'''Autogenerated by xml_generate script, do not edit!'''
from OpenGL import platform as _p, arrays
# Code generation uses this
from OpenGL.raw.GLES3 import _types as _cs
# End users want this...
from OpenGL.raw.GLES3._types import *
from OpenGL.raw.GLES3 import _errors
from OpenGL.constant import Constant as _C

import ctypes
_EXTENSION_NAME = 'GLES3_VERSION_GLES3_3_1'
def _f( function ):
    return _p.createFunction( function,_p.PLATFORM.GLES3,'GLES3_VERSION_GLES3_3_1',error_checker=_errors._error_checker)
GL_ACTIVE_ATOMIC_COUNTER_BUFFERS=_C('GL_ACTIVE_ATOMIC_COUNTER_BUFFERS',0x92D9)
GL_ACTIVE_PROGRAM=_C('GL_ACTIVE_PROGRAM',0x8259)
GL_ACTIVE_RESOURCES=_C('GL_ACTIVE_RESOURCES',0x92F5)
GL_ACTIVE_VARIABLES=_C('GL_ACTIVE_VARIABLES',0x9305)
GL_ALL_BARRIER_BITS=_C('GL_ALL_BARRIER_BITS',0xFFFFFFFF)
GL_ALL_SHADER_BITS=_C('GL_ALL_SHADER_BITS',0xFFFFFFFF)
GL_ARRAY_SIZE=_C('GL_ARRAY_SIZE',0x92FB)
GL_ARRAY_STRIDE=_C('GL_ARRAY_STRIDE',0x92FE)
GL_ATOMIC_COUNTER_BARRIER_BIT=_C('GL_ATOMIC_COUNTER_BARRIER_BIT',0x00001000)
GL_ATOMIC_COUNTER_BUFFER=_C('GL_ATOMIC_COUNTER_BUFFER',0x92C0)
GL_ATOMIC_COUNTER_BUFFER=_C('GL_ATOMIC_COUNTER_BUFFER',0x92C0)
GL_ATOMIC_COUNTER_BUFFER_BINDING=_C('GL_ATOMIC_COUNTER_BUFFER_BINDING',0x92C1)
GL_ATOMIC_COUNTER_BUFFER_INDEX=_C('GL_ATOMIC_COUNTER_BUFFER_INDEX',0x9301)
GL_ATOMIC_COUNTER_BUFFER_SIZE=_C('GL_ATOMIC_COUNTER_BUFFER_SIZE',0x92C3)
GL_ATOMIC_COUNTER_BUFFER_START=_C('GL_ATOMIC_COUNTER_BUFFER_START',0x92C2)
GL_BLOCK_INDEX=_C('GL_BLOCK_INDEX',0x92FD)
GL_BUFFER_BINDING=_C('GL_BUFFER_BINDING',0x9302)
GL_BUFFER_DATA_SIZE=_C('GL_BUFFER_DATA_SIZE',0x9303)
GL_BUFFER_UPDATE_BARRIER_BIT=_C('GL_BUFFER_UPDATE_BARRIER_BIT',0x00000200)
GL_BUFFER_VARIABLE=_C('GL_BUFFER_VARIABLE',0x92E5)
GL_COMMAND_BARRIER_BIT=_C('GL_COMMAND_BARRIER_BIT',0x00000040)
GL_COMPUTE_SHADER=_C('GL_COMPUTE_SHADER',0x91B9)
GL_COMPUTE_SHADER_BIT=_C('GL_COMPUTE_SHADER_BIT',0x00000020)
GL_COMPUTE_WORK_GROUP_SIZE=_C('GL_COMPUTE_WORK_GROUP_SIZE',0x8267)
GL_DEPTH_STENCIL_TEXTURE_MODE=_C('GL_DEPTH_STENCIL_TEXTURE_MODE',0x90EA)
GL_DISPATCH_INDIRECT_BUFFER=_C('GL_DISPATCH_INDIRECT_BUFFER',0x90EE)
GL_DISPATCH_INDIRECT_BUFFER_BINDING=_C('GL_DISPATCH_INDIRECT_BUFFER_BINDING',0x90EF)
GL_DRAW_INDIRECT_BUFFER=_C('GL_DRAW_INDIRECT_BUFFER',0x8F3F)
GL_DRAW_INDIRECT_BUFFER_BINDING=_C('GL_DRAW_INDIRECT_BUFFER_BINDING',0x8F43)
GL_ELEMENT_ARRAY_BARRIER_BIT=_C('GL_ELEMENT_ARRAY_BARRIER_BIT',0x00000002)
GL_FRAGMENT_SHADER_BIT=_C('GL_FRAGMENT_SHADER_BIT',0x00000002)
GL_FRAMEBUFFER_BARRIER_BIT=_C('GL_FRAMEBUFFER_BARRIER_BIT',0x00000400)
GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS=_C('GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS',0x9314)
GL_FRAMEBUFFER_DEFAULT_HEIGHT=_C('GL_FRAMEBUFFER_DEFAULT_HEIGHT',0x9311)
GL_FRAMEBUFFER_DEFAULT_SAMPLES=_C('GL_FRAMEBUFFER_DEFAULT_SAMPLES',0x9313)
GL_FRAMEBUFFER_DEFAULT_WIDTH=_C('GL_FRAMEBUFFER_DEFAULT_WIDTH',0x9310)
GL_IMAGE_2D=_C('GL_IMAGE_2D',0x904D)
GL_IMAGE_2D_ARRAY=_C('GL_IMAGE_2D_ARRAY',0x9053)
GL_IMAGE_3D=_C('GL_IMAGE_3D',0x904E)
GL_IMAGE_BINDING_ACCESS=_C('GL_IMAGE_BINDING_ACCESS',0x8F3E)
GL_IMAGE_BINDING_FORMAT=_C('GL_IMAGE_BINDING_FORMAT',0x906E)
GL_IMAGE_BINDING_LAYER=_C('GL_IMAGE_BINDING_LAYER',0x8F3D)
GL_IMAGE_BINDING_LAYERED=_C('GL_IMAGE_BINDING_LAYERED',0x8F3C)
GL_IMAGE_BINDING_LEVEL=_C('GL_IMAGE_BINDING_LEVEL',0x8F3B)
GL_IMAGE_BINDING_NAME=_C('GL_IMAGE_BINDING_NAME',0x8F3A)
GL_IMAGE_CUBE=_C('GL_IMAGE_CUBE',0x9050)
GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS=_C('GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS',0x90C9)
GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE=_C('GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE',0x90C8)
GL_IMAGE_FORMAT_COMPATIBILITY_TYPE=_C('GL_IMAGE_FORMAT_COMPATIBILITY_TYPE',0x90C7)
GL_INT_IMAGE_2D=_C('GL_INT_IMAGE_2D',0x9058)
GL_INT_IMAGE_2D_ARRAY=_C('GL_INT_IMAGE_2D_ARRAY',0x905E)
GL_INT_IMAGE_3D=_C('GL_INT_IMAGE_3D',0x9059)
GL_INT_IMAGE_CUBE=_C('GL_INT_IMAGE_CUBE',0x905B)
GL_INT_SAMPLER_2D_MULTISAMPLE=_C('GL_INT_SAMPLER_2D_MULTISAMPLE',0x9109)
GL_IS_ROW_MAJOR=_C('GL_IS_ROW_MAJOR',0x9300)
GL_LOCATION=_C('GL_LOCATION',0x930E)
GL_MATRIX_STRIDE=_C('GL_MATRIX_STRIDE',0x92FF)
GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS=_C('GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS',0x92DC)
GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE=_C('GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE',0x92D8)
GL_MAX_COLOR_TEXTURE_SAMPLES=_C('GL_MAX_COLOR_TEXTURE_SAMPLES',0x910E)
GL_MAX_COMBINED_ATOMIC_COUNTERS=_C('GL_MAX_COMBINED_ATOMIC_COUNTERS',0x92D7)
GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS=_C('GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS',0x92D1)
GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS=_C('GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS',0x8266)
GL_MAX_COMBINED_IMAGE_UNIFORMS=_C('GL_MAX_COMBINED_IMAGE_UNIFORMS',0x90CF)
GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES=_C('GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES',0x8F39)
GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS=_C('GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS',0x90DC)
GL_MAX_COMPUTE_ATOMIC_COUNTERS=_C('GL_MAX_COMPUTE_ATOMIC_COUNTERS',0x8265)
GL_MAX_COMPUTE_ATOMIC_COUNTERS=_C('GL_MAX_COMPUTE_ATOMIC_COUNTERS',0x8265)
GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS=_C('GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS',0x8264)
GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS=_C('GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS',0x8264)
GL_MAX_COMPUTE_IMAGE_UNIFORMS=_C('GL_MAX_COMPUTE_IMAGE_UNIFORMS',0x91BD)
GL_MAX_COMPUTE_IMAGE_UNIFORMS=_C('GL_MAX_COMPUTE_IMAGE_UNIFORMS',0x91BD)
GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS=_C('GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS',0x90DB)
GL_MAX_COMPUTE_SHARED_MEMORY_SIZE=_C('GL_MAX_COMPUTE_SHARED_MEMORY_SIZE',0x8262)
GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS=_C('GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS',0x91BC)
GL_MAX_COMPUTE_UNIFORM_BLOCKS=_C('GL_MAX_COMPUTE_UNIFORM_BLOCKS',0x91BB)
GL_MAX_COMPUTE_UNIFORM_COMPONENTS=_C('GL_MAX_COMPUTE_UNIFORM_COMPONENTS',0x8263)
GL_MAX_COMPUTE_WORK_GROUP_COUNT=_C('GL_MAX_COMPUTE_WORK_GROUP_COUNT',0x91BE)
GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS=_C('GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS',0x90EB)
GL_MAX_COMPUTE_WORK_GROUP_SIZE=_C('GL_MAX_COMPUTE_WORK_GROUP_SIZE',0x91BF)
GL_MAX_DEPTH_TEXTURE_SAMPLES=_C('GL_MAX_DEPTH_TEXTURE_SAMPLES',0x910F)
GL_MAX_FRAGMENT_ATOMIC_COUNTERS=_C('GL_MAX_FRAGMENT_ATOMIC_COUNTERS',0x92D6)
GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS=_C('GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS',0x92D0)
GL_MAX_FRAGMENT_IMAGE_UNIFORMS=_C('GL_MAX_FRAGMENT_IMAGE_UNIFORMS',0x90CE)
GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS=_C('GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS',0x90DA)
GL_MAX_FRAMEBUFFER_HEIGHT=_C('GL_MAX_FRAMEBUFFER_HEIGHT',0x9316)
GL_MAX_FRAMEBUFFER_SAMPLES=_C('GL_MAX_FRAMEBUFFER_SAMPLES',0x9318)
GL_MAX_FRAMEBUFFER_WIDTH=_C('GL_MAX_FRAMEBUFFER_WIDTH',0x9315)
GL_MAX_IMAGE_UNITS=_C('GL_MAX_IMAGE_UNITS',0x8F38)
GL_MAX_INTEGER_SAMPLES=_C('GL_MAX_INTEGER_SAMPLES',0x9110)
GL_MAX_NAME_LENGTH=_C('GL_MAX_NAME_LENGTH',0x92F6)
GL_MAX_NUM_ACTIVE_VARIABLES=_C('GL_MAX_NUM_ACTIVE_VARIABLES',0x92F7)
GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET=_C('GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET',0x8E5F)
GL_MAX_SAMPLE_MASK_WORDS=_C('GL_MAX_SAMPLE_MASK_WORDS',0x8E59)
GL_MAX_SHADER_STORAGE_BLOCK_SIZE=_C('GL_MAX_SHADER_STORAGE_BLOCK_SIZE',0x90DE)
GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS=_C('GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS',0x90DD)
GL_MAX_UNIFORM_LOCATIONS=_C('GL_MAX_UNIFORM_LOCATIONS',0x826E)
GL_MAX_VERTEX_ATOMIC_COUNTERS=_C('GL_MAX_VERTEX_ATOMIC_COUNTERS',0x92D2)
GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS=_C('GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS',0x92CC)
GL_MAX_VERTEX_ATTRIB_BINDINGS=_C('GL_MAX_VERTEX_ATTRIB_BINDINGS',0x82DA)
GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET=_C('GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET',0x82D9)
GL_MAX_VERTEX_ATTRIB_STRIDE=_C('GL_MAX_VERTEX_ATTRIB_STRIDE',0x82E5)
GL_MAX_VERTEX_IMAGE_UNIFORMS=_C('GL_MAX_VERTEX_IMAGE_UNIFORMS',0x90CA)
GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS=_C('GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS',0x90D6)
GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET=_C('GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET',0x8E5E)
GL_NAME_LENGTH=_C('GL_NAME_LENGTH',0x92F9)
GL_NUM_ACTIVE_VARIABLES=_C('GL_NUM_ACTIVE_VARIABLES',0x9304)
GL_OFFSET=_C('GL_OFFSET',0x92FC)
GL_PIXEL_BUFFER_BARRIER_BIT=_C('GL_PIXEL_BUFFER_BARRIER_BIT',0x00000080)
GL_PROGRAM_INPUT=_C('GL_PROGRAM_INPUT',0x92E3)
GL_PROGRAM_OUTPUT=_C('GL_PROGRAM_OUTPUT',0x92E4)
GL_PROGRAM_PIPELINE_BINDING=_C('GL_PROGRAM_PIPELINE_BINDING',0x825A)
GL_PROGRAM_SEPARABLE=_C('GL_PROGRAM_SEPARABLE',0x8258)
GL_READ_ONLY=_C('GL_READ_ONLY',0x88B8)
GL_READ_WRITE=_C('GL_READ_WRITE',0x88BA)
GL_REFERENCED_BY_COMPUTE_SHADER=_C('GL_REFERENCED_BY_COMPUTE_SHADER',0x930B)
GL_REFERENCED_BY_FRAGMENT_SHADER=_C('GL_REFERENCED_BY_FRAGMENT_SHADER',0x930A)
GL_REFERENCED_BY_VERTEX_SHADER=_C('GL_REFERENCED_BY_VERTEX_SHADER',0x9306)
GL_SAMPLER_2D_MULTISAMPLE=_C('GL_SAMPLER_2D_MULTISAMPLE',0x9108)
GL_SAMPLE_MASK=_C('GL_SAMPLE_MASK',0x8E51)
GL_SAMPLE_MASK_VALUE=_C('GL_SAMPLE_MASK_VALUE',0x8E52)
GL_SAMPLE_POSITION=_C('GL_SAMPLE_POSITION',0x8E50)
GL_SHADER_IMAGE_ACCESS_BARRIER_BIT=_C('GL_SHADER_IMAGE_ACCESS_BARRIER_BIT',0x00000020)
GL_SHADER_STORAGE_BARRIER_BIT=_C('GL_SHADER_STORAGE_BARRIER_BIT',0x00002000)
GL_SHADER_STORAGE_BLOCK=_C('GL_SHADER_STORAGE_BLOCK',0x92E6)
GL_SHADER_STORAGE_BUFFER=_C('GL_SHADER_STORAGE_BUFFER',0x90D2)
GL_SHADER_STORAGE_BUFFER_BINDING=_C('GL_SHADER_STORAGE_BUFFER_BINDING',0x90D3)
GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT=_C('GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT',0x90DF)
GL_SHADER_STORAGE_BUFFER_SIZE=_C('GL_SHADER_STORAGE_BUFFER_SIZE',0x90D5)
GL_SHADER_STORAGE_BUFFER_START=_C('GL_SHADER_STORAGE_BUFFER_START',0x90D4)
GL_STENCIL_INDEX=_C('GL_STENCIL_INDEX',0x1901)
GL_TEXTURE_2D_MULTISAMPLE=_C('GL_TEXTURE_2D_MULTISAMPLE',0x9100)
GL_TEXTURE_ALPHA_SIZE=_C('GL_TEXTURE_ALPHA_SIZE',0x805F)
GL_TEXTURE_ALPHA_TYPE=_C('GL_TEXTURE_ALPHA_TYPE',0x8C13)
GL_TEXTURE_BINDING_2D_MULTISAMPLE=_C('GL_TEXTURE_BINDING_2D_MULTISAMPLE',0x9104)
GL_TEXTURE_BLUE_SIZE=_C('GL_TEXTURE_BLUE_SIZE',0x805E)
GL_TEXTURE_BLUE_TYPE=_C('GL_TEXTURE_BLUE_TYPE',0x8C12)
GL_TEXTURE_COMPRESSED=_C('GL_TEXTURE_COMPRESSED',0x86A1)
GL_TEXTURE_DEPTH=_C('GL_TEXTURE_DEPTH',0x8071)
GL_TEXTURE_DEPTH_SIZE=_C('GL_TEXTURE_DEPTH_SIZE',0x884A)
GL_TEXTURE_DEPTH_TYPE=_C('GL_TEXTURE_DEPTH_TYPE',0x8C16)
GL_TEXTURE_FETCH_BARRIER_BIT=_C('GL_TEXTURE_FETCH_BARRIER_BIT',0x00000008)
GL_TEXTURE_FIXED_SAMPLE_LOCATIONS=_C('GL_TEXTURE_FIXED_SAMPLE_LOCATIONS',0x9107)
GL_TEXTURE_GREEN_SIZE=_C('GL_TEXTURE_GREEN_SIZE',0x805D)
GL_TEXTURE_GREEN_TYPE=_C('GL_TEXTURE_GREEN_TYPE',0x8C11)
GL_TEXTURE_HEIGHT=_C('GL_TEXTURE_HEIGHT',0x1001)
GL_TEXTURE_INTERNAL_FORMAT=_C('GL_TEXTURE_INTERNAL_FORMAT',0x1003)
GL_TEXTURE_RED_SIZE=_C('GL_TEXTURE_RED_SIZE',0x805C)
GL_TEXTURE_RED_TYPE=_C('GL_TEXTURE_RED_TYPE',0x8C10)
GL_TEXTURE_SAMPLES=_C('GL_TEXTURE_SAMPLES',0x9106)
GL_TEXTURE_SHARED_SIZE=_C('GL_TEXTURE_SHARED_SIZE',0x8C3F)
GL_TEXTURE_STENCIL_SIZE=_C('GL_TEXTURE_STENCIL_SIZE',0x88F1)
GL_TEXTURE_UPDATE_BARRIER_BIT=_C('GL_TEXTURE_UPDATE_BARRIER_BIT',0x00000100)
GL_TEXTURE_WIDTH=_C('GL_TEXTURE_WIDTH',0x1000)
GL_TOP_LEVEL_ARRAY_SIZE=_C('GL_TOP_LEVEL_ARRAY_SIZE',0x930C)
GL_TOP_LEVEL_ARRAY_STRIDE=_C('GL_TOP_LEVEL_ARRAY_STRIDE',0x930D)
GL_TRANSFORM_FEEDBACK_BARRIER_BIT=_C('GL_TRANSFORM_FEEDBACK_BARRIER_BIT',0x00000800)
GL_TRANSFORM_FEEDBACK_VARYING=_C('GL_TRANSFORM_FEEDBACK_VARYING',0x92F4)
GL_TYPE=_C('GL_TYPE',0x92FA)
GL_UNIFORM=_C('GL_UNIFORM',0x92E1)
GL_UNIFORM_BARRIER_BIT=_C('GL_UNIFORM_BARRIER_BIT',0x00000004)
GL_UNIFORM_BLOCK=_C('GL_UNIFORM_BLOCK',0x92E2)
GL_UNSIGNED_INT_ATOMIC_COUNTER=_C('GL_UNSIGNED_INT_ATOMIC_COUNTER',0x92DB)
GL_UNSIGNED_INT_IMAGE_2D=_C('GL_UNSIGNED_INT_IMAGE_2D',0x9063)
GL_UNSIGNED_INT_IMAGE_2D_ARRAY=_C('GL_UNSIGNED_INT_IMAGE_2D_ARRAY',0x9069)
GL_UNSIGNED_INT_IMAGE_3D=_C('GL_UNSIGNED_INT_IMAGE_3D',0x9064)
GL_UNSIGNED_INT_IMAGE_CUBE=_C('GL_UNSIGNED_INT_IMAGE_CUBE',0x9066)
GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE=_C('GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE',0x910A)
GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT=_C('GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT',0x00000001)
GL_VERTEX_ATTRIB_BINDING=_C('GL_VERTEX_ATTRIB_BINDING',0x82D4)
GL_VERTEX_ATTRIB_RELATIVE_OFFSET=_C('GL_VERTEX_ATTRIB_RELATIVE_OFFSET',0x82D5)
GL_VERTEX_BINDING_BUFFER=_C('GL_VERTEX_BINDING_BUFFER',0x8F4F)
GL_VERTEX_BINDING_DIVISOR=_C('GL_VERTEX_BINDING_DIVISOR',0x82D6)
GL_VERTEX_BINDING_OFFSET=_C('GL_VERTEX_BINDING_OFFSET',0x82D7)
GL_VERTEX_BINDING_STRIDE=_C('GL_VERTEX_BINDING_STRIDE',0x82D8)
GL_VERTEX_SHADER_BIT=_C('GL_VERTEX_SHADER_BIT',0x00000001)
GL_WRITE_ONLY=_C('GL_WRITE_ONLY',0x88B9)
@_f
@_p.types(None,_cs.GLuint,_cs.GLuint)
def glActiveShaderProgram(pipeline,program):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLuint,_cs.GLint,_cs.GLboolean,_cs.GLint,_cs.GLenum,_cs.GLenum)
def glBindImageTexture(unit,texture,level,layered,layer,access,format):pass
@_f
@_p.types(None,_cs.GLuint)
def glBindProgramPipeline(pipeline):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLuint,_cs.GLintptr,_cs.GLsizei)
def glBindVertexBuffer(bindingindex,buffer,offset,stride):pass
@_f
@_p.types(_cs.GLuint,_cs.GLenum,_cs.GLsizei,ctypes.POINTER( ctypes.POINTER( _cs.GLchar )))
def glCreateShaderProgramv(type,count,strings):pass
@_f
@_p.types(None,_cs.GLsizei,arrays.GLuintArray)
def glDeleteProgramPipelines(n,pipelines):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLuint,_cs.GLuint)
def glDispatchCompute(num_groups_x,num_groups_y,num_groups_z):pass
@_f
@_p.types(None,_cs.GLintptr)
def glDispatchComputeIndirect(indirect):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.GLenum,_cs.GLint)
def glFramebufferParameteri(target,pname,param):pass
@_f
@_p.types(None,_cs.GLsizei,arrays.GLuintArray)
def glGenProgramPipelines(n,pipelines):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLuint,arrays.GLbooleanArray)
def glGetBooleani_v(target,index,data):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray)
def glGetFramebufferParameteriv(target,pname,params):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLuint,arrays.GLfloatArray)
def glGetMultisamplefv(pname,index,val):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLenum,arrays.GLintArray)
def glGetProgramInterfaceiv(program,programInterface,pname,params):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLcharArray)
def glGetProgramPipelineInfoLog(pipeline,bufSize,length,infoLog):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLenum,arrays.GLintArray)
def glGetProgramPipelineiv(pipeline,pname,params):pass
@_f
@_p.types(_cs.GLuint,_cs.GLuint,_cs.GLenum,arrays.GLcharArray)
def glGetProgramResourceIndex(program,programInterface,name):pass
@_f
@_p.types(_cs.GLint,_cs.GLuint,_cs.GLenum,arrays.GLcharArray)
def glGetProgramResourceLocation(program,programInterface,name):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLuint,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLcharArray)
def glGetProgramResourceName(program,programInterface,index,bufSize,length,name):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLenum,_cs.GLuint,_cs.GLsizei,arrays.GLuintArray,_cs.GLsizei,arrays.GLsizeiArray,arrays.GLintArray)
def glGetProgramResourceiv(program,programInterface,index,propCount,props,count,length,params):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLenum,arrays.GLfloatArray)
def glGetTexLevelParameterfv(target,level,pname,params):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLenum,arrays.GLintArray)
def glGetTexLevelParameteriv(target,level,pname,params):pass
@_f
@_p.types(_cs.GLboolean,_cs.GLuint)
def glIsProgramPipeline(pipeline):pass
@_f
@_p.types(None,_cs.GLbitfield)
def glMemoryBarrier(barriers):pass
@_f
@_p.types(None,_cs.GLbitfield)
def glMemoryBarrierByRegion(barriers):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLfloat)
def glProgramUniform1f(program,location,v0):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray)
def glProgramUniform1fv(program,location,count,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint)
def glProgramUniform1i(program,location,v0):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLintArray)
def glProgramUniform1iv(program,location,count,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLuint)
def glProgramUniform1ui(program,location,v0):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLuintArray)
def glProgramUniform1uiv(program,location,count,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLfloat,_cs.GLfloat)
def glProgramUniform2f(program,location,v0,v1):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray)
def glProgramUniform2fv(program,location,count,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint,_cs.GLint)
def glProgramUniform2i(program,location,v0,v1):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLintArray)
def glProgramUniform2iv(program,location,count,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLuint,_cs.GLuint)
def glProgramUniform2ui(program,location,v0,v1):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLuintArray)
def glProgramUniform2uiv(program,location,count,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glProgramUniform3f(program,location,v0,v1,v2):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray)
def glProgramUniform3fv(program,location,count,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint)
def glProgramUniform3i(program,location,v0,v1,v2):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLintArray)
def glProgramUniform3iv(program,location,count,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLuint,_cs.GLuint,_cs.GLuint)
def glProgramUniform3ui(program,location,v0,v1,v2):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLuintArray)
def glProgramUniform3uiv(program,location,count,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glProgramUniform4f(program,location,v0,v1,v2,v3):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray)
def glProgramUniform4fv(program,location,count,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint)
def glProgramUniform4i(program,location,v0,v1,v2,v3):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLintArray)
def glProgramUniform4iv(program,location,count,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLuint,_cs.GLuint,_cs.GLuint,_cs.GLuint)
def glProgramUniform4ui(program,location,v0,v1,v2,v3):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLuintArray)
def glProgramUniform4uiv(program,location,count,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
def glProgramUniformMatrix2fv(program,location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
def glProgramUniformMatrix2x3fv(program,location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
def glProgramUniformMatrix2x4fv(program,location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
def glProgramUniformMatrix3fv(program,location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
def glProgramUniformMatrix3x2fv(program,location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
def glProgramUniformMatrix3x4fv(program,location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
def glProgramUniformMatrix4fv(program,location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
def glProgramUniformMatrix4x2fv(program,location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray)
def glProgramUniformMatrix4x3fv(program,location,count,transpose,value):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLbitfield)
def glSampleMaski(maskNumber,mask):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLsizei,_cs.GLenum,_cs.GLsizei,_cs.GLsizei,_cs.GLboolean)
def glTexStorage2DMultisample(target,samples,internalformat,width,height,fixedsamplelocations):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLbitfield,_cs.GLuint)
def glUseProgramStages(pipeline,stages,program):pass
@_f
@_p.types(None,_cs.GLuint)
def glValidateProgramPipeline(pipeline):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLuint)
def glVertexAttribBinding(attribindex,bindingindex):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLenum,_cs.GLboolean,_cs.GLuint)
def glVertexAttribFormat(attribindex,size,type,normalized,relativeoffset):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLenum,_cs.GLuint)
def glVertexAttribIFormat(attribindex,size,type,relativeoffset):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLuint)
def glVertexBindingDivisor(bindingindex,divisor):pass
