"""
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

PyPI(PyQt5): https://pypi.org/project/IceSpringPySideStubs-PyQt5

Generated by BaiJiFeiLong@gmail.com

Licence: GPLv3
"""
"""
This file contains the exact signatures for all functions in module
PySide6.QtOpenGL, except for defaults which are replaced by "...".
"""
from typing import Sequence
import PySide6.QtCore
import PySide6.QtGui
import PySide6.QtOpenGL

bytes = str


class QOpenGLFunctions_4_3_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
    """
    https://doc.qt.io/qt-6/qopenglfunctions-4-3-compatibility.html

    **Detailed Description**

    This class is a wrapper for functions from OpenGL 4.3 compatibility profile.
    See reference pages on **opengl.org**  for function documentation.

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

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

    def glAccum(self, op: int, value: float) -> None:
        ...

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

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

    def glAlphaFunc(self, func: int, ref: float) -> None:
        ...

    def glArrayElement(self, i: int) -> None:
        ...

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

    def glBegin(self, mode: 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 glCallList(self, list: int) -> None:
        ...

    def glCallLists(self, n: int, type: int, lists: int) -> None:
        ...

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

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

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

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

    def glClearBufferData(
        self, target: int, internalformat: int, format: int, type: int, data: 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 glClearIndex(self, c: float) -> None:
        ...

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

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

    def glClipPlane(self, plane: int, equation: Sequence[float]) -> None:
        ...

    def glColor3b(self, red: int, green: int, blue: int) -> None:
        ...

    def glColor3bv(self, v: bytes) -> None:
        ...

    def glColor3d(self, red: float, green: float, blue: float) -> None:
        ...

    def glColor3dv(self, v: Sequence[float]) -> None:
        ...

    def glColor3f(self, red: float, green: float, blue: float) -> None:
        ...

    def glColor3fv(self, v: Sequence[float]) -> None:
        ...

    def glColor3i(self, red: int, green: int, blue: int) -> None:
        ...

    def glColor3iv(self, v: Sequence[int]) -> None:
        ...

    def glColor3s(self, red: int, green: int, blue: int) -> None:
        ...

    def glColor3sv(self, v: Sequence[int]) -> None:
        ...

    def glColor3ub(self, red: int, green: int, blue: int) -> None:
        ...

    def glColor3ubv(self, v: bytes) -> None:
        ...

    def glColor3ui(self, red: int, green: int, blue: int) -> None:
        ...

    def glColor3uiv(self, v: Sequence[int]) -> None:
        ...

    def glColor3us(self, red: int, green: int, blue: int) -> None:
        ...

    def glColor3usv(self, v: Sequence[int]) -> None:
        ...

    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None:
        ...

    def glColor4bv(self, v: bytes) -> None:
        ...

    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None:
        ...

    def glColor4dv(self, v: Sequence[float]) -> None:
        ...

    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None:
        ...

    def glColor4fv(self, v: Sequence[float]) -> None:
        ...

    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None:
        ...

    def glColor4iv(self, v: Sequence[int]) -> None:
        ...

    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None:
        ...

    def glColor4sv(self, v: Sequence[int]) -> None:
        ...

    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None:
        ...

    def glColor4ubv(self, v: bytes) -> None:
        ...

    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None:
        ...

    def glColor4uiv(self, v: Sequence[int]) -> None:
        ...

    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None:
        ...

    def glColor4usv(self, v: Sequence[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 glColorMaterial(self, face: int, mode: int) -> None:
        ...

    def glColorP3ui(self, type: int, color: int) -> None:
        ...

    def glColorP3uiv(self, type: int, color: Sequence[int]) -> None:
        ...

    def glColorP4ui(self, type: int, color: int) -> None:
        ...

    def glColorP4uiv(self, type: int, color: Sequence[int]) -> None:
        ...

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

    def glColorSubTable(
        self, target: int, start: int, count: int, format: int, type: int, data: int
    ) -> None:
        ...

    def glColorTable(
        self,
        target: int,
        internalformat: int,
        width: int,
        format: int,
        type: int,
        table: int,
    ) -> None:
        ...

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

    def glColorTableParameteriv(
        self, target: int, pname: int, params: Sequence[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 glConvolutionFilter1D(
        self,
        target: int,
        internalformat: int,
        width: int,
        format: int,
        type: int,
        image: int,
    ) -> None:
        ...

    def glConvolutionFilter2D(
        self,
        target: int,
        internalformat: int,
        width: int,
        height: int,
        format: int,
        type: int,
        image: int,
    ) -> None:
        ...

    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None:
        ...

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

    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None:
        ...

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

    def glCopyColorSubTable(
        self, target: int, start: int, x: int, y: int, width: int
    ) -> None:
        ...

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

    def glCopyConvolutionFilter1D(
        self, target: int, internalformat: int, x: int, y: int, width: int
    ) -> None:
        ...

    def glCopyConvolutionFilter2D(
        self, target: int, internalformat: int, x: int, y: int, width: int, height: int
    ) -> None:
        ...

    def glCopyImageSubData(
        self,
        srcName: int,
        srcTarget: int,
        srcLevel: int,
        srcX: int,
        srcY: int,
        srcZ: int,
        dstName: int,
        dstTarget: int,
        dstLevel: int,
        dstX: int,
        dstY: int,
        dstZ: int,
        srcWidth: int,
        srcHeight: int,
        srcDepth: int,
    ) -> None:
        ...

    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: 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 glDeleteLists(self, list: int, range: 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 glDisableClientState(self, array: int) -> None:
        ...

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

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

    def glDispatchCompute(
        self, num_groups_x: int, num_groups_y: int, num_groups_z: 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 glDrawPixels(
        self, width: int, height: int, format: int, type: int, pixels: 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 glEdgeFlag(self, flag: int) -> None:
        ...

    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None:
        ...

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

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

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

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

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

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

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

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

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

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

    def glEvalCoord1d(self, u: float) -> None:
        ...

    def glEvalCoord1dv(self, u: Sequence[float]) -> None:
        ...

    def glEvalCoord1f(self, u: float) -> None:
        ...

    def glEvalCoord1fv(self, u: Sequence[float]) -> None:
        ...

    def glEvalCoord2d(self, u: float, v: float) -> None:
        ...

    def glEvalCoord2dv(self, u: Sequence[float]) -> None:
        ...

    def glEvalCoord2f(self, u: float, v: float) -> None:
        ...

    def glEvalCoord2fv(self, u: Sequence[float]) -> None:
        ...

    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None:
        ...

    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None:
        ...

    def glEvalPoint1(self, i: int) -> None:
        ...

    def glEvalPoint2(self, i: int, j: int) -> None:
        ...

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

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

    def glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None:
        ...

    def glFogCoordd(self, coord: float) -> None:
        ...

    def glFogCoorddv(self, coord: Sequence[float]) -> None:
        ...

    def glFogCoordf(self, coord: float) -> None:
        ...

    def glFogCoordfv(self, coord: Sequence[float]) -> None:
        ...

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

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

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

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

    def glFramebufferParameteri(self, target: int, pname: int, param: int) -> 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 glFrustum(
        self,
        left: float,
        right: float,
        bottom: float,
        top: float,
        zNear: float,
        zFar: float,
    ) -> None:
        ...

    def glGenLists(self, range: int) -> int:
        ...

    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 glGetProgramResourceIndex(
        self, program: int, programInterface: int, name: bytes
    ) -> int:
        ...

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

    def glGetProgramResourceLocationIndex(
        self, program: int, programInterface: 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 glHistogram(
        self, target: int, width: int, internalformat: int, sink: int
    ) -> None:
        ...

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

    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None:
        ...

    def glIndexd(self, c: float) -> None:
        ...

    def glIndexdv(self, c: Sequence[float]) -> None:
        ...

    def glIndexf(self, c: float) -> None:
        ...

    def glIndexfv(self, c: Sequence[float]) -> None:
        ...

    def glIndexi(self, c: int) -> None:
        ...

    def glIndexiv(self, c: Sequence[int]) -> None:
        ...

    def glIndexs(self, c: int) -> None:
        ...

    def glIndexsv(self, c: Sequence[int]) -> None:
        ...

    def glIndexub(self, c: int) -> None:
        ...

    def glIndexubv(self, c: bytes) -> None:
        ...

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

    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None:
        ...

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

    def glInvalidateFramebuffer(
        self, target: int, numAttachments: int, attachments: Sequence[int]
    ) -> None:
        ...

    def glInvalidateSubFramebuffer(
        self,
        target: int,
        numAttachments: int,
        attachments: Sequence[int],
        x: int,
        y: int,
        width: int,
        height: int,
    ) -> None:
        ...

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

    def glInvalidateTexSubImage(
        self,
        texture: int,
        level: int,
        xoffset: int,
        yoffset: int,
        zoffset: int,
        width: int,
        height: int,
        depth: 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 glIsList(self, list: 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 glLightModelf(self, pname: int, param: float) -> None:
        ...

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

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

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

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

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

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

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

    def glLineStipple(self, factor: int, pattern: int) -> None:
        ...

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

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

    def glListBase(self, base: int) -> None:
        ...

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

    def glLoadMatrixd(self, m: Sequence[float]) -> None:
        ...

    def glLoadMatrixf(self, m: Sequence[float]) -> None:
        ...

    def glLoadName(self, name: int) -> None:
        ...

    def glLoadTransposeMatrixd(self, m: Sequence[float]) -> None:
        ...

    def glLoadTransposeMatrixf(self, m: Sequence[float]) -> None:
        ...

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

    def glMap1d(
        self,
        target: int,
        u1: float,
        u2: float,
        stride: int,
        order: int,
        points: Sequence[float],
    ) -> None:
        ...

    def glMap1f(
        self,
        target: int,
        u1: float,
        u2: float,
        stride: int,
        order: int,
        points: Sequence[float],
    ) -> None:
        ...

    def glMap2d(
        self,
        target: int,
        u1: float,
        u2: float,
        ustride: int,
        uorder: int,
        v1: float,
        v2: float,
        vstride: int,
        vorder: int,
        points: Sequence[float],
    ) -> None:
        ...

    def glMap2f(
        self,
        target: int,
        u1: float,
        u2: float,
        ustride: int,
        uorder: int,
        v1: float,
        v2: float,
        vstride: int,
        vorder: int,
        points: Sequence[float],
    ) -> None:
        ...

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

    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None:
        ...

    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None:
        ...

    def glMapGrid2d(
        self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float
    ) -> None:
        ...

    def glMapGrid2f(
        self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float
    ) -> None:
        ...

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

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

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

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

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

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

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

    def glMinmax(self, target: int, internalformat: int, sink: int) -> None:
        ...

    def glMultMatrixd(self, m: Sequence[float]) -> None:
        ...

    def glMultMatrixf(self, m: Sequence[float]) -> None:
        ...

    def glMultTransposeMatrixd(self, m: Sequence[float]) -> None:
        ...

    def glMultTransposeMatrixf(self, m: Sequence[float]) -> None:
        ...

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

    def glMultiDrawArraysIndirect(
        self, mode: int, indirect: int, drawcount: int, stride: int
    ) -> None:
        ...

    def glMultiTexCoord1d(self, target: int, s: float) -> None:
        ...

    def glMultiTexCoord1dv(self, target: int, v: Sequence[float]) -> None:
        ...

    def glMultiTexCoord1f(self, target: int, s: float) -> None:
        ...

    def glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None:
        ...

    def glMultiTexCoord1i(self, target: int, s: int) -> None:
        ...

    def glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None:
        ...

    def glMultiTexCoord1s(self, target: int, s: int) -> None:
        ...

    def glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None:
        ...

    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None:
        ...

    def glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None:
        ...

    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None:
        ...

    def glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None:
        ...

    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None:
        ...

    def glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None:
        ...

    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None:
        ...

    def glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None:
        ...

    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None:
        ...

    def glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None:
        ...

    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None:
        ...

    def glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None:
        ...

    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None:
        ...

    def glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None:
        ...

    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None:
        ...

    def glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None:
        ...

    def glMultiTexCoord4d(
        self, target: int, s: float, t: float, r: float, q: float
    ) -> None:
        ...

    def glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None:
        ...

    def glMultiTexCoord4f(
        self, target: int, s: float, t: float, r: float, q: float
    ) -> None:
        ...

    def glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None:
        ...

    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None:
        ...

    def glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None:
        ...

    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None:
        ...

    def glMultiTexCoord4sv(self, target: int, v: Sequence[int]) -> None:
        ...

    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None:
        ...

    def glMultiTexCoordP1uiv(
        self, texture: int, type: int, coords: Sequence[int]
    ) -> None:
        ...

    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None:
        ...

    def glMultiTexCoordP2uiv(
        self, texture: int, type: int, coords: Sequence[int]
    ) -> None:
        ...

    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None:
        ...

    def glMultiTexCoordP3uiv(
        self, texture: int, type: int, coords: Sequence[int]
    ) -> None:
        ...

    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None:
        ...

    def glMultiTexCoordP4uiv(
        self, texture: int, type: int, coords: Sequence[int]
    ) -> None:
        ...

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

    def glNormal3b(self, nx: int, ny: int, nz: int) -> None:
        ...

    def glNormal3bv(self, v: bytes) -> None:
        ...

    def glNormal3d(self, nx: float, ny: float, nz: float) -> None:
        ...

    def glNormal3dv(self, v: Sequence[float]) -> None:
        ...

    def glNormal3f(self, nx: float, ny: float, nz: float) -> None:
        ...

    def glNormal3fv(self, v: Sequence[float]) -> None:
        ...

    def glNormal3i(self, nx: int, ny: int, nz: int) -> None:
        ...

    def glNormal3iv(self, v: Sequence[int]) -> None:
        ...

    def glNormal3s(self, nx: int, ny: int, nz: int) -> None:
        ...

    def glNormal3sv(self, v: Sequence[int]) -> None:
        ...

    def glNormalP3ui(self, type: int, coords: int) -> None:
        ...

    def glNormalP3uiv(self, type: int, coords: Sequence[int]) -> None:
        ...

    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None:
        ...

    def glOrtho(
        self,
        left: float,
        right: float,
        bottom: float,
        top: float,
        zNear: float,
        zFar: float,
    ) -> None:
        ...

    def glPassThrough(self, token: float) -> None:
        ...

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

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

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

    def glPixelMapfv(self, map: int, mapsize: int, values: Sequence[float]) -> None:
        ...

    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None:
        ...

    def glPixelMapusv(self, map: int, mapsize: int, values: Sequence[int]) -> None:
        ...

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

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

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

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

    def glPixelZoom(self, xfactor: float, yfactor: float) -> 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 glPopAttrib(self) -> None:
        ...

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

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

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

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

    def glPrioritizeTextures(
        self, n: int, textures: Sequence[int], priorities: Sequence[float]
    ) -> 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 glPushAttrib(self, mask: int) -> None:
        ...

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

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

    def glPushName(self, name: int) -> None:
        ...

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

    def glRasterPos2d(self, x: float, y: float) -> None:
        ...

    def glRasterPos2dv(self, v: Sequence[float]) -> None:
        ...

    def glRasterPos2f(self, x: float, y: float) -> None:
        ...

    def glRasterPos2fv(self, v: Sequence[float]) -> None:
        ...

    def glRasterPos2i(self, x: int, y: int) -> None:
        ...

    def glRasterPos2iv(self, v: Sequence[int]) -> None:
        ...

    def glRasterPos2s(self, x: int, y: int) -> None:
        ...

    def glRasterPos2sv(self, v: Sequence[int]) -> None:
        ...

    def glRasterPos3d(self, x: float, y: float, z: float) -> None:
        ...

    def glRasterPos3dv(self, v: Sequence[float]) -> None:
        ...

    def glRasterPos3f(self, x: float, y: float, z: float) -> None:
        ...

    def glRasterPos3fv(self, v: Sequence[float]) -> None:
        ...

    def glRasterPos3i(self, x: int, y: int, z: int) -> None:
        ...

    def glRasterPos3iv(self, v: Sequence[int]) -> None:
        ...

    def glRasterPos3s(self, x: int, y: int, z: int) -> None:
        ...

    def glRasterPos3sv(self, v: Sequence[int]) -> None:
        ...

    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None:
        ...

    def glRasterPos4dv(self, v: Sequence[float]) -> None:
        ...

    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None:
        ...

    def glRasterPos4fv(self, v: Sequence[float]) -> None:
        ...

    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None:
        ...

    def glRasterPos4iv(self, v: Sequence[int]) -> None:
        ...

    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None:
        ...

    def glRasterPos4sv(self, v: Sequence[int]) -> None:
        ...

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

    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None:
        ...

    def glRectdv(self, v1: Sequence[float], v2: Sequence[float]) -> None:
        ...

    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None:
        ...

    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None:
        ...

    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None:
        ...

    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None:
        ...

    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None:
        ...

    def glRectsv(self, v1: Sequence[int], v2: Sequence[int]) -> None:
        ...

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

    def glRenderMode(self, mode: int) -> int:
        ...

    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 glResetHistogram(self, target: int) -> None:
        ...

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

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

    def glRotated(self, angle: float, x: float, y: float, z: float) -> None:
        ...

    def glRotatef(self, angle: float, x: float, y: float, z: float) -> 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 glScaled(self, x: float, y: float, z: float) -> None:
        ...

    def glScalef(self, x: float, y: float, z: float) -> 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 glSecondaryColor3b(self, red: int, green: int, blue: int) -> None:
        ...

    def glSecondaryColor3bv(self, v: bytes) -> None:
        ...

    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None:
        ...

    def glSecondaryColor3dv(self, v: Sequence[float]) -> None:
        ...

    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None:
        ...

    def glSecondaryColor3fv(self, v: Sequence[float]) -> None:
        ...

    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None:
        ...

    def glSecondaryColor3iv(self, v: Sequence[int]) -> None:
        ...

    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None:
        ...

    def glSecondaryColor3sv(self, v: Sequence[int]) -> None:
        ...

    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None:
        ...

    def glSecondaryColor3ubv(self, v: bytes) -> None:
        ...

    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None:
        ...

    def glSecondaryColor3uiv(self, v: Sequence[int]) -> None:
        ...

    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None:
        ...

    def glSecondaryColor3usv(self, v: Sequence[int]) -> None:
        ...

    def glSecondaryColorP3ui(self, type: int, color: int) -> None:
        ...

    def glSecondaryColorP3uiv(self, type: int, color: Sequence[int]) -> None:
        ...

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

    def glSeparableFilter2D(
        self,
        target: int,
        internalformat: int,
        width: int,
        height: int,
        format: int,
        type: int,
        row: int,
        column: int,
    ) -> None:
        ...

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

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

    def glShaderStorageBlockBinding(
        self, program: int, storageBlockIndex: int, storageBlockBinding: 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 glTexCoord1d(self, s: float) -> None:
        ...

    def glTexCoord1dv(self, v: Sequence[float]) -> None:
        ...

    def glTexCoord1f(self, s: float) -> None:
        ...

    def glTexCoord1fv(self, v: Sequence[float]) -> None:
        ...

    def glTexCoord1i(self, s: int) -> None:
        ...

    def glTexCoord1iv(self, v: Sequence[int]) -> None:
        ...

    def glTexCoord1s(self, s: int) -> None:
        ...

    def glTexCoord1sv(self, v: Sequence[int]) -> None:
        ...

    def glTexCoord2d(self, s: float, t: float) -> None:
        ...

    def glTexCoord2dv(self, v: Sequence[float]) -> None:
        ...

    def glTexCoord2f(self, s: float, t: float) -> None:
        ...

    def glTexCoord2fv(self, v: Sequence[float]) -> None:
        ...

    def glTexCoord2i(self, s: int, t: int) -> None:
        ...

    def glTexCoord2iv(self, v: Sequence[int]) -> None:
        ...

    def glTexCoord2s(self, s: int, t: int) -> None:
        ...

    def glTexCoord2sv(self, v: Sequence[int]) -> None:
        ...

    def glTexCoord3d(self, s: float, t: float, r: float) -> None:
        ...

    def glTexCoord3dv(self, v: Sequence[float]) -> None:
        ...

    def glTexCoord3f(self, s: float, t: float, r: float) -> None:
        ...

    def glTexCoord3fv(self, v: Sequence[float]) -> None:
        ...

    def glTexCoord3i(self, s: int, t: int, r: int) -> None:
        ...

    def glTexCoord3iv(self, v: Sequence[int]) -> None:
        ...

    def glTexCoord3s(self, s: int, t: int, r: int) -> None:
        ...

    def glTexCoord3sv(self, v: Sequence[int]) -> None:
        ...

    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None:
        ...

    def glTexCoord4dv(self, v: Sequence[float]) -> None:
        ...

    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None:
        ...

    def glTexCoord4fv(self, v: Sequence[float]) -> None:
        ...

    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None:
        ...

    def glTexCoord4iv(self, v: Sequence[int]) -> None:
        ...

    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None:
        ...

    def glTexCoord4sv(self, v: Sequence[int]) -> None:
        ...

    def glTexCoordP1ui(self, type: int, coords: int) -> None:
        ...

    def glTexCoordP1uiv(self, type: int, coords: Sequence[int]) -> None:
        ...

    def glTexCoordP2ui(self, type: int, coords: int) -> None:
        ...

    def glTexCoordP2uiv(self, type: int, coords: Sequence[int]) -> None:
        ...

    def glTexCoordP3ui(self, type: int, coords: int) -> None:
        ...

    def glTexCoordP3uiv(self, type: int, coords: Sequence[int]) -> None:
        ...

    def glTexCoordP4ui(self, type: int, coords: int) -> None:
        ...

    def glTexCoordP4uiv(self, type: int, coords: Sequence[int]) -> None:
        ...

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

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

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

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

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

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

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

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

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

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

    def glTexGeniv(self, coord: int, pname: int, params: Sequence[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 glTexStorage2DMultisample(
        self,
        target: int,
        samples: int,
        internalformat: int,
        width: int,
        height: int,
        fixedsamplelocations: int,
    ) -> None:
        ...

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

    def glTexStorage3DMultisample(
        self,
        target: int,
        samples: int,
        internalformat: int,
        width: int,
        height: int,
        depth: int,
        fixedsamplelocations: 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 glTextureView(
        self,
        texture: int,
        target: int,
        origtexture: int,
        internalformat: int,
        minlevel: int,
        numlevels: int,
        minlayer: int,
        numlayers: int,
    ) -> None:
        ...

    def glTranslated(self, x: float, y: float, z: float) -> None:
        ...

    def glTranslatef(self, x: float, y: float, z: float) -> 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 glVertex2d(self, x: float, y: float) -> None:
        ...

    def glVertex2dv(self, v: Sequence[float]) -> None:
        ...

    def glVertex2f(self, x: float, y: float) -> None:
        ...

    def glVertex2fv(self, v: Sequence[float]) -> None:
        ...

    def glVertex2i(self, x: int, y: int) -> None:
        ...

    def glVertex2iv(self, v: Sequence[int]) -> None:
        ...

    def glVertex2s(self, x: int, y: int) -> None:
        ...

    def glVertex2sv(self, v: Sequence[int]) -> None:
        ...

    def glVertex3d(self, x: float, y: float, z: float) -> None:
        ...

    def glVertex3dv(self, v: Sequence[float]) -> None:
        ...

    def glVertex3f(self, x: float, y: float, z: float) -> None:
        ...

    def glVertex3fv(self, v: Sequence[float]) -> None:
        ...

    def glVertex3i(self, x: int, y: int, z: int) -> None:
        ...

    def glVertex3iv(self, v: Sequence[int]) -> None:
        ...

    def glVertex3s(self, x: int, y: int, z: int) -> None:
        ...

    def glVertex3sv(self, v: Sequence[int]) -> None:
        ...

    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None:
        ...

    def glVertex4dv(self, v: Sequence[float]) -> None:
        ...

    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None:
        ...

    def glVertex4fv(self, v: Sequence[float]) -> None:
        ...

    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None:
        ...

    def glVertex4iv(self, v: Sequence[int]) -> None:
        ...

    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None:
        ...

    def glVertex4sv(self, v: Sequence[int]) -> None:
        ...

    def glVertexAttrib1d(self, index: int, x: float) -> None:
        ...

    def glVertexAttrib1dv(self, index: int, v: Sequence[float]) -> None:
        ...

    def glVertexAttrib1f(self, index: int, x: float) -> None:
        ...

    def glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None:
        ...

    def glVertexAttrib1s(self, index: int, x: int) -> None:
        ...

    def glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None:
        ...

    def glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None:
        ...

    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None:
        ...

    def glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None:
        ...

    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None:
        ...

    def glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None:
        ...

    def glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None:
        ...

    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None:
        ...

    def glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None:
        ...

    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None:
        ...

    def glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None:
        ...

    def glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None:
        ...

    def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None:
        ...

    def glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttrib4bv(self, index: int, v: bytes) -> None:
        ...

    def glVertexAttrib4d(
        self, index: int, x: float, y: float, z: float, w: float
    ) -> None:
        ...

    def glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None:
        ...

    def glVertexAttrib4f(
        self, index: int, x: float, y: float, z: float, w: float
    ) -> None:
        ...

    def glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None:
        ...

    def glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None:
        ...

    def glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttrib4ubv(self, index: int, v: bytes) -> None:
        ...

    def glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttrib4usv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttribBinding(self, attribindex: int, bindingindex: int) -> None:
        ...

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

    def glVertexAttribFormat(
        self,
        attribindex: int,
        size: int,
        type: int,
        normalized: int,
        relativeoffset: int,
    ) -> None:
        ...

    def glVertexAttribI1i(self, index: int, x: int) -> None:
        ...

    def glVertexAttribI1iv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttribI1ui(self, index: int, x: int) -> None:
        ...

    def glVertexAttribI1uiv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None:
        ...

    def glVertexAttribI2iv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None:
        ...

    def glVertexAttribI2uiv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None:
        ...

    def glVertexAttribI3iv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None:
        ...

    def glVertexAttribI3uiv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttribI4bv(self, index: int, v: bytes) -> None:
        ...

    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None:
        ...

    def glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttribI4sv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttribI4ubv(self, index: int, v: bytes) -> None:
        ...

    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None:
        ...

    def glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttribI4usv(self, index: int, v: Sequence[int]) -> None:
        ...

    def glVertexAttribIFormat(
        self, attribindex: int, size: int, type: int, relativeoffset: 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 glVertexAttribLFormat(
        self, attribindex: int, size: int, type: int, relativeoffset: int
    ) -> 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 glVertexBindingDivisor(self, bindingindex: int, divisor: int) -> None:
        ...

    def glVertexP2ui(self, type: int, value: int) -> None:
        ...

    def glVertexP2uiv(self, type: int, value: Sequence[int]) -> None:
        ...

    def glVertexP3ui(self, type: int, value: int) -> None:
        ...

    def glVertexP3uiv(self, type: int, value: Sequence[int]) -> None:
        ...

    def glVertexP4ui(self, type: int, value: int) -> None:
        ...

    def glVertexP4uiv(self, type: int, value: Sequence[int]) -> None:
        ...

    def glVertexPointer(self, size: int, type: 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 glWindowPos2d(self, x: float, y: float) -> None:
        ...

    def glWindowPos2dv(self, v: Sequence[float]) -> None:
        ...

    def glWindowPos2f(self, x: float, y: float) -> None:
        ...

    def glWindowPos2fv(self, v: Sequence[float]) -> None:
        ...

    def glWindowPos2i(self, x: int, y: int) -> None:
        ...

    def glWindowPos2iv(self, v: Sequence[int]) -> None:
        ...

    def glWindowPos2s(self, x: int, y: int) -> None:
        ...

    def glWindowPos2sv(self, v: Sequence[int]) -> None:
        ...

    def glWindowPos3d(self, x: float, y: float, z: float) -> None:
        ...

    def glWindowPos3dv(self, v: Sequence[float]) -> None:
        ...

    def glWindowPos3f(self, x: float, y: float, z: float) -> None:
        ...

    def glWindowPos3fv(self, v: Sequence[float]) -> None:
        ...

    def glWindowPos3i(self, x: int, y: int, z: int) -> None:
        ...

    def glWindowPos3iv(self, v: Sequence[int]) -> None:
        ...

    def glWindowPos3s(self, x: int, y: int, z: int) -> None:
        ...

    def glWindowPos3sv(self, v: Sequence[int]) -> None:
        ...

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