"""
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_3_3_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
    """
    https://doc.qt.io/qt-6/qopenglfunctions-3-3-core.html

    **Detailed Description**

    This class is a wrapper for functions from OpenGL 3.3 core profile. See
    reference pages on **opengl.org**  for function documentation.

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

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

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

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

    def glBlendFuncSeparate(
        self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: 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 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 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 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 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 glDrawArraysInstanced(
        self, mode: int, first: int, count: int, instancecount: 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 glDrawElementsInstanced(
        self, mode: int, count: int, type: int, indices: int, instancecount: int
    ) -> None:
        ...

    def glDrawElementsInstancedBaseVertex(
        self,
        mode: int,
        count: int,
        type: int,
        indices: int,
        instancecount: int,
        basevertex: 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 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 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 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 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 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 glMultiDrawArrays(
        self, mode: int, first: Sequence[int], count: Sequence[int], drawcount: int
    ) -> 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 glProvokingVertex(self, mode: int) -> None:
        ...

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

    def glReadBuffer(self, mode: int) -> 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 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 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 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 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 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 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 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 glUniformMatrix2fv(
        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 glUniformMatrix2x4fv(
        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 glUniformMatrix3x2fv(
        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 glUniformMatrix4fv(
        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 glUniformMatrix4x3fv(
        self, location: int, count: int, transpose: int, value: Sequence[float]
    ) -> None:
        ...

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

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

    def glValidateProgram(self, program: 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 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 initializeOpenGLFunctions(self) -> bool:
        ...
