OpenGL.raw.GL.ARB.shader_objects
index
/build/buildd/pyopengl-3.0.0~b3/OpenGL/raw/GL/ARB/shader_objects.py

OpenGL extension ARB.shader_objects
 
Overview (from the spec)
        
        This extension adds API calls that are necessary to manage shader
        objects and program objects as defined in the OpenGL 2.0 white papers by
        3Dlabs.
        
        The generation of an executable that runs on one of OpenGL's
        programmable units is modeled to that of developing a typical C/C++
        application. There are one or more source files, each of which are
        stored by OpenGL in a shader object. Each shader object (source file)
        needs to be compiled and attached to a program object. Once all shader
        objects are compiled successfully, the program object needs to be linked
        to produce an executable. This executable is part of the program object,
        and can now be loaded onto the programmable units to make it part of the
        current OpenGL state. Both the compile and link stages generate a text
        string that can be queried to get more information. This information
        could be, but is not limited to, compile errors, link errors,
        optimization hints, etc. Values for uniform variables, declared in a
        shader, can be set by the application and used to control a shader's
        behavior.
        
        This extension defines functions for creating shader objects and program
        objects, for compiling shader objects, for linking program objects, for
        attaching shader objects to program objects, and for using a program
        object as part of current state. Functions to load uniform values are
        also defined. Some house keeping functions, like deleting an object and
        querying object state, are also provided.
        
        Although this extension defines the API for creating shader objects, it
        does not define any specific types of shader objects. It is assumed that
        this extension will be implemented along with at least one such
        additional extension for creating a specific type of OpenGL 2.0 shader
        (e.g., the ARB_fragment_shader extension or the ARB_vertex_shader
        extension).
 
The official definition of this extension is available here:
        http://oss.sgi.com/projects/ogl-sample/registry/ARB/shader_objects.txt
 
Automatically generated by the get_gl_extensions script, do not edit!

 
Modules
       
OpenGL.arrays
OpenGL.constant
OpenGL.constants
ctypes
OpenGL.extensions
OpenGL.GL.glget
OpenGL.platform

 
Functions
       
glAttachObjectARB(...)
glAttachObjectARB( GLhandleARB(containerObj), GLhandleARB(obj) ) -> None
glCompileShaderARB(...)
glCompileShaderARB( GLhandleARB(shaderObj) ) -> None
glCreateProgramObjectARB(...)
glCreateProgramObjectARB(  ) -> constants.GLhandleARB
glCreateShaderObjectARB(...)
glCreateShaderObjectARB( GLenum(shaderType) ) -> constants.GLhandleARB
glDeleteObjectARB(...)
glDeleteObjectARB( GLhandleARB(obj) ) -> None
glDetachObjectARB(...)
glDetachObjectARB( GLhandleARB(containerObj), GLhandleARB(attachedObj) ) -> None
glGetActiveUniformARB(...)
glGetActiveUniformARB( GLhandleARB(programObj), GLuint(index), GLsizei(maxLength), GLsizeiArray(length), GLintArray(size), GLuintArray(type), GLcharARBArray(name) ) -> None
glGetAttachedObjectsARB(...)
glGetAttachedObjectsARB( GLhandleARB(containerObj), GLsizei(maxCount), GLsizeiArray(count), GLuintArray(obj) ) -> None
glGetHandleARB(...)
glGetHandleARB( GLenum(pname) ) -> constants.GLhandleARB
glGetInfoLogARB(...)
glGetInfoLogARB( GLhandleARB(obj), GLsizei(maxLength), GLsizeiArray(length), GLcharARBArray(infoLog) ) -> None
glGetObjectParameterfvARB(...)
glGetObjectParameterfvARB( GLhandleARB(obj), GLenum(pname), GLfloatArray(params) ) -> None
glGetObjectParameterivARB(...)
glGetObjectParameterivARB( GLhandleARB(obj), GLenum(pname), GLintArray(params) ) -> None
glGetShaderSourceARB(...)
glGetShaderSourceARB( GLhandleARB(obj), GLsizei(maxLength), GLsizeiArray(length), GLcharARBArray(source) ) -> None
glGetUniformLocationARB(...)
glGetUniformLocationARB( GLhandleARB(programObj), GLcharARBArray(name) ) -> constants.GLint
glGetUniformfvARB(...)
glGetUniformfvARB( GLhandleARB(programObj), GLint(location), GLfloatArray(params) ) -> None
glGetUniformivARB(...)
glGetUniformivARB( GLhandleARB(programObj), GLint(location), GLintArray(params) ) -> None
glInitShaderObjectsARB()
Return boolean indicating whether this extension is available
glLinkProgramARB(...)
glLinkProgramARB( GLhandleARB(programObj) ) -> None
glShaderSourceARB(...)
glShaderSourceARB( GLhandleARB(shaderObj), GLsizei(count), POINTER(arrays.GLcharARBArray)(string), GLintArray(length) ) -> None
glUniform1fARB(...)
glUniform1fARB( GLint(location), GLfloat(v0) ) -> None
glUniform1fvARB(...)
glUniform1fvARB( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
glUniform1iARB(...)
glUniform1iARB( GLint(location), GLint(v0) ) -> None
glUniform1ivARB(...)
glUniform1ivARB( GLint(location), GLsizei(count), GLintArray(value) ) -> None
glUniform2fARB(...)
glUniform2fARB( GLint(location), GLfloat(v0), GLfloat(v1) ) -> None
glUniform2fvARB(...)
glUniform2fvARB( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
glUniform2iARB(...)
glUniform2iARB( GLint(location), GLint(v0), GLint(v1) ) -> None
glUniform2ivARB(...)
glUniform2ivARB( GLint(location), GLsizei(count), GLintArray(value) ) -> None
glUniform3fARB(...)
glUniform3fARB( GLint(location), GLfloat(v0), GLfloat(v1), GLfloat(v2) ) -> None
glUniform3fvARB(...)
glUniform3fvARB( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
glUniform3iARB(...)
glUniform3iARB( GLint(location), GLint(v0), GLint(v1), GLint(v2) ) -> None
glUniform3ivARB(...)
glUniform3ivARB( GLint(location), GLsizei(count), GLintArray(value) ) -> None
glUniform4fARB(...)
glUniform4fARB( GLint(location), GLfloat(v0), GLfloat(v1), GLfloat(v2), GLfloat(v3) ) -> None
glUniform4fvARB(...)
glUniform4fvARB( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
glUniform4iARB(...)
glUniform4iARB( GLint(location), GLint(v0), GLint(v1), GLint(v2), GLint(v3) ) -> None
glUniform4ivARB(...)
glUniform4ivARB( GLint(location), GLsizei(count), GLintArray(value) ) -> None
glUniformMatrix2fvARB(...)
glUniformMatrix2fvARB( GLint(location), GLsizei(count), GLboolean(transpose), GLfloatArray(value) ) -> None
glUniformMatrix3fvARB(...)
glUniformMatrix3fvARB( GLint(location), GLsizei(count), GLboolean(transpose), GLfloatArray(value) ) -> None
glUniformMatrix4fvARB(...)
glUniformMatrix4fvARB( GLint(location), GLsizei(count), GLboolean(transpose), GLfloatArray(value) ) -> None
glUseProgramObjectARB(...)
glUseProgramObjectARB( GLhandleARB(programObj) ) -> None
glValidateProgramARB(...)
glValidateProgramARB( GLhandleARB(programObj) ) -> None

 
Data
        GL_BOOL_ARB = GL_BOOL_ARB
GL_BOOL_VEC2_ARB = GL_BOOL_VEC2_ARB
GL_BOOL_VEC3_ARB = GL_BOOL_VEC3_ARB
GL_BOOL_VEC4_ARB = GL_BOOL_VEC4_ARB
GL_FLOAT_MAT2_ARB = GL_FLOAT_MAT2_ARB
GL_FLOAT_MAT3_ARB = GL_FLOAT_MAT3_ARB
GL_FLOAT_MAT4_ARB = GL_FLOAT_MAT4_ARB
GL_FLOAT_VEC2_ARB = GL_FLOAT_VEC2_ARB
GL_FLOAT_VEC3_ARB = GL_FLOAT_VEC3_ARB
GL_FLOAT_VEC4_ARB = GL_FLOAT_VEC4_ARB
GL_INT_VEC2_ARB = GL_INT_VEC2_ARB
GL_INT_VEC3_ARB = GL_INT_VEC3_ARB
GL_INT_VEC4_ARB = GL_INT_VEC4_ARB
GL_OBJECT_ACTIVE_UNIFORMS_ARB = GL_OBJECT_ACTIVE_UNIFORMS_ARB
GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB = GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB
GL_OBJECT_ATTACHED_OBJECTS_ARB = GL_OBJECT_ATTACHED_OBJECTS_ARB
GL_OBJECT_COMPILE_STATUS_ARB = GL_OBJECT_COMPILE_STATUS_ARB
GL_OBJECT_DELETE_STATUS_ARB = GL_OBJECT_DELETE_STATUS_ARB
GL_OBJECT_INFO_LOG_LENGTH_ARB = GL_OBJECT_INFO_LOG_LENGTH_ARB
GL_OBJECT_LINK_STATUS_ARB = GL_OBJECT_LINK_STATUS_ARB
GL_OBJECT_SHADER_SOURCE_LENGTH_ARB = GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
GL_OBJECT_SUBTYPE_ARB = GL_OBJECT_SUBTYPE_ARB
GL_OBJECT_TYPE_ARB = GL_OBJECT_TYPE_ARB
GL_OBJECT_VALIDATE_STATUS_ARB = GL_OBJECT_VALIDATE_STATUS_ARB
GL_PROGRAM_OBJECT_ARB = GL_PROGRAM_OBJECT_ARB
GL_SAMPLER_1D_ARB = GL_SAMPLER_1D_ARB
GL_SAMPLER_1D_SHADOW_ARB = GL_SAMPLER_1D_SHADOW_ARB
GL_SAMPLER_2D_ARB = GL_SAMPLER_2D_ARB
GL_SAMPLER_2D_RECT_ARB = GL_SAMPLER_2D_RECT_ARB
GL_SAMPLER_2D_RECT_SHADOW_ARB = GL_SAMPLER_2D_RECT_SHADOW_ARB
GL_SAMPLER_2D_SHADOW_ARB = GL_SAMPLER_2D_SHADOW_ARB
GL_SAMPLER_3D_ARB = GL_SAMPLER_3D_ARB
GL_SAMPLER_CUBE_ARB = GL_SAMPLER_CUBE_ARB
GL_SHADER_OBJECT_ARB = GL_SHADER_OBJECT_ARB
__file__ = '/build/buildd/pyopengl-3.0.0~b3/OpenGL/raw/GL/ARB/shader_objects.py'
__name__ = 'OpenGL.raw.GL.ARB.shader_objects'