"""
PySide stub files generated by **IceSpringPySideStubs**

Home: https://baijifeilong.github.io/2022/01/06/ice-spring-pyside-stubs/index.html

Github: https://github.com/baijifeilong/IceSpringPySideStubs

PyPI(PySide2): https://pypi.org/project/IceSpringPySideStubs-PySide2

PyPI(PySide6): https://pypi.org/project/IceSpringPySideStubs-PySide6

Generated by BaiJiFeiLong@gmail.com

Licence: GPLv3
"""
from typing import Sequence
import PySide6.QtCore
import PySide6.QtGui
import PySide6.QtOpenGL

bytes = str


class QOpenGLFunctions_4_2_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
    """
    https://doc.qt.io/qt-6/qopenglfunctions-4-2-core.html

    **Detailed Description**

    This class is a wrapper for functions from OpenGL 4.2 core profile. See
    reference pages on **opengl.org**  for function documentation.

    **See also** **QAbstractOpenGLFunctions** .
    """

    def __init__(self) -> None:
        ...

    def glActiveShaderProgram(self, pipeline: int, program: int) -> None:
        ...

    def glActiveTexture(self, texture: int) -> None:
        ...

    def glAttachShader(self, program: int, shader: int) -> None:
        ...

    def glBeginConditionalRender(self, id: int, mode: int) -> None:
        ...

    def glBeginQuery(self, target: int, id: int) -> None:
        ...

    def glBeginQueryIndexed(self, target: int, index: int, id: int) -> None:
        ...

    def glBeginTransformFeedback(self, primitiveMode: int) -> None:
        ...

    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None:
        ...

    def glBindBuffer(self, target: int, buffer: int) -> None:
        ...

    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None:
        ...

    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None:
        ...

    def glBindFragDataLocationIndexed(
        self, program: int, colorNumber: int, index: int, name: bytes
    ) -> None:
        ...

    def glBindFramebuffer(self, target: int, framebuffer: int) -> None:
        ...

    def glBindImageTexture(
        self,
        unit: int,
        texture: int,
        level: int,
        layered: int,
        layer: int,
        access: int,
        format: int,
    ) -> None:
        ...

    def glBindProgramPipeline(self, pipeline: int) -> None:
        ...

    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None:
        ...

    def glBindSampler(self, unit: int, sampler: int) -> None:
        ...

    def glBindTexture(self, target: int, texture: int) -> None:
        ...

    def glBindTransformFeedback(self, target: int, id: int) -> None:
        ...

    def glBindVertexArray(self, array: int) -> None:
        ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None:
        ...

    def glBlendEquation(self, mode: int) -> None:
        ...

    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None:
        ...

    def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None:
        ...

    def glBlendEquationi(self, buf: int, mode: int) -> None:
        ...

    def glBlendFunc(self, sfactor: int, dfactor: int) -> None:
        ...

    def glBlendFuncSeparate(
        self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int
    ) -> None:
        ...

    def glBlendFuncSeparatei(
        self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int
    ) -> None:
        ...

    def glBlendFunci(self, buf: int, src: int, dst: int) -> None:
        ...

    def glBlitFramebuffer(
        self,
        srcX0: int,
        srcY0: int,
        srcX1: int,
        srcY1: int,
        dstX0: int,
        dstY0: int,
        dstX1: int,
        dstY1: int,
        mask: int,
        filter: int,
    ) -> None:
        ...

    def glCheckFramebufferStatus(self, target: int) -> int:
        ...

    def glClampColor(self, target: int, clamp: int) -> None:
        ...

    def glClear(self, mask: int) -> None:
        ...

    def glClearBufferfi(
        self, buffer: int, drawbuffer: int, depth: float, stencil: int
    ) -> None:
        ...

    def glClearBufferfv(
        self, buffer: int, drawbuffer: int, value: Sequence[float]
    ) -> None:
        ...

    def glClearBufferiv(
        self, buffer: int, drawbuffer: int, value: Sequence[int]
    ) -> None:
        ...

    def glClearBufferuiv(
        self, buffer: int, drawbuffer: int, value: Sequence[int]
    ) -> None:
        ...

    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None:
        ...

    def glClearDepth(self, depth: float) -> None:
        ...

    def glClearDepthf(self, dd: float) -> None:
        ...

    def glClearStencil(self, s: int) -> None:
        ...

    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None:
        ...

    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None:
        ...

    def glCompileShader(self, shader: int) -> None:
        ...

    def glCompressedTexImage1D(
        self,
        target: int,
        level: int,
        internalformat: int,
        width: int,
        border: int,
        imageSize: int,
        data: int,
    ) -> None:
        ...

    def glCompressedTexImage2D(
        self,
        target: int,
        level: int,
        internalformat: int,
        width: int,
        height: int,
        border: int,
        imageSize: int,
        data: int,
    ) -> None:
        ...

    def glCompressedTexImage3D(
        self,
        target: int,
        level: int,
        internalformat: int,
        width: int,
        height: int,
        depth: int,
        border: int,
        imageSize: int,
        data: int,
    ) -> None:
        ...

    def glCompressedTexSubImage1D(
        self,
        target: int,
        level: int,
        xoffset: int,
        width: int,
        format: int,
        imageSize: int,
        data: int,
    ) -> None:
        ...

    def glCompressedTexSubImage2D(
        self,
        target: int,
        level: int,
        xoffset: int,
        yoffset: int,
        width: int,
        height: int,
        format: int,
        imageSize: int,
        data: int,
    ) -> None:
        ...

    def glCompressedTexSubImage3D(
        self,
        target: int,
        level: int,
        xoffset: int,
        yoffset: int,
        zoffset: int,
        width: int,
        height: int,
        depth: int,
        format: int,
        imageSize: int,
        data: int,
    ) -> None:
        ...

    def glCopyTexImage1D(
        self,
        target: int,
        level: int,
        internalformat: int,
        x: int,
        y: int,
        width: int,
        border: int,
    ) -> None:
        ...

    def glCopyTexImage2D(
        self,
        target: int,
        level: int,
        internalformat: int,
        x: int,
        y: int,
        width: int,
        height: int,
        border: int,
    ) -> None:
        ...

    def glCopyTexSubImage1D(
        self, target: int, level: int, xoffset: int, x: int, y: int, width: int
    ) -> None:
        ...

    def glCopyTexSubImage2D(
        self,
        target: int,
        level: int,
        xoffset: int,
        yoffset: int,
        x: int,
        y: int,
        width: int,
        height: int,
    ) -> None:
        ...

    def glCopyTexSubImage3D(
        self,
        target: int,
        level: int,
        xoffset: int,
        yoffset: int,
        zoffset: int,
        x: int,
        y: int,
        width: int,
        height: int,
    ) -> None:
        ...

    def glCreateProgram(self) -> int:
        ...

    def glCreateShader(self, type: int) -> int:
        ...

    def glCullFace(self, mode: int) -> None:
        ...

    def glDeleteBuffers(self, n: int, buffers: Sequence[int]) -> None:
        ...

    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None:
        ...

    def glDeleteProgram(self, program: int) -> None:
        ...

    def glDeleteProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None:
        ...

    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None:
        ...

    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None:
        ...

    def glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None:
        ...

    def glDeleteShader(self, shader: int) -> None:
        ...

    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None:
        ...

    def glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None:
        ...

    def glDeleteVertexArrays(self, n: int, arrays: Sequence[int]) -> None:
        ...

    def glDepthFunc(self, func: int) -> None:
        ...

    def glDepthMask(self, flag: int) -> None:
        ...

    def glDepthRange(self, nearVal: float, farVal: float) -> None:
        ...

    def glDepthRangeArrayv(self, first: int, count: int, v: Sequence[float]) -> None:
        ...

    def glDepthRangeIndexed(self, index: int, n: float, f: float) -> None:
        ...

    def glDepthRangef(self, n: float, f: float) -> None:
        ...

    def glDetachShader(self, program: int, shader: int) -> None:
        ...

    def glDisable(self, cap: int) -> None:
        ...

    def glDisableVertexAttribArray(self, index: int) -> None:
        ...

    def glDisablei(self, target: int, index: int) -> None:
        ...

    def glDrawArrays(self, mode: int, first: int, count: int) -> None:
        ...

    def glDrawArraysIndirect(self, mode: int, indirect: int) -> None:
        ...

    def glDrawArraysInstanced(
        self, mode: int, first: int, count: int, instancecount: int
    ) -> None:
        ...

    def glDrawArraysInstancedBaseInstance(
        self, mode: int, first: int, count: int, instancecount: int, baseinstance: int
    ) -> None:
        ...

    def glDrawBuffer(self, mode: int) -> None:
        ...

    def glDrawBuffers(self, n: int, bufs: Sequence[int]) -> None:
        ...

    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None:
        ...

    def glDrawElementsBaseVertex(
        self, mode: int, count: int, type: int, indices: int, basevertex: int
    ) -> None:
        ...

    def glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None:
        ...

    def glDrawElementsInstanced(
        self, mode: int, count: int, type: int, indices: int, instancecount: int
    ) -> None:
        ...

    def glDrawElementsInstancedBaseInstance(
        self,
        mode: int,
        count: int,
        type: int,
        indices: int,
        instancecount: int,
        baseinstance: int,
    ) -> None:
        ...

    def glDrawElementsInstancedBaseVertex(
        self,
        mode: int,
        count: int,
        type: int,
        indices: int,
        instancecount: int,
        basevertex: int,
    ) -> None:
        ...

    def glDrawElementsInstancedBaseVertexBaseInstance(
        self,
        mode: int,
        count: int,
        type: int,
        indices: int,
        instancecount: int,
        basevertex: int,
        baseinstance: int,
    ) -> None:
        ...

    def glDrawRangeElements(
        self, mode: int, start: int, end: int, count: int, type: int, indices: int
    ) -> None:
        ...

    def glDrawRangeElementsBaseVertex(
        self,
        mode: int,
        start: int,
        end: int,
        count: int,
        type: int,
        indices: int,
        basevertex: int,
    ) -> None:
        ...

    def glDrawTransformFeedback(self, mode: int, id: int) -> None:
        ...

    def glDrawTransformFeedbackInstanced(
        self, mode: int, id: int, instancecount: int
    ) -> None:
        ...

    def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None:
        ...

    def glDrawTransformFeedbackStreamInstanced(
        self, mode: int, id: int, stream: int, instancecount: int
    ) -> None:
        ...

    def glEnable(self, cap: int) -> None:
        ...

    def glEnableVertexAttribArray(self, index: int) -> None:
        ...

    def glEnablei(self, target: int, index: int) -> None:
        ...

    def glEndConditionalRender(self) -> None:
        ...

    def glEndQuery(self, target: int) -> None:
        ...

    def glEndQueryIndexed(self, target: int, index: int) -> None:
        ...

    def glEndTransformFeedback(self) -> None:
        ...

    def glFinish(self) -> None:
        ...

    def glFlush(self) -> None:
        ...

    def glFramebufferRenderbuffer(
        self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int
    ) -> None:
        ...

    def glFramebufferTexture(
        self, target: int, attachment: int, texture: int, level: int
    ) -> None:
        ...

    def glFramebufferTexture1D(
        self, target: int, attachment: int, textarget: int, texture: int, level: int
    ) -> None:
        ...

    def glFramebufferTexture2D(
        self, target: int, attachment: int, textarget: int, texture: int, level: int
    ) -> None:
        ...

    def glFramebufferTexture3D(
        self,
        target: int,
        attachment: int,
        textarget: int,
        texture: int,
        level: int,
        zoffset: int,
    ) -> None:
        ...

    def glFramebufferTextureLayer(
        self, target: int, attachment: int, texture: int, level: int, layer: int
    ) -> None:
        ...

    def glFrontFace(self, mode: int) -> None:
        ...

    def glGenerateMipmap(self, target: int) -> None:
        ...

    def glGetAttribLocation(self, program: int, name: bytes) -> int:
        ...

    def glGetError(self) -> int:
        ...

    def glGetFragDataIndex(self, program: int, name: bytes) -> int:
        ...

    def glGetFragDataLocation(self, program: int, name: bytes) -> int:
        ...

    def glGetString(self, name: int) -> str:
        ...

    def glGetStringi(self, name: int, index: int) -> str:
        ...

    def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int:
        ...

    def glGetSubroutineUniformLocation(
        self, program: int, shadertype: int, name: bytes
    ) -> int:
        ...

    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int:
        ...

    def glGetUniformLocation(self, program: int, name: bytes) -> int:
        ...

    def glHint(self, target: int, mode: int) -> None:
        ...

    def glIsBuffer(self, buffer: int) -> int:
        ...

    def glIsEnabled(self, cap: int) -> int:
        ...

    def glIsEnabledi(self, target: int, index: int) -> int:
        ...

    def glIsFramebuffer(self, framebuffer: int) -> int:
        ...

    def glIsProgram(self, program: int) -> int:
        ...

    def glIsProgramPipeline(self, pipeline: int) -> int:
        ...

    def glIsQuery(self, id: int) -> int:
        ...

    def glIsRenderbuffer(self, renderbuffer: int) -> int:
        ...

    def glIsSampler(self, sampler: int) -> int:
        ...

    def glIsShader(self, shader: int) -> int:
        ...

    def glIsTexture(self, texture: int) -> int:
        ...

    def glIsTransformFeedback(self, id: int) -> int:
        ...

    def glIsVertexArray(self, array: int) -> int:
        ...

    def glLineWidth(self, width: float) -> None:
        ...

    def glLinkProgram(self, program: int) -> None:
        ...

    def glLogicOp(self, opcode: int) -> None:
        ...

    def glMapBuffer(self, target: int, access: int) -> int:
        ...

    def glMemoryBarrier(self, barriers: int) -> None:
        ...

    def glMinSampleShading(self, value: float) -> None:
        ...

    def glMultiDrawArrays(
        self, mode: int, first: Sequence[int], count: Sequence[int], drawcount: int
    ) -> None:
        ...

    def glPatchParameterfv(self, pname: int, values: Sequence[float]) -> None:
        ...

    def glPatchParameteri(self, pname: int, value: int) -> None:
        ...

    def glPauseTransformFeedback(self) -> None:
        ...

    def glPixelStoref(self, pname: int, param: float) -> None:
        ...

    def glPixelStorei(self, pname: int, param: int) -> None:
        ...

    def glPointParameterf(self, pname: int, param: float) -> None:
        ...

    def glPointParameterfv(self, pname: int, params: Sequence[float]) -> None:
        ...

    def glPointParameteri(self, pname: int, param: int) -> None:
        ...

    def glPointParameteriv(self, pname: int, params: Sequence[int]) -> None:
        ...

    def glPointSize(self, size: float) -> None:
        ...

    def glPolygonMode(self, face: int, mode: int) -> None:
        ...

    def glPolygonOffset(self, factor: float, units: float) -> None:
        ...

    def glPrimitiveRestartIndex(self, index: int) -> None:
        ...

    def glProgramBinary(
        self, program: int, binaryFormat: int, binary: int, length: int
    ) -> None:
        ...

    def glProgramParameteri(self, program: int, pname: int, value: int) -> None:
        ...

    def glProgramUniform1d(self, program: int, location: int, v0: float) -> None:
        ...

    def glProgramUniform1dv(
        self, program: int, location: int, count: int, value: Sequence[float]
    ) -> None:
        ...

    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None:
        ...

    def glProgramUniform1fv(
        self, program: int, location: int, count: int, value: Sequence[float]
    ) -> None:
        ...

    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None:
        ...

    def glProgramUniform1iv(
        self, program: int, location: int, count: int, value: Sequence[int]
    ) -> None:
        ...

    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None:
        ...

    def glProgramUniform1uiv(
        self, program: int, location: int, count: int, value: Sequence[int]
    ) -> None:
        ...

    def glProgramUniform2d(
        self, program: int, location: int, v0: float, v1: float
    ) -> None:
        ...

    def glProgramUniform2dv(
        self, program: int, location: int, count: int, value: Sequence[float]
    ) -> None:
        ...

    def glProgramUniform2f(
        self, program: int, location: int, v0: float, v1: float
    ) -> None:
        ...

    def glProgramUniform2fv(
        self, program: int, location: int, count: int, value: Sequence[float]
    ) -> None:
        ...

    def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) -> None:
        ...

    def glProgramUniform2iv(
        self, program: int, location: int, count: int, value: Sequence[int]
    ) -> None:
        ...

    def glProgramUniform2ui(
        self, program: int, location: int, v0: int, v1: int
    ) -> None:
        ...

    def glProgramUniform2uiv(
        self, program: int, location: int, count: int, value: Sequence[int]
    ) -> None:
        ...

    def glProgramUniform3d(
        self, program: int, location: int, v0: float, v1: float, v2: float
    ) -> None:
        ...

    def glProgramUniform3dv(
        self, program: int, location: int, count: int, value: Sequence[float]
    ) -> None:
        ...

    def glProgramUniform3f(
        self, program: int, location: int, v0: float, v1: float, v2: float
    ) -> None:
        ...

    def glProgramUniform3fv(
        self, program: int, location: int, count: int, value: Sequence[float]
    ) -> None:
        ...

    def glProgramUniform3i(
        self, program: int, location: int, v0: int, v1: int, v2: int
    ) -> None:
        ...

    def glProgramUniform3iv(
        self, program: int, location: int, count: int, value: Sequence[int]
    ) -> None:
        ...

    def glProgramUniform3ui(
        self, program: int, location: int, v0: int, v1: int, v2: int
    ) -> None:
        ...

    def glProgramUniform3uiv(
        self, program: int, location: int, count: int, value: Sequence[int]
    ) -> None:
        ...

    def glProgramUniform4d(
        self, program: int, location: int, v0: float, v1: float, v2: float, v3: float
    ) -> None:
        ...

    def glProgramUniform4dv(
        self, program: int, location: int, count: int, value: Sequence[float]
    ) -> None:
        ...

    def glProgramUniform4f(
        self, program: int, location: int, v0: float, v1: float, v2: float, v3: float
    ) -> None:
        ...

    def glProgramUniform4fv(
        self, program: int, location: int, count: int, value: Sequence[float]
    ) -> None:
        ...

    def glProgramUniform4i(
        self, program: int, location: int, v0: int, v1: int, v2: int, v3: int
    ) -> None:
        ...

    def glProgramUniform4iv(
        self, program: int, location: int, count: int, value: Sequence[int]
    ) -> None:
        ...

    def glProgramUniform4ui(
        self, program: int, location: int, v0: int, v1: int, v2: int, v3: int
    ) -> None:
        ...

    def glProgramUniform4uiv(
        self, program: int, location: int, count: int, value: Sequence[int]
    ) -> None:
        ...

    def glProgramUniformMatrix2dv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix2fv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix2x3dv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix2x3fv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix2x4dv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix2x4fv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix3dv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix3fv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix3x2dv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix3x2fv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix3x4dv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix3x4fv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix4dv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix4fv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix4x2dv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix4x2fv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix4x3dv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProgramUniformMatrix4x3fv(
        self,
        program: int,
        location: int,
        count: int,
        transpose: int,
        value: Sequence[float],
    ) -> None:
        ...

    def glProvokingVertex(self, mode: int) -> None:
        ...

    def glQueryCounter(self, id: int, target: int) -> None:
        ...

    def glReadBuffer(self, mode: int) -> None:
        ...

    def glReleaseShaderCompiler(self) -> None:
        ...

    def glRenderbufferStorage(
        self, target: int, internalformat: int, width: int, height: int
    ) -> None:
        ...

    def glRenderbufferStorageMultisample(
        self, target: int, samples: int, internalformat: int, width: int, height: int
    ) -> None:
        ...

    def glResumeTransformFeedback(self) -> None:
        ...

    def glSampleCoverage(self, value: float, invert: int) -> None:
        ...

    def glSampleMaski(self, index: int, mask: int) -> None:
        ...

    def glSamplerParameterIiv(
        self, sampler: int, pname: int, param: Sequence[int]
    ) -> None:
        ...

    def glSamplerParameterIuiv(
        self, sampler: int, pname: int, param: Sequence[int]
    ) -> None:
        ...

    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None:
        ...

    def glSamplerParameterfv(
        self, sampler: int, pname: int, param: Sequence[float]
    ) -> None:
        ...

    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None:
        ...

    def glSamplerParameteriv(
        self, sampler: int, pname: int, param: Sequence[int]
    ) -> None:
        ...

    def glScissor(self, x: int, y: int, width: int, height: int) -> None:
        ...

    def glScissorArrayv(self, first: int, count: int, v: Sequence[int]) -> None:
        ...

    def glScissorIndexed(
        self, index: int, left: int, bottom: int, width: int, height: int
    ) -> None:
        ...

    def glScissorIndexedv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glShaderBinary(
        self,
        count: int,
        shaders: Sequence[int],
        binaryformat: int,
        binary: int,
        length: int,
    ) -> None:
        ...

    def glStencilFunc(self, func: int, ref: int, mask: int) -> None:
        ...

    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None:
        ...

    def glStencilMask(self, mask: int) -> None:
        ...

    def glStencilMaskSeparate(self, face: int, mask: int) -> None:
        ...

    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None:
        ...

    def glStencilOpSeparate(
        self, face: int, sfail: int, dpfail: int, dppass: int
    ) -> None:
        ...

    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None:
        ...

    def glTexImage1D(
        self,
        target: int,
        level: int,
        internalformat: int,
        width: int,
        border: int,
        format: int,
        type: int,
        pixels: int,
    ) -> None:
        ...

    def glTexImage2D(
        self,
        target: int,
        level: int,
        internalformat: int,
        width: int,
        height: int,
        border: int,
        format: int,
        type: int,
        pixels: int,
    ) -> None:
        ...

    def glTexImage2DMultisample(
        self,
        target: int,
        samples: int,
        internalformat: int,
        width: int,
        height: int,
        fixedsamplelocations: int,
    ) -> None:
        ...

    def glTexImage3D(
        self,
        target: int,
        level: int,
        internalformat: int,
        width: int,
        height: int,
        depth: int,
        border: int,
        format: int,
        type: int,
        pixels: int,
    ) -> None:
        ...

    def glTexImage3DMultisample(
        self,
        target: int,
        samples: int,
        internalformat: int,
        width: int,
        height: int,
        depth: int,
        fixedsamplelocations: int,
    ) -> None:
        ...

    def glTexParameterIiv(self, target: int, pname: int, params: Sequence[int]) -> None:
        ...

    def glTexParameterIuiv(
        self, target: int, pname: int, params: Sequence[int]
    ) -> None:
        ...

    def glTexParameterf(self, target: int, pname: int, param: float) -> None:
        ...

    def glTexParameterfv(
        self, target: int, pname: int, params: Sequence[float]
    ) -> None:
        ...

    def glTexParameteri(self, target: int, pname: int, param: int) -> None:
        ...

    def glTexParameteriv(self, target: int, pname: int, params: Sequence[int]) -> None:
        ...

    def glTexStorage1D(
        self, target: int, levels: int, internalformat: int, width: int
    ) -> None:
        ...

    def glTexStorage2D(
        self, target: int, levels: int, internalformat: int, width: int, height: int
    ) -> None:
        ...

    def glTexStorage3D(
        self,
        target: int,
        levels: int,
        internalformat: int,
        width: int,
        height: int,
        depth: int,
    ) -> None:
        ...

    def glTexSubImage1D(
        self,
        target: int,
        level: int,
        xoffset: int,
        width: int,
        format: int,
        type: int,
        pixels: int,
    ) -> None:
        ...

    def glTexSubImage2D(
        self,
        target: int,
        level: int,
        xoffset: int,
        yoffset: int,
        width: int,
        height: int,
        format: int,
        type: int,
        pixels: int,
    ) -> None:
        ...

    def glTexSubImage3D(
        self,
        target: int,
        level: int,
        xoffset: int,
        yoffset: int,
        zoffset: int,
        width: int,
        height: int,
        depth: int,
        format: int,
        type: int,
        pixels: int,
    ) -> None:
        ...

    def glUniform1d(self, location: int, x: float) -> None:
        ...

    def glUniform1dv(self, location: int, count: int, value: Sequence[float]) -> None:
        ...

    def glUniform1f(self, location: int, v0: float) -> None:
        ...

    def glUniform1fv(self, location: int, count: int, value: Sequence[float]) -> None:
        ...

    def glUniform1i(self, location: int, v0: int) -> None:
        ...

    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None:
        ...

    def glUniform1ui(self, location: int, v0: int) -> None:
        ...

    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None:
        ...

    def glUniform2d(self, location: int, x: float, y: float) -> None:
        ...

    def glUniform2dv(self, location: int, count: int, value: Sequence[float]) -> None:
        ...

    def glUniform2f(self, location: int, v0: float, v1: float) -> None:
        ...

    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None:
        ...

    def glUniform2i(self, location: int, v0: int, v1: int) -> None:
        ...

    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None:
        ...

    def glUniform2ui(self, location: int, v0: int, v1: int) -> None:
        ...

    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None:
        ...

    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None:
        ...

    def glUniform3dv(self, location: int, count: int, value: Sequence[float]) -> None:
        ...

    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None:
        ...

    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None:
        ...

    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None:
        ...

    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None:
        ...

    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None:
        ...

    def glUniform3uiv(self, location: int, count: int, value: Sequence[int]) -> None:
        ...

    def glUniform4d(
        self, location: int, x: float, y: float, z: float, w: float
    ) -> None:
        ...

    def glUniform4dv(self, location: int, count: int, value: Sequence[float]) -> None:
        ...

    def glUniform4f(
        self, location: int, v0: float, v1: float, v2: float, v3: float
    ) -> None:
        ...

    def glUniform4fv(self, location: int, count: int, value: Sequence[float]) -> None:
        ...

    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None:
        ...

    def glUniform4iv(self, location: int, count: int, value: Sequence[int]) -> None:
        ...

    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None:
        ...

    def glUniform4uiv(self, location: int, count: int, value: Sequence[int]) -> None:
        ...

    def glUniformBlockBinding(
        self, program: int, uniformBlockIndex: int, uniformBlockBinding: int
    ) -> None:
        ...

    def glUniformMatrix2dv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix2fv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix2x3dv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix2x3fv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix2x4dv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix2x4fv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix3dv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix3fv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix3x2dv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix3x2fv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix3x4dv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix3x4fv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix4dv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix4fv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix4x2dv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix4x2fv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix4x3dv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformMatrix4x3fv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

    def glUniformSubroutinesuiv(
        self, shadertype: int, count: int, indices: Sequence[int]
    ) -> None:
        ...

    def glUnmapBuffer(self, target: int) -> int:
        ...

    def glUseProgram(self, program: int) -> None:
        ...

    def glUseProgramStages(self, pipeline: int, stages: int, program: int) -> None:
        ...

    def glValidateProgram(self, program: int) -> None:
        ...

    def glValidateProgramPipeline(self, pipeline: int) -> None:
        ...

    def glVertexAttribDivisor(self, index: int, divisor: int) -> None:
        ...

    def glVertexAttribIPointer(
        self, index: int, size: int, type: int, stride: int, pointer: int
    ) -> None:
        ...

    def glVertexAttribL1d(self, index: int, x: float) -> None:
        ...

    def glVertexAttribL1dv(self, index: int, v: Sequence[float]) -> None:
        ...

    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None:
        ...

    def glVertexAttribL2dv(self, index: int, v: Sequence[float]) -> None:
        ...

    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None:
        ...

    def glVertexAttribL3dv(self, index: int, v: Sequence[float]) -> None:
        ...

    def glVertexAttribL4d(
        self, index: int, x: float, y: float, z: float, w: float
    ) -> None:
        ...

    def glVertexAttribL4dv(self, index: int, v: Sequence[float]) -> None:
        ...

    def glVertexAttribLPointer(
        self, index: int, size: int, type: int, stride: int, pointer: int
    ) -> None:
        ...

    def glVertexAttribP1ui(
        self, index: int, type: int, normalized: int, value: int
    ) -> None:
        ...

    def glVertexAttribP1uiv(
        self, index: int, type: int, normalized: int, value: Sequence[int]
    ) -> None:
        ...

    def glVertexAttribP2ui(
        self, index: int, type: int, normalized: int, value: int
    ) -> None:
        ...

    def glVertexAttribP2uiv(
        self, index: int, type: int, normalized: int, value: Sequence[int]
    ) -> None:
        ...

    def glVertexAttribP3ui(
        self, index: int, type: int, normalized: int, value: int
    ) -> None:
        ...

    def glVertexAttribP3uiv(
        self, index: int, type: int, normalized: int, value: Sequence[int]
    ) -> None:
        ...

    def glVertexAttribP4ui(
        self, index: int, type: int, normalized: int, value: int
    ) -> None:
        ...

    def glVertexAttribP4uiv(
        self, index: int, type: int, normalized: int, value: Sequence[int]
    ) -> None:
        ...

    def glVertexAttribPointer(
        self,
        index: int,
        size: int,
        type: int,
        normalized: int,
        stride: int,
        pointer: int,
    ) -> None:
        ...

    def glViewport(self, x: int, y: int, width: int, height: int) -> None:
        ...

    def glViewportArrayv(self, first: int, count: int, v: Sequence[float]) -> None:
        ...

    def glViewportIndexedf(
        self, index: int, x: float, y: float, w: float, h: float
    ) -> None:
        ...

    def glViewportIndexedfv(self, index: int, v: Sequence[float]) -> None:
        ...

    def initializeOpenGLFunctions(self) -> bool:
        ...
