'''Autogenerated by xml_generate script, do not edit!'''
from OpenGL import platform as _p, arrays
# Code generation uses this
from OpenGL.raw.GL import _types as _cs
# End users want this...
from OpenGL.raw.GL._types import *
from OpenGL.raw.GL import _errors
from OpenGL.constant import Constant as _C

import ctypes
_EXTENSION_NAME = 'GL_ARB_viewport_array'
def _f( function ):
    return _p.createFunction( function,_p.PLATFORM.GL,'GL_ARB_viewport_array',error_checker=_errors._error_checker)
GL_DEPTH_RANGE=_C('GL_DEPTH_RANGE',0x0B70)
GL_FIRST_VERTEX_CONVENTION=_C('GL_FIRST_VERTEX_CONVENTION',0x8E4D)
GL_LAST_VERTEX_CONVENTION=_C('GL_LAST_VERTEX_CONVENTION',0x8E4E)
GL_LAYER_PROVOKING_VERTEX=_C('GL_LAYER_PROVOKING_VERTEX',0x825E)
GL_MAX_VIEWPORTS=_C('GL_MAX_VIEWPORTS',0x825B)
GL_PROVOKING_VERTEX=_C('GL_PROVOKING_VERTEX',0x8E4F)
GL_SCISSOR_BOX=_C('GL_SCISSOR_BOX',0x0C10)
GL_SCISSOR_TEST=_C('GL_SCISSOR_TEST',0x0C11)
GL_UNDEFINED_VERTEX=_C('GL_UNDEFINED_VERTEX',0x8260)
GL_VIEWPORT=_C('GL_VIEWPORT',0x0BA2)
GL_VIEWPORT_BOUNDS_RANGE=_C('GL_VIEWPORT_BOUNDS_RANGE',0x825D)
GL_VIEWPORT_INDEX_PROVOKING_VERTEX=_C('GL_VIEWPORT_INDEX_PROVOKING_VERTEX',0x825F)
GL_VIEWPORT_SUBPIXEL_BITS=_C('GL_VIEWPORT_SUBPIXEL_BITS',0x825C)
@_f
@_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLdoubleArray)
def glDepthRangeArraydvNV(first,count,v):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLdoubleArray)
def glDepthRangeArrayv(first,count,v):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLdouble,_cs.GLdouble)
def glDepthRangeIndexed(index,n,f):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLdouble,_cs.GLdouble)
def glDepthRangeIndexeddNV(index,n,f):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLuint,arrays.GLdoubleArray)
def glGetDoublei_v(target,index,data):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLuint,arrays.GLfloatArray)
def glGetFloati_v(target,index,data):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLintArray)
def glScissorArrayv(first,count,v):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei)
def glScissorIndexed(index,left,bottom,width,height):pass
@_f
@_p.types(None,_cs.GLuint,arrays.GLintArray)
def glScissorIndexedv(index,v):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLfloatArray)
def glViewportArrayv(first,count,v):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glViewportIndexedf(index,x,y,w,h):pass
@_f
@_p.types(None,_cs.GLuint,arrays.GLfloatArray)
def glViewportIndexedfv(index,v):pass
