to create seamless cube maps.
28
+
29
+ The official definition of this extension is available here:
30
+ http://www.opengl.org/registry/specs/ARB/seamless_cube_map.txt
31
+ '''
32
+ from OpenGL import platform, constant, arrays
33
+ from OpenGL import extensions, wrapper
34
+ import ctypes
35
+ from OpenGL.raw.GL import _types, _glgets
36
+ from OpenGL.raw.GL.ARB.seamless_cube_map import *
37
+ from OpenGL.raw.GL.ARB.seamless_cube_map import _EXTENSION_NAME
38
+
39
+ def glInitSeamlessCubeMapARB():
40
+ '''Return boolean indicating whether this extension is available'''
41
+ from OpenGL import extensions
42
+ return extensions.hasGLExtension( _EXTENSION_NAME )
43
+
44
+
45
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/seamless_cubemap_per_texture.py ADDED
@@ -0,0 +1,48 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.seamless_cubemap_per_texture
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.seamless_cubemap_per_texture to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ In unextended OpenGL, cube maps are treated as sets of six, independent
10
+ texture images. Once a face is selected from the set, it is treated exactly
11
+ as any other two-dimensional texture would be. When sampling linearly from
12
+ the texture, all of the individual texels that would be used to to create
13
+ the final, bilinear sample values are taken from the same cube face. The
14
+ normal, two-dimensional texture coordinate wrapping modes are honored.
15
+ This sometimes causes seams to appear in cube maps.
16
+
17
+ ARB_seamless_cube_map (and subsequently, OpenGL 3.2) addresses this issue
18
+ by providing a mechanism whereby an implementation could take each of the
19
+ taps of a bilinear sample from a different face, spanning face boundaries
20
+ and providing seamless filtering from cube map textures. However, in
21
+ ARB_seamless_cube_map, this feature was exposed as a global state,
22
+ affecting all bound cube map textures. It was not possible to mix seamless
23
+ and per-face cube map sampling modes during sampling. Furthermore, if an
24
+ application included cube maps that were meant to be sampled seamlessly
25
+ and non-seamlessly, it would have to track this state and enable or disable
26
+ seamless cube map sampling as needed.
27
+
28
+ This extension addresses this issue and provides an orthogonal method for
29
+ allowing an implementation to provide a per-texture setting for enabling
30
+ seamless sampling from cube maps.
31
+
32
+ The official definition of this extension is available here:
33
+ http://www.opengl.org/registry/specs/ARB/seamless_cubemap_per_texture.txt
34
+ '''
35
+ from OpenGL import platform, constant, arrays
36
+ from OpenGL import extensions, wrapper
37
+ import ctypes
38
+ from OpenGL.raw.GL import _types, _glgets
39
+ from OpenGL.raw.GL.ARB.seamless_cubemap_per_texture import *
40
+ from OpenGL.raw.GL.ARB.seamless_cubemap_per_texture import _EXTENSION_NAME
41
+
42
+ def glInitSeamlessCubemapPerTextureARB():
43
+ '''Return boolean indicating whether this extension is available'''
44
+ from OpenGL import extensions
45
+ return extensions.hasGLExtension( _EXTENSION_NAME )
46
+
47
+
48
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/separate_shader_objects.py ADDED
@@ -0,0 +1,230 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.separate_shader_objects
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.separate_shader_objects to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ Conventional GLSL requires multiple shader stages (vertex,
10
+ fragment, geometry, tessellation control, and tessellation
11
+ evaluation) to be linked into a single monolithic program object to
12
+ specify a GLSL shader for each stage.
13
+
14
+ While GLSL's monolithic approach has some advantages for
15
+ optimizing shaders as a unit that span multiple stages, all
16
+ existing GPU hardware supports the more flexible mix-and-match
17
+ approach.
18
+
19
+ Shaders written for HLSL9, Cg, the prior OpenGL assembly program
20
+ extensions, and game console favor a more flexible "mix-and-match"
21
+ approach to specifying shaders independently for these different
22
+ shader stages. Many developers build their shader content around
23
+ the mix-and-match approach where they can use a single vertex shader
24
+ with multiple fragment shaders (or vice versa).
25
+
26
+ This extension adopts a "mix-and-match" shader stage model for GLSL
27
+ allowing multiple different GLSL program objects to be bound at once
28
+ each to an individual rendering pipeline stage independently of
29
+ other stage bindings. This allows program objects to contain only
30
+ the shader stages that best suit the applications needs.
31
+
32
+ This extension introduces the program pipeline object that serves as
33
+ a container for the program bound to any particular rendering stage.
34
+ It can be bound, unbound, and rebound to simply save and restore the
35
+ complete shader stage to program object bindings. Like framebuffer
36
+ and vertex array objects, program pipeline objects are "container"
37
+ objects that are not shared between contexts.
38
+
39
+ To bind a program object to a specific shader stage or set of
40
+ stages, UseProgramStages is used. The VERTEX_SHADER_BIT,
41
+ GEOMETRY_SHADER_BIT, FRAGMENT_SHADER_BIT, TESS_CONTROL_SHADER_BIT,
42
+ and TESS_EVALUATION_SHADER_BIT tokens refer to the conventional
43
+ vertex, geometry, fragment, tessellation control and tessellation
44
+ evaluation stages respectively. ActiveShaderProgram specifies the
45
+ program that Uniform* commands will update.
46
+
47
+ While ActiveShaderProgram allows the use of conventional Uniform*
48
+ commands to update uniform variable values for separable program
49
+ objects, this extension provides a preferrable interface in a set
50
+ of ProgramUniform* commands that update the same uniform variables
51
+ but take a parameter indicating the program object to be updated,
52
+ rather than updating the currently active program object. These
53
+ commands mirror those introduced in EXT_direct_state_access.
54
+
55
+ While glActiveShaderProgram provides a selector for setting and
56
+ querying uniform values of a program object, the glProgramUniform*
57
+ commands provide a selector-free way to modify uniforms of a GLSL
58
+ program object without an explicit bind. This selector-free model
59
+ reduces API overhead and provides a cleaner interface for
60
+ applications.
61
+
62
+ Separate linking creates the possibility that certain output varyings
63
+ of a shader may go unread by the subsequent shader inputting varyings.
64
+ In this case, the output varyings are simply ignored. It is also
65
+ possible input varyings from a shader may not be written as output
66
+ varyings of a preceding shader. In this case, the unwritten input
67
+ varying values are undefined.
68
+
69
+ This extension builds on the proof-of-concept provided by
70
+ EXT_separate_shader_objects which demonstrated that separate
71
+ shader objects can work for GLSL. EXT_separate_shader_objects
72
+ was a response to repeated requests for this functionality from
73
+ 3D developers.
74
+
75
+ This ARB version addresses several "loose ends" in the prior
76
+ EXT extension. In particular, it allows user-defined varyings
77
+ with explicitly defined locations or implicitly assigned locations.
78
+
79
+ This ARB extension extends the GLSL language's use of layout
80
+ qualifiers to provide cross-stage interfacing.
81
+
82
+ The official definition of this extension is available here:
83
+ http://www.opengl.org/registry/specs/ARB/separate_shader_objects.txt
84
+ '''
85
+ from OpenGL import platform, constant, arrays
86
+ from OpenGL import extensions, wrapper
87
+ import ctypes
88
+ from OpenGL.raw.GL import _types, _glgets
89
+ from OpenGL.raw.GL.ARB.separate_shader_objects import *
90
+ from OpenGL.raw.GL.ARB.separate_shader_objects import _EXTENSION_NAME
91
+
92
+ def glInitSeparateShaderObjectsARB():
93
+ '''Return boolean indicating whether this extension is available'''
94
+ from OpenGL import extensions
95
+ return extensions.hasGLExtension( _EXTENSION_NAME )
96
+
97
+ # INPUT glCreateShaderProgramv.strings size not checked against count
98
+ glCreateShaderProgramv=wrapper.wrapper(glCreateShaderProgramv).setInputArraySize(
99
+ 'strings', None
100
+ )
101
+ # INPUT glDeleteProgramPipelines.pipelines size not checked against n
102
+ glDeleteProgramPipelines=wrapper.wrapper(glDeleteProgramPipelines).setInputArraySize(
103
+ 'pipelines', None
104
+ )
105
+ glGenProgramPipelines=wrapper.wrapper(glGenProgramPipelines).setOutput(
106
+ 'pipelines',size=lambda x:(x,),pnameArg='n',orPassIn=True
107
+ )
108
+ glGetProgramPipelineiv=wrapper.wrapper(glGetProgramPipelineiv).setOutput(
109
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
110
+ )
111
+ glProgramUniform1iv=wrapper.wrapper(glProgramUniform1iv).setInputArraySize(
112
+ 'value', 1
113
+ )
114
+ glProgramUniform1fv=wrapper.wrapper(glProgramUniform1fv).setInputArraySize(
115
+ 'value', 1
116
+ )
117
+ glProgramUniform1dv=wrapper.wrapper(glProgramUniform1dv).setInputArraySize(
118
+ 'value', 1
119
+ )
120
+ glProgramUniform1uiv=wrapper.wrapper(glProgramUniform1uiv).setInputArraySize(
121
+ 'value', 1
122
+ )
123
+ glProgramUniform2iv=wrapper.wrapper(glProgramUniform2iv).setInputArraySize(
124
+ 'value', 2
125
+ )
126
+ glProgramUniform2fv=wrapper.wrapper(glProgramUniform2fv).setInputArraySize(
127
+ 'value', 2
128
+ )
129
+ glProgramUniform2dv=wrapper.wrapper(glProgramUniform2dv).setInputArraySize(
130
+ 'value', 2
131
+ )
132
+ glProgramUniform2uiv=wrapper.wrapper(glProgramUniform2uiv).setInputArraySize(
133
+ 'value', 2
134
+ )
135
+ glProgramUniform3iv=wrapper.wrapper(glProgramUniform3iv).setInputArraySize(
136
+ 'value', 3
137
+ )
138
+ glProgramUniform3fv=wrapper.wrapper(glProgramUniform3fv).setInputArraySize(
139
+ 'value', 3
140
+ )
141
+ glProgramUniform3dv=wrapper.wrapper(glProgramUniform3dv).setInputArraySize(
142
+ 'value', 3
143
+ )
144
+ glProgramUniform3uiv=wrapper.wrapper(glProgramUniform3uiv).setInputArraySize(
145
+ 'value', 3
146
+ )
147
+ glProgramUniform4iv=wrapper.wrapper(glProgramUniform4iv).setInputArraySize(
148
+ 'value', 4
149
+ )
150
+ glProgramUniform4fv=wrapper.wrapper(glProgramUniform4fv).setInputArraySize(
151
+ 'value', 4
152
+ )
153
+ glProgramUniform4dv=wrapper.wrapper(glProgramUniform4dv).setInputArraySize(
154
+ 'value', 4
155
+ )
156
+ glProgramUniform4uiv=wrapper.wrapper(glProgramUniform4uiv).setInputArraySize(
157
+ 'value', 4
158
+ )
159
+ glProgramUniformMatrix2fv=wrapper.wrapper(glProgramUniformMatrix2fv).setInputArraySize(
160
+ 'value', 2
161
+ )
162
+ glProgramUniformMatrix3fv=wrapper.wrapper(glProgramUniformMatrix3fv).setInputArraySize(
163
+ 'value', 3
164
+ )
165
+ glProgramUniformMatrix4fv=wrapper.wrapper(glProgramUniformMatrix4fv).setInputArraySize(
166
+ 'value', 4
167
+ )
168
+ glProgramUniformMatrix2dv=wrapper.wrapper(glProgramUniformMatrix2dv).setInputArraySize(
169
+ 'value', 2
170
+ )
171
+ glProgramUniformMatrix3dv=wrapper.wrapper(glProgramUniformMatrix3dv).setInputArraySize(
172
+ 'value', 3
173
+ )
174
+ glProgramUniformMatrix4dv=wrapper.wrapper(glProgramUniformMatrix4dv).setInputArraySize(
175
+ 'value', 4
176
+ )
177
+ # INPUT glProgramUniformMatrix2x3fv.value size not checked against count
178
+ glProgramUniformMatrix2x3fv=wrapper.wrapper(glProgramUniformMatrix2x3fv).setInputArraySize(
179
+ 'value', None
180
+ )
181
+ # INPUT glProgramUniformMatrix3x2fv.value size not checked against count
182
+ glProgramUniformMatrix3x2fv=wrapper.wrapper(glProgramUniformMatrix3x2fv).setInputArraySize(
183
+ 'value', None
184
+ )
185
+ # INPUT glProgramUniformMatrix2x4fv.value size not checked against count
186
+ glProgramUniformMatrix2x4fv=wrapper.wrapper(glProgramUniformMatrix2x4fv).setInputArraySize(
187
+ 'value', None
188
+ )
189
+ # INPUT glProgramUniformMatrix4x2fv.value size not checked against count
190
+ glProgramUniformMatrix4x2fv=wrapper.wrapper(glProgramUniformMatrix4x2fv).setInputArraySize(
191
+ 'value', None
192
+ )
193
+ # INPUT glProgramUniformMatrix3x4fv.value size not checked against count
194
+ glProgramUniformMatrix3x4fv=wrapper.wrapper(glProgramUniformMatrix3x4fv).setInputArraySize(
195
+ 'value', None
196
+ )
197
+ # INPUT glProgramUniformMatrix4x3fv.value size not checked against count
198
+ glProgramUniformMatrix4x3fv=wrapper.wrapper(glProgramUniformMatrix4x3fv).setInputArraySize(
199
+ 'value', None
200
+ )
201
+ # INPUT glProgramUniformMatrix2x3dv.value size not checked against count
202
+ glProgramUniformMatrix2x3dv=wrapper.wrapper(glProgramUniformMatrix2x3dv).setInputArraySize(
203
+ 'value', None
204
+ )
205
+ # INPUT glProgramUniformMatrix3x2dv.value size not checked against count
206
+ glProgramUniformMatrix3x2dv=wrapper.wrapper(glProgramUniformMatrix3x2dv).setInputArraySize(
207
+ 'value', None
208
+ )
209
+ # INPUT glProgramUniformMatrix2x4dv.value size not checked against count
210
+ glProgramUniformMatrix2x4dv=wrapper.wrapper(glProgramUniformMatrix2x4dv).setInputArraySize(
211
+ 'value', None
212
+ )
213
+ # INPUT glProgramUniformMatrix4x2dv.value size not checked against count
214
+ glProgramUniformMatrix4x2dv=wrapper.wrapper(glProgramUniformMatrix4x2dv).setInputArraySize(
215
+ 'value', None
216
+ )
217
+ # INPUT glProgramUniformMatrix3x4dv.value size not checked against count
218
+ glProgramUniformMatrix3x4dv=wrapper.wrapper(glProgramUniformMatrix3x4dv).setInputArraySize(
219
+ 'value', None
220
+ )
221
+ # INPUT glProgramUniformMatrix4x3dv.value size not checked against count
222
+ glProgramUniformMatrix4x3dv=wrapper.wrapper(glProgramUniformMatrix4x3dv).setInputArraySize(
223
+ 'value', None
224
+ )
225
+ glGetProgramPipelineInfoLog=wrapper.wrapper(glGetProgramPipelineInfoLog).setOutput(
226
+ 'length',size=(1,),orPassIn=True
227
+ ).setOutput(
228
+ 'infoLog',size=lambda x:(x,),pnameArg='bufSize',orPassIn=True
229
+ )
230
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/shader_bit_encoding.py ADDED
@@ -0,0 +1,31 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.shader_bit_encoding
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.shader_bit_encoding to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension trivially adds built-in functions for getting/setting
10
+ the bit encoding for floating-point values in the OpenGL Shading Language.
11
+
12
+ These functions are pulled out of ARB_gpu_shader5, since support for such
13
+ built-in functions exists in current hardware.
14
+
15
+ The official definition of this extension is available here:
16
+ http://www.opengl.org/registry/specs/ARB/shader_bit_encoding.txt
17
+ '''
18
+ from OpenGL import platform, constant, arrays
19
+ from OpenGL import extensions, wrapper
20
+ import ctypes
21
+ from OpenGL.raw.GL import _types, _glgets
22
+ from OpenGL.raw.GL.ARB.shader_bit_encoding import *
23
+ from OpenGL.raw.GL.ARB.shader_bit_encoding import _EXTENSION_NAME
24
+
25
+ def glInitShaderBitEncodingARB():
26
+ '''Return boolean indicating whether this extension is available'''
27
+ from OpenGL import extensions
28
+ return extensions.hasGLExtension( _EXTENSION_NAME )
29
+
30
+
31
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/shader_group_vote.py ADDED
@@ -0,0 +1,77 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.shader_group_vote
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.shader_group_vote to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension provides new built-in functions to compute the composite of
10
+ a set of boolean conditions across a group of shader invocations. These
11
+ composite results may be used to execute shaders more efficiently on a
12
+ single-instruction multiple-data (SIMD) processor. The set of shader
13
+ invocations across which boolean conditions are evaluated is
14
+ implementation-dependent, and this extension provides no guarantee over
15
+ how individual shader invocations are assigned to such sets. In
16
+ particular, the set of shader invocations has no necessary relationship
17
+ with the compute shader local work group -- a pair of shader invocations
18
+ in a single compute shader work group may end up in different sets used by
19
+ these built-ins.
20
+
21
+ Compute shaders operate on an explicitly specified group of threads (a
22
+ local work group), but many implementations of OpenGL 4.3 will even group
23
+ non-compute shader invocations and execute them in a SIMD fashion. When
24
+ executing code like
25
+
26
+ if (condition) {
27
+ result = do_fast_path();
28
+ } else {
29
+ result = do_general_path();
30
+ }
31
+
32
+ where <condition> diverges between invocations, a SIMD implementation
33
+ might first call do_fast_path() for the invocations where <condition> is
34
+ true and leave the other invocations dormant. Once do_fast_path()
35
+ returns, it might call do_general_path() for invocations where <condition>
36
+ is false and leave the other invocations dormant. In this case, the
37
+ shader executes *both* the fast and the general path and might be better
38
+ off just using the general path for all invocations.
39
+
40
+ This extension provides the ability to avoid divergent execution by
41
+ evaluting a condition across an entire SIMD invocation group using code
42
+ like:
43
+
44
+ if (allInvocationsARB(condition)) {
45
+ result = do_fast_path();
46
+ } else {
47
+ result = do_general_path();
48
+ }
49
+
50
+ The built-in function allInvocationsARB() will return the same value for
51
+ all invocations in the group, so the group will either execute
52
+ do_fast_path() or do_general_path(), but never both. For example, shader
53
+ code might want to evaluate a complex function iteratively by starting
54
+ with an approximation of the result and then refining the approximation.
55
+ Some input values may require a small number of iterations to generate an
56
+ accurate result (do_fast_path) while others require a larger number
57
+ (do_general_path). In another example, shader code might want to evaluate
58
+ a complex function (do_general_path) that can be greatly simplified when
59
+ assuming a specific value for one of its inputs (do_fast_path).
60
+
61
+ The official definition of this extension is available here:
62
+ http://www.opengl.org/registry/specs/ARB/shader_group_vote.txt
63
+ '''
64
+ from OpenGL import platform, constant, arrays
65
+ from OpenGL import extensions, wrapper
66
+ import ctypes
67
+ from OpenGL.raw.GL import _types, _glgets
68
+ from OpenGL.raw.GL.ARB.shader_group_vote import *
69
+ from OpenGL.raw.GL.ARB.shader_group_vote import _EXTENSION_NAME
70
+
71
+ def glInitShaderGroupVoteARB():
72
+ '''Return boolean indicating whether this extension is available'''
73
+ from OpenGL import extensions
74
+ return extensions.hasGLExtension( _EXTENSION_NAME )
75
+
76
+
77
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/shader_image_load_store.py ADDED
@@ -0,0 +1,68 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.shader_image_load_store
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.shader_image_load_store to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension provides GLSL built-in functions allowing shaders to load
10
+ from, store to, and perform atomic read-modify-write operations to a
11
+ single level of a texture object from any shader stage. These built-in
12
+ functions are named imageLoad(), imageStore(), and imageAtomic*(),
13
+ respectively, and accept integer texel coordinates to identify the texel
14
+ accessed. The extension adds the notion of "image units" to the OpenGL
15
+ API, to which texture levels are bound for access by the GLSL built-in
16
+ functions. To allow shaders to specify the image unit to access, GLSL
17
+ provides a new set of data types ("image*") similar to samplers. Each
18
+ image variable is assigned an integer value to identify an image unit to
19
+ access, which is specified using Uniform*() APIs in a manner similar to
20
+ samplers.
21
+
22
+ This extension also provides the capability to explicitly enable "early"
23
+ per-fragment tests, where operations like depth and stencil testing are
24
+ performed prior to fragment shader execution. In unextended OpenGL,
25
+ fragment shaders never have any side effects and implementations can
26
+ sometimes perform per-fragment tests and discard some fragments prior to
27
+ executing the fragment shader. Since this extension allows fragment
28
+ shaders to write to texture and buffer object memory using the built-in
29
+ image functions, such optimizations could lead to non-deterministic
30
+ results. To avoid this, implementations supporting this extension may not
31
+ perform such optimizations on shaders having such side effects. However,
32
+ enabling early per-fragment tests guarantees that such tests will be
33
+ performed prior to fragment shader execution, and ensures that image
34
+ stores and atomics will not be performed by fragment shader invocations
35
+ where these per-fragment tests fail.
36
+
37
+ Finally, this extension provides both a GLSL built-in function and an
38
+ OpenGL API function allowing applications some control over the ordering
39
+ of image loads, stores, and atomics relative to other OpenGL pipeline
40
+ operations accessing the same memory. Because the extension provides the
41
+ ability to perform random accesses to texture or buffer object memory,
42
+ such accesses are not easily tracked by the OpenGL driver. To avoid the
43
+ need for heavy-handed synchronization at the driver level, this extension
44
+ requires manual synchronization. The MemoryBarrier() OpenGL API
45
+ function allows applications to specify a bitfield indicating the set of
46
+ OpenGL API operations to synchronize relative to shader memory access.
47
+ The memoryBarrier() GLSL built-in function provides a synchronization
48
+ point within a given shader invocation to ensure that all memory accesses
49
+ performed prior to the synchronization point complete prior to any started
50
+ after the synchronization point.
51
+
52
+ The official definition of this extension is available here:
53
+ http://www.opengl.org/registry/specs/ARB/shader_image_load_store.txt
54
+ '''
55
+ from OpenGL import platform, constant, arrays
56
+ from OpenGL import extensions, wrapper
57
+ import ctypes
58
+ from OpenGL.raw.GL import _types, _glgets
59
+ from OpenGL.raw.GL.ARB.shader_image_load_store import *
60
+ from OpenGL.raw.GL.ARB.shader_image_load_store import _EXTENSION_NAME
61
+
62
+ def glInitShaderImageLoadStoreARB():
63
+ '''Return boolean indicating whether this extension is available'''
64
+ from OpenGL import extensions
65
+ return extensions.hasGLExtension( _EXTENSION_NAME )
66
+
67
+
68
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/shader_image_size.py ADDED
@@ -0,0 +1,27 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.shader_image_size
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.shader_image_size to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+ This extension provides GLSL built-in functions allowing shaders to query
9
+ the size of an image.
10
+
11
+ The official definition of this extension is available here:
12
+ http://www.opengl.org/registry/specs/ARB/shader_image_size.txt
13
+ '''
14
+ from OpenGL import platform, constant, arrays
15
+ from OpenGL import extensions, wrapper
16
+ import ctypes
17
+ from OpenGL.raw.GL import _types, _glgets
18
+ from OpenGL.raw.GL.ARB.shader_image_size import *
19
+ from OpenGL.raw.GL.ARB.shader_image_size import _EXTENSION_NAME
20
+
21
+ def glInitShaderImageSizeARB():
22
+ '''Return boolean indicating whether this extension is available'''
23
+ from OpenGL import extensions
24
+ return extensions.hasGLExtension( _EXTENSION_NAME )
25
+
26
+
27
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/shading_language_100.py ADDED
@@ -0,0 +1,31 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.shading_language_100
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.shading_language_100 to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension string indicates that the OpenGL Shading Language is
10
+ supported. The Shading Language is defined by a separate specification
11
+ document which can be downloaded from
12
+
13
+ http://www.opengl.org/documentation/oglsl.html
14
+
15
+ The official definition of this extension is available here:
16
+ http://www.opengl.org/registry/specs/ARB/shading_language_100.txt
17
+ '''
18
+ from OpenGL import platform, constant, arrays
19
+ from OpenGL import extensions, wrapper
20
+ import ctypes
21
+ from OpenGL.raw.GL import _types, _glgets
22
+ from OpenGL.raw.GL.ARB.shading_language_100 import *
23
+ from OpenGL.raw.GL.ARB.shading_language_100 import _EXTENSION_NAME
24
+
25
+ def glInitShadingLanguage100ARB():
26
+ '''Return boolean indicating whether this extension is available'''
27
+ from OpenGL import extensions
28
+ return extensions.hasGLExtension( _EXTENSION_NAME )
29
+
30
+
31
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/shading_language_include.py ADDED
@@ -0,0 +1,66 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.shading_language_include
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.shading_language_include to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension introduces a #include GLSL directive to allow reusing
10
+ the same shader text in multiple shaders and defines the semantics
11
+ and syntax of the names allowed in #include directives. It also
12
+ defines API mechanisms to define the named string backing a
13
+ #include.
14
+
15
+ The official definition of this extension is available here:
16
+ http://www.opengl.org/registry/specs/ARB/shading_language_include.txt
17
+ '''
18
+ from OpenGL import platform, constant, arrays
19
+ from OpenGL import extensions, wrapper
20
+ import ctypes
21
+ from OpenGL.raw.GL import _types, _glgets
22
+ from OpenGL.raw.GL.ARB.shading_language_include import *
23
+ from OpenGL.raw.GL.ARB.shading_language_include import _EXTENSION_NAME
24
+
25
+ def glInitShadingLanguageIncludeARB():
26
+ '''Return boolean indicating whether this extension is available'''
27
+ from OpenGL import extensions
28
+ return extensions.hasGLExtension( _EXTENSION_NAME )
29
+
30
+ # INPUT glNamedStringARB.name size not checked against namelen
31
+ # INPUT glNamedStringARB.string size not checked against stringlen
32
+ glNamedStringARB=wrapper.wrapper(glNamedStringARB).setInputArraySize(
33
+ 'name', None
34
+ ).setInputArraySize(
35
+ 'string', None
36
+ )
37
+ # INPUT glDeleteNamedStringARB.name size not checked against namelen
38
+ glDeleteNamedStringARB=wrapper.wrapper(glDeleteNamedStringARB).setInputArraySize(
39
+ 'name', None
40
+ )
41
+ # INPUT glCompileShaderIncludeARB.path size not checked against count
42
+ # INPUT glCompileShaderIncludeARB.length size not checked against count
43
+ glCompileShaderIncludeARB=wrapper.wrapper(glCompileShaderIncludeARB).setInputArraySize(
44
+ 'path', None
45
+ ).setInputArraySize(
46
+ 'length', None
47
+ )
48
+ # INPUT glIsNamedStringARB.name size not checked against namelen
49
+ glIsNamedStringARB=wrapper.wrapper(glIsNamedStringARB).setInputArraySize(
50
+ 'name', None
51
+ )
52
+ # INPUT glGetNamedStringARB.name size not checked against namelen
53
+ glGetNamedStringARB=wrapper.wrapper(glGetNamedStringARB).setOutput(
54
+ 'stringlen',size=(1,),orPassIn=True
55
+ ).setOutput(
56
+ 'string',size=lambda x:(x,),pnameArg='bufSize',orPassIn=True
57
+ ).setInputArraySize(
58
+ 'name', None
59
+ )
60
+ # INPUT glGetNamedStringivARB.name size not checked against namelen
61
+ glGetNamedStringivARB=wrapper.wrapper(glGetNamedStringivARB).setOutput(
62
+ 'params',size=_glgets._glget_size_mapping,pnameArg='pname',orPassIn=True
63
+ ).setInputArraySize(
64
+ 'name', None
65
+ )
66
+ ### END AUTOGENERATED SECTION
vllm/lib/python3.10/site-packages/OpenGL/GL/ARB/shading_language_packing.py ADDED
@@ -0,0 +1,43 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ '''OpenGL extension ARB.shading_language_packing
2
+
3
+ This module customises the behaviour of the
4
+ OpenGL.raw.GL.ARB.shading_language_packing to provide a more
5
+ Python-friendly API
6
+
7
+ Overview (from the spec)
8
+
9
+ This extension provides the GLSL built-in functions to convert a 32-bit
10
+ unsigned integer holding a pair of 16-bit floating-point values to or from
11
+ a two-component floating-point vector (vec2).
12
+
13
+ This mechanism allows GLSL shaders to read and write 16-bit floating-point
14
+ encodings (via 32-bit unsigned integers) without introducing a full set of
15
+ 16-bit floating-point data types.
16
+
17
+ This extension also adds the GLSL built-in packing functions included in
18
+ GLSL version 4.00 and the ARB_gpu_shader5 extension which pack and unpack
19
+ vectors of small fixed-point data types into a larger scalar. By putting
20
+ these packing functions in this separate extension it allows
21
+ implementations to provide these functions in hardware that supports them
22
+ independent of the other ARB_gpu_shader5 features.
23
+
24
+ In addition to the packing functions from ARB_gpu_shader5 this extension
25
+ also adds the missing [un]packSnorm2x16 for completeness.
26
+
27
+ The official definition of this extension is available here:
28
+ http://www.opengl.org/registry/specs/ARB/shading_language_packing.txt
29
+ '''
30
+ from OpenGL import platform, constant, arrays
31
+ from OpenGL import extensions, wrapper
32
+ import ctypes
33
+ from OpenGL.raw.GL import _types, _glgets
34
+ from OpenGL.raw.GL.ARB.shading_language_packing import *
35
+ from OpenGL.raw.GL.ARB.shading_language_packing import _EXTENSION_NAME
36
+
37
+ def glInitShadingLanguagePackingARB():
38
+ '''Return boolean indicating whether this extension is available'''
39
+ from OpenGL import extensions
40
+ return extensions.hasGLExtension( _EXTENSION_NAME )
41
+
42
+
43
+ ### END AUTOGENERATED SECTION