text: '''OpenGL extension ARB.uniform_buffer_object
  
  This module customises the behaviour of the 
  OpenGL.raw.GL.ARB.uniform_buffer_object to provide a more 
  Python-friendly API
  
  Overview (from the spec)
  	
  	This extension introduces the concept of a group of GLSL uniforms
  	known as a "uniform block", and the API mechanisms to store "uniform
  	blocks" in GL buffer objects.
  	
  	The extension also defines both a standard cross-platform layout in
  	memory for uniform block data, as well as mechanisms to allow the GL
  	to optimize the data layout in an implementation-defined manner.
  	
  	Prior to this extension, the existing interface for modification of
  	uniform values allowed modification of large numbers of values using
  	glUniform* calls, but only for a single uniform name (or a uniform
  	array) at a time. However, updating uniforms in this manner may not
  	map well to heterogenous uniform data structures defined for a GL
  	application and in these cases, the application is forced to either:
  	
  	    A) restructure their uniform data definitions into arrays
  	    or
  	    B) make an excessive number of calls through the GL interface
  	       to one of the Uniform* variants.
  	
  	These solutions have their disadvantages. Solution A imposes
  	considerable development overhead on the application developer. 
  	Solution B may impose considerable run-time overhead on the
  	application if the number of uniforms modified in a given frame of
  	rendering is sufficiently large.
  	
  	This extension provides a better alternative to either (A) or (B) by
  	allowing buffer object backing for the storage associated with all
  	uniforms of a given GLSL program.
  	
  	Storing uniform blocks in buffer objects enables several key use
  	cases:
  	
  	 - sharing of uniform data storage between program objects and
  	   between program stages
  	
  	 - rapid swapping of sets of previously defined uniforms by storing
  	   sets of uniform data on the GL server
  	
  	 - rapid updates of uniform data from both the client and the server
  	
  	The data storage for a uniform block can be declared to use one of
  	three layouts in memory: packed, shared, or std140.
  	
  	  - "packed" uniform blocks have an implementation-dependent data
  	    layout for efficiency, and unused uniforms may be eliminated by
  	    the compiler to save space.
  	
  	  - "shared" uniform blocks, the default layout, have an implementation- 
  	    dependent data layout for efficiency, but the layout will be uniquely
  	    determined by the structure of the block, allowing data storage to be
  	    shared across programs.
  	
  	  - "std140" uniform blocks have a standard cross-platform cross-vendor
  	    layout (see below). Unused uniforms will not be eliminated.
  	
  	Any uniforms not declared in a named uniform block are said to 
  	be part of the "default uniform block".
  	
  	While uniforms in the default uniform block are updated with
  	glUniform* entry points and can have static initializers, uniforms
  	in named uniform blocks are not. Instead, uniform block data is updated
  	using the routines that update buffer objects and can not use static
  	initializers.
  	
  	Rules and Concepts Guiding this Specification:
  	
  	For reference, a uniform has a "uniform index" (subsequently
  	referred to as "u_index) and also a "uniform location" to
  	efficiently identify it in the uniform data store of the
  	implementation. We subsequently refer to this uniform data store of
  	the implementation as the "uniform database".
  	
  	A "uniform block" only has a "uniform block index" used for queries
  	and connecting the "uniform block" to a buffer object. A "uniform
  	block" has no "location" because "uniform blocks" are not updated
  	directly. The buffer object APIs are used instead.
  	
  	Properties of Uniforms and uniform blocks:
  	
  	a) A uniform is "active" if it exists in the database and has a valid
  	   u_index.
  	b) A "uniform block" is "active" if it exists in the database and
  	   has a valid ub_index.
  	c) Uniforms and "uniform blocks" can be inactive because they don't
  	   exist in the source, or because they have been removed by dead
  	   code elimination.
  	d) An inactive uniform has u_index == INVALID_INDEX.
  	e) An inactive uniform block has ub_index == INVALID_INDEX.
  	f) A u_index or ub_index of INVALID_INDEX generates the
  	   INVALID_VALUE error if given as a function argument.
  	g) The default uniform block, which is not assigned any ub_index, uses a
  	   private, internal data storage, and does not have any buffer object
  	   associated with it.
  	h) An active uniform that is a member of the default uniform block has
  	   location >= 0 and it has offset == stride == -1.
  	i) An active uniform that is a member of a named uniform block has
  	   location == -1.
  	j) A uniform location of -1 is silently ignored if given as a function
  	   argument.
  	k) Uniform block declarations may not be nested
  
  The official definition of this extension is available here:
  http://www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt
  '''
  from OpenGL import platform, constant, arrays
  from OpenGL import extensions, wrapper
  import ctypes
  from OpenGL.raw.GL import _types, _glgets
  from OpenGL.raw.GL.ARB.uniform_buffer_object import *
  from OpenGL.raw.GL.ARB.uniform_buffer_object import _EXTENSION_NAME
  
  def glInitUniformBufferObjectARB():
      '''Return boolean indicating whether this extension is available'''
      from OpenGL import extensions
      return extensions.hasGLExtension( _EXTENSION_NAME )
  
  # INPUT glGetUniformIndices.uniformNames size not checked against 'uniformCount'
  glGetUniformIndices=wrapper.wrapper(glGetUniformIndices).setOutput(
      'uniformIndices',size=_glgets._glget_size_mapping,pnameArg='uniformCount',orPassIn=True
  ).setInputArraySize(
      'uniformNames', None
  )
  # OUTPUT glGetActiveUniformsiv.params COMPSIZE(uniformCount, pname) 
  # INPUT glGetActiveUniformsiv.uniformIndices size not checked against uniformCount
  glGetActiveUniformsiv=wrapper.wrapper(glGetActiveUniformsiv).setInputArraySize(
      'uniformIndices', None
  )
  glGetActiveUniformName=wrapper.wrapper(glGetActiveUniformName).setOutput(
      'length',size=(1,),orPassIn=True
  ).setOutput(
      'uniformName',size=lambda x:(x,),pnameArg='bufSize',orPassIn=True
  )
  # INPUT glGetUniformBlockIndex.uniformBlockName size not checked against ''
  glGetUniformBlockIndex=wrapper.wrapper(glGetUniformBlockIndex).setInputArraySize(
      'uniformBlockName', None
  )
  # OUTPUT glGetActiveUniformBlockiv.params COMPSIZE(program, uniformBlockIndex, pname) 
  glGetActiveUniformBlockName=wrapper.wrapper(glGetActiveUniformBlockName).setOutput(
      'length',size=(1,),orPassIn=True
  ).setOutput(
      'uniformBlockName',size=lambda x:(x,),pnameArg='bufSize',orPassIn=True
  )
  ### END AUTOGENERATED SECTION