+GLbitfield_shader = Flags(GLbitfield, [
+ "GL_ALL_SHADER_BITS", # 0xFFFFFFFF
+ "GL_VERTEX_SHADER_BIT", # 0x00000001
+ "GL_FRAGMENT_SHADER_BIT", # 0x00000002
+ "GL_GEOMETRY_SHADER_BIT", # 0x00000004
+ "GL_TESS_CONTROL_SHADER_BIT", # 0x00000008
+ "GL_TESS_EVALUATION_SHADER_BIT", # 0x00000010
+])
+
+GLbitfield_access = Flags(GLbitfield, [
+ "GL_MAP_READ_BIT", # 0x0001
+ "GL_MAP_WRITE_BIT", # 0x0002
+ "GL_MAP_INVALIDATE_RANGE_BIT", # 0x0004
+ "GL_MAP_INVALIDATE_BUFFER_BIT", # 0x0008
+ "GL_MAP_FLUSH_EXPLICIT_BIT", # 0x0010
+ "GL_MAP_UNSYNCHRONIZED_BIT", # 0x0020
+])
+
+GLbitfield_sync_flush = Flags(GLbitfield, [
+ "GL_SYNC_FLUSH_COMMANDS_BIT", # 0x00000001
+])