File: GL_4_0.py

package info (click to toggle)
pyopengl 3.1.5%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 14,668 kB
  • sloc: python: 108,024; makefile: 4
file content (230 lines) | stat: -rw-r--r-- 11,219 bytes parent folder | download | duplicates (14)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
'''Autogenerated by xml_generate script, do not edit!'''
from OpenGL import platform as _p, arrays
# Code generation uses this
from OpenGL.raw.GL import _types as _cs
# End users want this...
from OpenGL.raw.GL._types import *
from OpenGL.raw.GL import _errors
from OpenGL.constant import Constant as _C

import ctypes
_EXTENSION_NAME = 'GL_VERSION_GL_4_0'
def _f( function ):
    return _p.createFunction( function,_p.PLATFORM.GL,'GL_VERSION_GL_4_0',error_checker=_errors._error_checker)
GL_ACTIVE_SUBROUTINES=_C('GL_ACTIVE_SUBROUTINES',0x8DE5)
GL_ACTIVE_SUBROUTINE_MAX_LENGTH=_C('GL_ACTIVE_SUBROUTINE_MAX_LENGTH',0x8E48)
GL_ACTIVE_SUBROUTINE_UNIFORMS=_C('GL_ACTIVE_SUBROUTINE_UNIFORMS',0x8DE6)
GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS=_C('GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS',0x8E47)
GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH=_C('GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH',0x8E49)
GL_COMPATIBLE_SUBROUTINES=_C('GL_COMPATIBLE_SUBROUTINES',0x8E4B)
GL_DOUBLE_MAT2=_C('GL_DOUBLE_MAT2',0x8F46)
GL_DOUBLE_MAT2x3=_C('GL_DOUBLE_MAT2x3',0x8F49)
GL_DOUBLE_MAT2x4=_C('GL_DOUBLE_MAT2x4',0x8F4A)
GL_DOUBLE_MAT3=_C('GL_DOUBLE_MAT3',0x8F47)
GL_DOUBLE_MAT3x2=_C('GL_DOUBLE_MAT3x2',0x8F4B)
GL_DOUBLE_MAT3x4=_C('GL_DOUBLE_MAT3x4',0x8F4C)
GL_DOUBLE_MAT4=_C('GL_DOUBLE_MAT4',0x8F48)
GL_DOUBLE_MAT4x2=_C('GL_DOUBLE_MAT4x2',0x8F4D)
GL_DOUBLE_MAT4x3=_C('GL_DOUBLE_MAT4x3',0x8F4E)
GL_DOUBLE_VEC2=_C('GL_DOUBLE_VEC2',0x8FFC)
GL_DOUBLE_VEC3=_C('GL_DOUBLE_VEC3',0x8FFD)
GL_DOUBLE_VEC4=_C('GL_DOUBLE_VEC4',0x8FFE)
GL_DRAW_INDIRECT_BUFFER=_C('GL_DRAW_INDIRECT_BUFFER',0x8F3F)
GL_DRAW_INDIRECT_BUFFER_BINDING=_C('GL_DRAW_INDIRECT_BUFFER_BINDING',0x8F43)
GL_FRACTIONAL_EVEN=_C('GL_FRACTIONAL_EVEN',0x8E7C)
GL_FRACTIONAL_ODD=_C('GL_FRACTIONAL_ODD',0x8E7B)
GL_FRAGMENT_INTERPOLATION_OFFSET_BITS=_C('GL_FRAGMENT_INTERPOLATION_OFFSET_BITS',0x8E5D)
GL_GEOMETRY_SHADER_INVOCATIONS=_C('GL_GEOMETRY_SHADER_INVOCATIONS',0x887F)
GL_INT_SAMPLER_CUBE_MAP_ARRAY=_C('GL_INT_SAMPLER_CUBE_MAP_ARRAY',0x900E)
GL_ISOLINES=_C('GL_ISOLINES',0x8E7A)
GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS=_C('GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS',0x8E1E)
GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS=_C('GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS',0x8E1F)
GL_MAX_FRAGMENT_INTERPOLATION_OFFSET=_C('GL_MAX_FRAGMENT_INTERPOLATION_OFFSET',0x8E5C)
GL_MAX_GEOMETRY_SHADER_INVOCATIONS=_C('GL_MAX_GEOMETRY_SHADER_INVOCATIONS',0x8E5A)
GL_MAX_PATCH_VERTICES=_C('GL_MAX_PATCH_VERTICES',0x8E7D)
GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET=_C('GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET',0x8E5F)
GL_MAX_SUBROUTINES=_C('GL_MAX_SUBROUTINES',0x8DE7)
GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS=_C('GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS',0x8DE8)
GL_MAX_TESS_CONTROL_INPUT_COMPONENTS=_C('GL_MAX_TESS_CONTROL_INPUT_COMPONENTS',0x886C)
GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS=_C('GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS',0x8E83)
GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS=_C('GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS',0x8E81)
GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS=_C('GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS',0x8E85)
GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS=_C('GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS',0x8E89)
GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS=_C('GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS',0x8E7F)
GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS=_C('GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS',0x886D)
GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS=_C('GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS',0x8E86)
GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS=_C('GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS',0x8E82)
GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS=_C('GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS',0x8E8A)
GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS=_C('GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS',0x8E80)
GL_MAX_TESS_GEN_LEVEL=_C('GL_MAX_TESS_GEN_LEVEL',0x8E7E)
GL_MAX_TESS_PATCH_COMPONENTS=_C('GL_MAX_TESS_PATCH_COMPONENTS',0x8E84)
GL_MAX_TRANSFORM_FEEDBACK_BUFFERS=_C('GL_MAX_TRANSFORM_FEEDBACK_BUFFERS',0x8E70)
GL_MAX_VERTEX_STREAMS=_C('GL_MAX_VERTEX_STREAMS',0x8E71)
GL_MAX_VERTEX_STREAMS=_C('GL_MAX_VERTEX_STREAMS',0x8E71)
GL_MIN_FRAGMENT_INTERPOLATION_OFFSET=_C('GL_MIN_FRAGMENT_INTERPOLATION_OFFSET',0x8E5B)
GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET=_C('GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET',0x8E5E)
GL_MIN_SAMPLE_SHADING_VALUE=_C('GL_MIN_SAMPLE_SHADING_VALUE',0x8C37)
GL_NUM_COMPATIBLE_SUBROUTINES=_C('GL_NUM_COMPATIBLE_SUBROUTINES',0x8E4A)
GL_PATCHES=_C('GL_PATCHES',0x000E)
GL_PATCH_DEFAULT_INNER_LEVEL=_C('GL_PATCH_DEFAULT_INNER_LEVEL',0x8E73)
GL_PATCH_DEFAULT_OUTER_LEVEL=_C('GL_PATCH_DEFAULT_OUTER_LEVEL',0x8E74)
GL_PATCH_VERTICES=_C('GL_PATCH_VERTICES',0x8E72)
GL_PROXY_TEXTURE_CUBE_MAP_ARRAY=_C('GL_PROXY_TEXTURE_CUBE_MAP_ARRAY',0x900B)
GL_QUADS=_C('GL_QUADS',0x0007)
GL_SAMPLER_CUBE_MAP_ARRAY=_C('GL_SAMPLER_CUBE_MAP_ARRAY',0x900C)
GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW=_C('GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW',0x900D)
GL_SAMPLE_SHADING=_C('GL_SAMPLE_SHADING',0x8C36)
GL_TESS_CONTROL_OUTPUT_VERTICES=_C('GL_TESS_CONTROL_OUTPUT_VERTICES',0x8E75)
GL_TESS_CONTROL_SHADER=_C('GL_TESS_CONTROL_SHADER',0x8E88)
GL_TESS_EVALUATION_SHADER=_C('GL_TESS_EVALUATION_SHADER',0x8E87)
GL_TESS_GEN_MODE=_C('GL_TESS_GEN_MODE',0x8E76)
GL_TESS_GEN_POINT_MODE=_C('GL_TESS_GEN_POINT_MODE',0x8E79)
GL_TESS_GEN_SPACING=_C('GL_TESS_GEN_SPACING',0x8E77)
GL_TESS_GEN_VERTEX_ORDER=_C('GL_TESS_GEN_VERTEX_ORDER',0x8E78)
GL_TEXTURE_BINDING_CUBE_MAP_ARRAY=_C('GL_TEXTURE_BINDING_CUBE_MAP_ARRAY',0x900A)
GL_TEXTURE_CUBE_MAP_ARRAY=_C('GL_TEXTURE_CUBE_MAP_ARRAY',0x9009)
GL_TRANSFORM_FEEDBACK=_C('GL_TRANSFORM_FEEDBACK',0x8E22)
GL_TRANSFORM_FEEDBACK_BINDING=_C('GL_TRANSFORM_FEEDBACK_BINDING',0x8E25)
GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE=_C('GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE',0x8E24)
GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED=_C('GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED',0x8E23)
GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER=_C('GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER',0x84F0)
GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER=_C('GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER',0x84F1)
GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY=_C('GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY',0x900F)
@_f
@_p.types(None,_cs.GLenum,_cs.GLuint,_cs.GLuint)
def glBeginQueryIndexed(target,index,id):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLuint)
def glBindTransformFeedback(target,id):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLenum)
def glBlendEquationSeparatei(buf,modeRGB,modeAlpha):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLenum)
def glBlendEquationi(buf,mode):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLenum,_cs.GLenum,_cs.GLenum)
def glBlendFuncSeparatei(buf,srcRGB,dstRGB,srcAlpha,dstAlpha):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLenum)
def glBlendFunci(buf,src,dst):pass
@_f
@_p.types(None,_cs.GLsizei,arrays.GLuintArray)
def glDeleteTransformFeedbacks(n,ids):pass
@_f
@_p.types(None,_cs.GLenum,ctypes.c_void_p)
def glDrawArraysIndirect(mode,indirect):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,ctypes.c_void_p)
def glDrawElementsIndirect(mode,type,indirect):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLuint)
def glDrawTransformFeedback(mode,id):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLuint,_cs.GLuint)
def glDrawTransformFeedbackStream(mode,id,stream):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLuint)
def glEndQueryIndexed(target,index):pass
@_f
@_p.types(None,_cs.GLsizei,arrays.GLuintArray)
def glGenTransformFeedbacks(n,ids):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLuint,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLcharArray)
def glGetActiveSubroutineName(program,shadertype,index,bufsize,length,name):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLuint,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLcharArray)
def glGetActiveSubroutineUniformName(program,shadertype,index,bufsize,length,name):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLuint,_cs.GLenum,arrays.GLintArray)
def glGetActiveSubroutineUniformiv(program,shadertype,index,pname,values):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLenum,arrays.GLintArray)
def glGetProgramStageiv(program,shadertype,pname,values):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLuint,_cs.GLenum,arrays.GLintArray)
def glGetQueryIndexediv(target,index,pname,params):pass
@_f
@_p.types(_cs.GLuint,_cs.GLuint,_cs.GLenum,arrays.GLcharArray)
def glGetSubroutineIndex(program,shadertype,name):pass
@_f
@_p.types(_cs.GLint,_cs.GLuint,_cs.GLenum,arrays.GLcharArray)
def glGetSubroutineUniformLocation(program,shadertype,name):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint,arrays.GLuintArray)
def glGetUniformSubroutineuiv(shadertype,location,params):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,arrays.GLdoubleArray)
def glGetUniformdv(program,location,params):pass
@_f
@_p.types(_cs.GLboolean,_cs.GLuint)
def glIsTransformFeedback(id):pass
@_f
@_p.types(None,_cs.GLfloat)
def glMinSampleShading(value):pass
@_f
@_p.types(None,_cs.GLenum,arrays.GLfloatArray)
def glPatchParameterfv(pname,values):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint)
def glPatchParameteri(pname,value):pass
@_f
@_p.types(None,)
def glPauseTransformFeedback():pass
@_f
@_p.types(None,)
def glResumeTransformFeedback():pass
@_f
@_p.types(None,_cs.GLint,_cs.GLdouble)
def glUniform1d(location,x):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray)
def glUniform1dv(location,count,value):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLdouble,_cs.GLdouble)
def glUniform2d(location,x,y):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray)
def glUniform2dv(location,count,value):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glUniform3d(location,x,y,z):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray)
def glUniform3dv(location,count,value):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glUniform4d(location,x,y,z,w):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLdoubleArray)
def glUniform4dv(location,count,value):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
def glUniformMatrix2dv(location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
def glUniformMatrix2x3dv(location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
def glUniformMatrix2x4dv(location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
def glUniformMatrix3dv(location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
def glUniformMatrix3x2dv(location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
def glUniformMatrix3x4dv(location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
def glUniformMatrix4dv(location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
def glUniformMatrix4x2dv(location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLdoubleArray)
def glUniformMatrix4x3dv(location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLsizei,arrays.GLuintArray)
def glUniformSubroutinesuiv(shadertype,count,indices):pass