OpenGL.GL.EXT.bindable_uniform

OpenGL extension EXT.bindable_uniform
This module customises the behaviour of the OpenGL.raw.GL.EXT.bindable_uniform to provide a more Python-friendly API
Overview (from the spec)
This extension introduces the concept of bindable uniforms to the OpenGL Shading Language. A uniform variable can be declared bindable, which means that the storage for the uniform is not allocated by the compiler/linker anymore, but is backed by a buffer object. This buffer object is bound to the bindable uniform through the new command UniformBufferEXT(). Binding needs to happen after linking a program object.
Binding different buffer objects to a bindable uniform allows an application to easily use different "uniform data sets", without having to re-specify the data every time.
A buffer object can be bound to bindable uniforms in different program objects. If those bindable uniforms are all of the same type, accessing a bindable uniform in program object A will result in the same data if the same access is made in program object B. This provides a mechanism for 'environment uniforms', uniform values that can be shared among multiple program objects.
The official definition of this extension is available here: http://www.opengl.org/registry/specs/EXT/bindable_uniform.txt

Functions

Constants

GL_MAX_BINDABLE_UNIFORM_SIZE_EXT (36333)
GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT (36323)
GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT (36324)
GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT (36322)
GL_UNIFORM_BUFFER_BINDING_EXT (36335)
GL_UNIFORM_BUFFER_EXT (36334)