'''OpenGL extension NV.packed_depth_stencil

This module customises the behaviour of the 
OpenGL.raw.GL.NV.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_NV, that
	can be used with the glDrawPixels, glReadPixels, and glCopyPixels
	commands, as well as a packed data type, GL_UNSIGNED_INT_24_8_NV,
	that is meant to be used with GL_DEPTH_STENCIL_NV.  No other formats
	are supported with GL_DEPTH_STENCIL_NV.  If SGIX_depth_texture is
	supported, GL_DEPTH_STENCIL_NV/GL_UNSIGNED_INT_24_8_NV 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_NV 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_NV 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_NV data reads back a rectangle from
	both the depth and stencil buffers.
	
	glCopyPixels of GL_DEPTH_STENCIL_NV 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_NV data loads depth data
	into a depth texture.  glGetTexImage of GL_DEPTH_STENCIL_NV data can
	be used to retrieve depth data from a depth texture.

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/NV/packed_depth_stencil.txt
'''
from OpenGL import platform, constants, constant, arrays
from OpenGL import extensions, wrapper
from OpenGL.GL import glget
import ctypes
from OpenGL.raw.GL.NV.packed_depth_stencil import *
### END AUTOGENERATED SECTION
# Setup the new image types
from OpenGL import images 
from OpenGL.constants import GL_UNSIGNED_INT
images.TYPE_TO_ARRAYTYPE[ GL_UNSIGNED_INT_24_8_NV ] = GL_UNSIGNED_INT
images.TIGHT_PACK_FORMATS[ GL_UNSIGNED_INT_24_8_NV ] = 4
images.COMPONENT_COUNTS[ GL_DEPTH_STENCIL_NV ] = 4
