GLstringARB = String("GLcharARB *")
GLintptrARB = Alias("GLintptrARB", Int)
GLsizeiptrARB = Alias("GLsizeiptrARB", Int)
-GLhandleARB = Alias("GLhandleARB", UInt)
+GLhandleARB = Handle("handleARB", Alias("GLhandleARB", UInt))
GLhalfARB = Alias("GLhalfARB", UShort)
GLhalfNV = Alias("GLhalfNV", UShort)
GLint64EXT = Alias("GLint64EXT", Int64)
GLuint64EXT = Alias("GLuint64EXT", UInt64)
GLDEBUGPROCARB = Opaque("GLDEBUGPROCARB")
+GLDEBUGPROCAMD = Opaque("GLDEBUGPROCAMD")
GLlist = Handle("list", GLuint)
GLtexture = Handle("texture", GLuint)
GLprogram = Handle("program", GLuint)
GLshader = Handle("shader", GLuint)
GLlocation = Handle("location", GLint, key=('program', GLuint))
-GLlocationARB = Handle("locationARB", GLint)
+GLlocationARB = Handle("locationARB", GLint, key=('programObj', GLhandleARB))
GLprogramARB = Handle("programARB", GLuint)
-GLprogramEXT = Handle("programEXT", GLuint)
-GLprogramNV = Handle("programNV", GLuint)
GLframebuffer = Handle("framebuffer", GLuint)
GLrenderbuffer = Handle("renderbuffer", GLuint)
GLfragmentShaderATI = Handle("fragmentShaderATI", GLuint)
GLarray = Handle("array", GLuint)
GLregion = Handle("region", GLuint)
GLmap = Handle("map", OpaquePointer(GLvoid))
+GLpipeline = Handle("pipeline", GLuint)
+GLsampler = Handle("sampler", GLuint)
+GLfeedback = Handle("feedback", GLuint)
GLsync_ = Opaque("GLsync")
GLsync = Handle("sync", GLsync_)
"GL_CLIENT_VERTEX_ARRAY_BIT", # 0x00000002
])
+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
+])
+
+GLbitfield_barrier = Flags(GLbitfield, [
+ "GL_ALL_BARRIER_BITS", # 0xFFFFFFFF
+ "GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT", # 0x00000001
+ "GL_ELEMENT_ARRAY_BARRIER_BIT", # 0x00000002
+ "GL_UNIFORM_BARRIER_BIT", # 0x00000004
+ "GL_TEXTURE_FETCH_BARRIER_BIT", # 0x00000008
+ "GL_SHADER_GLOBAL_ACCESS_BARRIER_BIT_NV", # 0x00000010
+ "GL_SHADER_IMAGE_ACCESS_BARRIER_BIT", # 0x00000020
+ "GL_COMMAND_BARRIER_BIT", # 0x00000040
+ "GL_PIXEL_BUFFER_BARRIER_BIT", # 0x00000080
+ "GL_TEXTURE_UPDATE_BARRIER_BIT", # 0x00000100
+ "GL_BUFFER_UPDATE_BARRIER_BIT", # 0x00000200
+ "GL_FRAMEBUFFER_BARRIER_BIT", # 0x00000400
+ "GL_TRANSFORM_FEEDBACK_BARRIER_BIT", # 0x00000800
+ "GL_ATOMIC_COUNTER_BARRIER_BIT", # 0x00001000
+])
+