code: def __enter__(self):
      if len(self.shaders) > 0 and self.program() != -1:
          glUseProgram(self.program())
  
          try:
              ## load uniform values into program
              for uniformName, data in self.uniformData.items():
                  loc = self.uniform(uniformName)
                  if loc == -1:
                      raise Exception(
                          'Could not find uniform variable "%s"'
                          % uniformName
                      )
                  glUniform1fv(
                      loc, len(data), np.array(data, dtype=np.float32)
                  )
  
              ### bind buffer data to program blocks
              # if len(self.blockData) > 0:
              # bindPoint = 1
              # for blockName, data in self.blockData.items():
              ### Program should have a uniform block declared:
              ###
              ### layout (std140) uniform blockName {
              ###     vec4 diffuse;
              ### };
  
              ### pick any-old binding point. (there are a limited number of these per-program
              # bindPoint = 1
  
              ### get the block index for a uniform variable in the shader
              # blockIndex = glGetUniformBlockIndex(self.program(), blockName)
  
              ### give the shader block a binding point
              # glUniformBlockBinding(self.program(), blockIndex, bindPoint)
  
              ### create a buffer
              # buf = glGenBuffers(1)
              # glBindBuffer(GL_UNIFORM_BUFFER, buf)
              # glBufferData(GL_UNIFORM_BUFFER, size, data, GL_DYNAMIC_DRAW)
              ### also possible to use glBufferSubData to fill parts of the buffer
  
              ### bind buffer to the same binding point
              # glBindBufferBase(GL_UNIFORM_BUFFER, bindPoint, buf)
          except:
              glUseProgram(0)
              raise
  
imports: from OpenGL.GL import *
  from OpenGL.GL import shaders
  import numpy
  import re
label_desc: Use image node_id 7 for calling the ShaderProgram obj's underlying member method code with example usage: obj.__enter__() without return types