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-rw-r--r--src/opengl/bind/a3
-rw-r--r--src/opengl/bind/a.bind26
-rw-r--r--src/opengl/bind/b35
-rw-r--r--src/opengl/bind/b.bind350
-rw-r--r--src/opengl/bind/c31
-rw-r--r--src/opengl/bind/c.bind354
-rw-r--r--src/opengl/bind/d36
-rw-r--r--src/opengl/bind/d.bind331
-rw-r--r--src/opengl/bind/e7
-rw-r--r--src/opengl/bind/e.bind57
-rw-r--r--src/opengl/bind/f11
-rw-r--r--src/opengl/bind/f.bind115
-rw-r--r--src/opengl/bind/g88
-rw-r--r--src/opengl/bind/g.bind910
-rw-r--r--src/opengl/bind/h1
-rw-r--r--src/opengl/bind/h.bind9
-rw-r--r--src/opengl/bind/i14
-rw-r--r--src/opengl/bind/i.bind127
-rw-r--r--src/opengl/bind/l4
-rw-r--r--src/opengl/bind/l.bind24
-rw-r--r--src/opengl/bind/m7
-rw-r--r--src/opengl/bind/m.bind66
-rw-r--r--src/opengl/bind/p50
-rw-r--r--src/opengl/bind/p.bind521
-rw-r--r--src/opengl/bind/q1
-rw-r--r--src/opengl/bind/q.bind9
-rw-r--r--src/opengl/bind/r6
-rw-r--r--src/opengl/bind/r.bind61
-rw-r--r--src/opengl/bind/s21
-rw-r--r--src/opengl/bind/s.bind202
-rw-r--r--src/opengl/bind/sigs445
-rw-r--r--src/opengl/bind/t16
-rw-r--r--src/opengl/bind/t.bind204
-rw-r--r--src/opengl/bind/u37
-rw-r--r--src/opengl/bind/u.bind382
-rw-r--r--src/opengl/bind/v76
-rw-r--r--src/opengl/bind/v.bind742
-rw-r--r--src/opengl/bind/w1
-rw-r--r--src/opengl/bind/w.bind10
39 files changed, 5390 insertions, 0 deletions
diff --git a/src/opengl/bind/a b/src/opengl/bind/a
new file mode 100644
index 0000000..b414962
--- /dev/null
+++ b/src/opengl/bind/a
@@ -0,0 +1,3 @@
+void glActiveShaderProgram( GLuint pipeline, GLuint program);
+void glActiveTexture( GLenum texture);
+void glAttachShader( GLuint program, GLuint shader);
diff --git a/src/opengl/bind/a.bind b/src/opengl/bind/a.bind
new file mode 100644
index 0000000..41eef56
--- /dev/null
+++ b/src/opengl/bind/a.bind
@@ -0,0 +1,26 @@
+int glActiveShaderProgram_bind(lua_State *L)
+{
+ GLuint pipeline = luaL_checkinteger(L, 1);
+ GLuint program = luaL_checkinteger(L, 2);
+ glActiveShaderProgram(pipeline, program);
+ return 0;
+}
+
+
+int glActiveTexture_bind(lua_State *L)
+{
+ GLenum texture = luaL_checkinteger(L, 1);
+ glActiveTexture(texture);
+ return 0;
+}
+
+
+int glAttachShader_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLuint shader = luaL_checkinteger(L, 2);
+ glAttachShader(program, shader);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/b b/src/opengl/bind/b
new file mode 100644
index 0000000..e95cea1
--- /dev/null
+++ b/src/opengl/bind/b
@@ -0,0 +1,35 @@
+void glBeginConditionalRender( GLuint id, GLenum mode);
+void glBeginQuery( GLenum target, GLuint id);
+void glBeginQuery( GLenum target, GLuint id);
+void glBeginTransformFeedback( GLenum primitiveMode);
+void glBindAttribLocation( GLuint program, GLuint index, const GLchar *name);
+void glBindBuffer( GLenum target, GLuint buffer);
+void glBindBufferBase( GLenum target, GLuint index, GLuint buffer);
+void glBindBufferRange( GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
+void glBindFragDataLocation( GLuint program, GLuint colorNumber, const char * name);
+void glBindFragDataLocationIndexed( GLuint program, GLuint colorNumber, GLuint index, const char *name);
+void glBindFramebuffer( GLenum target, GLuint framebuffer);
+void glBindImageTexture( GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
+void glBindProgramPipeline( GLuint pipeline);
+void glBindRenderbuffer( GLenum target, GLuint renderbuffer);
+void glBindSampler( GLuint unit, GLuint sampler);
+void glBindTexture( GLenum target, GLuint texture);
+void glBindTextureUnit( GLuint unit, GLuint texture);
+void glBindTransformFeedback( GLenum target, GLuint id);
+void glBindVertexArray( GLuint array);
+void glBindVertexBuffer( GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
+void glBlendColor( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+void glBlendEquation( GLenum mode);
+
+void glBlendEquationi( GLuint buf, GLenum mode);
+void glBlendEquationSeparate( GLenum modeRGB, GLenum modeAlpha);
+void glBlendEquationSeparatei( GLuint buf, GLenum modeRGB, GLenum modeAlpha);
+void glBlendFunc( GLenum sfactor, GLenum dfactor);
+void glBlendFunci( GLuint buf, GLenum sfactor, GLenum dfactor);
+void glBlendFuncSeparate( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+void glBlendFuncSeparatei( GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+void glBlitFramebuffer( GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+void glBlitNamedFramebuffer( GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+void glBufferData( GLenum target, GLsizeiptr size, const void * data, GLenum usage);
+void glBufferStorage( GLenum target, GLsizeiptr size, const void * data, GLbitfield flags);
+void glBufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, const void * data);
diff --git a/src/opengl/bind/b.bind b/src/opengl/bind/b.bind
new file mode 100644
index 0000000..ee2cfa0
--- /dev/null
+++ b/src/opengl/bind/b.bind
@@ -0,0 +1,350 @@
+int glBeginConditionalRender_bind(lua_State *L)
+{
+ GLuint id = luaL_checkinteger(L, 1);
+ GLenum mode = luaL_checkinteger(L, 2);
+ glBeginConditionalRender(id, mode);
+ return 0;
+}
+
+
+int glBeginQuery_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint id = luaL_checkinteger(L, 2);
+ glBeginQuery(target, id);
+ return 0;
+}
+
+
+int glBeginQuery_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint id = luaL_checkinteger(L, 2);
+ glBeginQuery(target, id);
+ return 0;
+}
+
+
+int glBeginTransformFeedback_bind(lua_State *L)
+{
+ GLenum primitiveMode = luaL_checkinteger(L, 1);
+ glBeginTransformFeedback(primitiveMode);
+ return 0;
+}
+
+
+int glBindAttribLocation_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ const GLchar * name = luaL_checkstring(L, 3);
+ glBindAttribLocation(program, index, name);
+ return 0;
+}
+
+
+int glBindBuffer_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint buffer = luaL_checkinteger(L, 2);
+ glBindBuffer(target, buffer);
+ return 0;
+}
+
+
+int glBindBufferBase_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ GLuint buffer = luaL_checkinteger(L, 3);
+ glBindBufferBase(target, index, buffer);
+ return 0;
+}
+
+
+int glBindBufferRange_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ GLuint buffer = luaL_checkinteger(L, 3);
+ GLintptr offset = luaL_checkinteger(L, 4);
+ GLsizeiptr size = luaL_checkinteger(L, 5);
+ glBindBufferRange(target, index, buffer, offset, size);
+ return 0;
+}
+
+
+int glBindFragDataLocation_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLuint colorNumber = luaL_checkinteger(L, 2);
+ const char * name = luaL_checkstring(L, 3);
+ glBindFragDataLocation(program, colorNumber, name);
+ return 0;
+}
+
+
+int glBindFragDataLocationIndexed_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLuint colorNumber = luaL_checkinteger(L, 2);
+ GLuint index = luaL_checkinteger(L, 3);
+ const char * name = luaL_checkstring(L, 4);
+ glBindFragDataLocationIndexed(program, colorNumber, index, name);
+ return 0;
+}
+
+
+int glBindFramebuffer_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint framebuffer = luaL_checkinteger(L, 2);
+ glBindFramebuffer(target, framebuffer);
+ return 0;
+}
+
+
+int glBindImageTexture_bind(lua_State *L)
+{
+ GLuint unit = luaL_checkinteger(L, 1);
+ GLuint texture = luaL_checkinteger(L, 2);
+ GLint level = luaL_checkinteger(L, 3);
+ GLboolean layered = get: GLboolean
+ GLint layer = luaL_checkinteger(L, 5);
+ GLenum access = luaL_checkinteger(L, 6);
+ GLenum format = luaL_checkinteger(L, 7);
+ glBindImageTexture(unit, texture, level, layered, layer, access, format);
+ return 0;
+}
+
+
+int glBindProgramPipeline_bind(lua_State *L)
+{
+ GLuint pipeline = luaL_checkinteger(L, 1);
+ glBindProgramPipeline(pipeline);
+ return 0;
+}
+
+
+int glBindRenderbuffer_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint renderbuffer = luaL_checkinteger(L, 2);
+ glBindRenderbuffer(target, renderbuffer);
+ return 0;
+}
+
+
+int glBindSampler_bind(lua_State *L)
+{
+ GLuint unit = luaL_checkinteger(L, 1);
+ GLuint sampler = luaL_checkinteger(L, 2);
+ glBindSampler(unit, sampler);
+ return 0;
+}
+
+
+int glBindTexture_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint texture = luaL_checkinteger(L, 2);
+ glBindTexture(target, texture);
+ return 0;
+}
+
+
+int glBindTextureUnit_bind(lua_State *L)
+{
+ GLuint unit = luaL_checkinteger(L, 1);
+ GLuint texture = luaL_checkinteger(L, 2);
+ glBindTextureUnit(unit, texture);
+ return 0;
+}
+
+
+int glBindTransformFeedback_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint id = luaL_checkinteger(L, 2);
+ glBindTransformFeedback(target, id);
+ return 0;
+}
+
+
+int glBindVertexArray_bind(lua_State *L)
+{
+ GLuint array = luaL_checkinteger(L, 1);
+ glBindVertexArray(array);
+ return 0;
+}
+
+
+int glBindVertexBuffer_bind(lua_State *L)
+{
+ GLuint bindingindex = luaL_checkinteger(L, 1);
+ GLuint buffer = luaL_checkinteger(L, 2);
+ GLintptr offset = luaL_checkinteger(L, 3);
+ GLsizei stride = luaL_checkinteger(L, 4);
+ glBindVertexBuffer(bindingindex, buffer, offset, stride);
+ return 0;
+}
+
+
+int glBlendColor_bind(lua_State *L)
+{
+ GLfloat red = luaL_checknumber(L, 1);
+ GLfloat green = luaL_checknumber(L, 2);
+ GLfloat blue = luaL_checknumber(L, 3);
+ GLfloat alpha = luaL_checknumber(L, 4);
+ glBlendColor(red, green, blue, alpha);
+ return 0;
+}
+
+
+int glBlendEquation_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ glBlendEquation(mode);
+ return 0;
+}
+
+
+int glBlendEquationi_bind(lua_State *L)
+{
+ GLuint buf = luaL_checkinteger(L, 1);
+ GLenum mode = luaL_checkinteger(L, 2);
+ glBlendEquationi(buf, mode);
+ return 0;
+}
+
+
+int glBlendEquationSeparate_bind(lua_State *L)
+{
+ GLenum modeRGB = luaL_checkinteger(L, 1);
+ GLenum modeAlpha = luaL_checkinteger(L, 2);
+ glBlendEquationSeparate(modeRGB, modeAlpha);
+ return 0;
+}
+
+
+int glBlendEquationSeparatei_bind(lua_State *L)
+{
+ GLuint buf = luaL_checkinteger(L, 1);
+ GLenum modeRGB = luaL_checkinteger(L, 2);
+ GLenum modeAlpha = luaL_checkinteger(L, 3);
+ glBlendEquationSeparatei(buf, modeRGB, modeAlpha);
+ return 0;
+}
+
+
+int glBlendFunc_bind(lua_State *L)
+{
+ GLenum sfactor = luaL_checkinteger(L, 1);
+ GLenum dfactor = luaL_checkinteger(L, 2);
+ glBlendFunc(sfactor, dfactor);
+ return 0;
+}
+
+
+int glBlendFunci_bind(lua_State *L)
+{
+ GLuint buf = luaL_checkinteger(L, 1);
+ GLenum sfactor = luaL_checkinteger(L, 2);
+ GLenum dfactor = luaL_checkinteger(L, 3);
+ glBlendFunci(buf, sfactor, dfactor);
+ return 0;
+}
+
+
+int glBlendFuncSeparate_bind(lua_State *L)
+{
+ GLenum srcRGB = luaL_checkinteger(L, 1);
+ GLenum dstRGB = luaL_checkinteger(L, 2);
+ GLenum srcAlpha = luaL_checkinteger(L, 3);
+ GLenum dstAlpha = luaL_checkinteger(L, 4);
+ glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
+ return 0;
+}
+
+
+int glBlendFuncSeparatei_bind(lua_State *L)
+{
+ GLuint buf = luaL_checkinteger(L, 1);
+ GLenum srcRGB = luaL_checkinteger(L, 2);
+ GLenum dstRGB = luaL_checkinteger(L, 3);
+ GLenum srcAlpha = luaL_checkinteger(L, 4);
+ GLenum dstAlpha = luaL_checkinteger(L, 5);
+ glBlendFuncSeparatei(buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
+ return 0;
+}
+
+
+int glBlitFramebuffer_bind(lua_State *L)
+{
+ GLint srcX0 = luaL_checkinteger(L, 1);
+ GLint srcY0 = luaL_checkinteger(L, 2);
+ GLint srcX1 = luaL_checkinteger(L, 3);
+ GLint srcY1 = luaL_checkinteger(L, 4);
+ GLint dstX0 = luaL_checkinteger(L, 5);
+ GLint dstY0 = luaL_checkinteger(L, 6);
+ GLint dstX1 = luaL_checkinteger(L, 7);
+ GLint dstY1 = luaL_checkinteger(L, 8);
+ GLbitfield mask = luaL_checkinteger(L, 9);
+ GLenum filter = luaL_checkinteger(L, 10);
+ glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
+ return 0;
+}
+
+
+int glBlitNamedFramebuffer_bind(lua_State *L)
+{
+ GLuint readFramebuffer = luaL_checkinteger(L, 1);
+ GLuint drawFramebuffer = luaL_checkinteger(L, 2);
+ GLint srcX0 = luaL_checkinteger(L, 3);
+ GLint srcY0 = luaL_checkinteger(L, 4);
+ GLint srcX1 = luaL_checkinteger(L, 5);
+ GLint srcY1 = luaL_checkinteger(L, 6);
+ GLint dstX0 = luaL_checkinteger(L, 7);
+ GLint dstY0 = luaL_checkinteger(L, 8);
+ GLint dstX1 = luaL_checkinteger(L, 9);
+ GLint dstY1 = luaL_checkinteger(L, 10);
+ GLbitfield mask = luaL_checkinteger(L, 11);
+ GLenum filter = luaL_checkinteger(L, 12);
+ glBlitNamedFramebuffer(readFramebuffer, drawFramebuffer, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
+ return 0;
+}
+
+
+int glBufferData_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLsizeiptr size = luaL_checkinteger(L, 2);
+ const void * data = get: const void *
+ GLenum usage = luaL_checkinteger(L, 4);
+ glBufferData(target, size, data, usage);
+ return 0;
+}
+
+
+int glBufferStorage_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLsizeiptr size = luaL_checkinteger(L, 2);
+ const void * data = get: const void *
+ GLbitfield flags = luaL_checkinteger(L, 4);
+ glBufferStorage(target, size, data, flags);
+ return 0;
+}
+
+
+int glBufferSubData_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLintptr offset = luaL_checkinteger(L, 2);
+ GLsizeiptr size = luaL_checkinteger(L, 3);
+ const void * data = get: const void *
+ glBufferSubData(target, offset, size, data);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/c b/src/opengl/bind/c
new file mode 100644
index 0000000..a53aa8f
--- /dev/null
+++ b/src/opengl/bind/c
@@ -0,0 +1,31 @@
+GLenum glCheckFramebufferStatus( GLenum target);
+GLenum glCheckNamedFramebufferStatus( GLuint framebuffer, GLenum target);
+void glClampColor( GLenum target, GLenum clamp);
+void glClear( GLbitfield mask);
+void glClearBufferiv( GLenum buffer, GLint drawbuffer, const GLint * value);
+void glClearBufferuiv( GLenum buffer, GLint drawbuffer, const GLuint * value);
+void glClearBufferfv( GLenum buffer, GLint drawbuffer, const GLfloat * value);
+void glClearBufferfi( GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
+void glClearStencil( GLint s);
+GLenum glClientWaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout);
+void glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+void glColorMaski( GLuint buf, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+void glCompileShader( GLuint shader);
+void glCompressedTexImage1D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * data);
+void glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data);
+void glCompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * data);
+void glCompressedTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void * data);
+void glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data);
+void glCompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * data);
+void glCopyBufferSubData( GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+void glCopyBufferSubData( GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+void glCopyTexImage1D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
+void glCopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+void glCopyTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
+void glCopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+void glCopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+GLuint glCreateProgram( void);
+GLuint glCreateShader( GLenum shaderType);
+GLuint glCreateShaderProgramv( GLenum type, GLsizei count, const char **strings);
+void glCullFace( GLenum mode);
+
diff --git a/src/opengl/bind/c.bind b/src/opengl/bind/c.bind
new file mode 100644
index 0000000..1cf6e80
--- /dev/null
+++ b/src/opengl/bind/c.bind
@@ -0,0 +1,354 @@
+int glCheckFramebufferStatus_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum bind_result = glCheckFramebufferStatus(target);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glCheckNamedFramebufferStatus_bind(lua_State *L)
+{
+ GLuint framebuffer = luaL_checkinteger(L, 1);
+ GLenum target = luaL_checkinteger(L, 2);
+ GLenum bind_result = glCheckNamedFramebufferStatus(framebuffer, target);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glClampColor_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum clamp = luaL_checkinteger(L, 2);
+ glClampColor(target, clamp);
+ return 0;
+}
+
+
+int glClear_bind(lua_State *L)
+{
+ GLbitfield mask = luaL_checkinteger(L, 1);
+ glClear(mask);
+ return 0;
+}
+
+
+int glClearBufferiv_bind(lua_State *L)
+{
+ GLenum buffer = luaL_checkinteger(L, 1);
+ GLint drawbuffer = luaL_checkinteger(L, 2);
+ const GLint * value = get: const GLint *
+ glClearBufferiv(buffer, drawbuffer, value);
+ return 0;
+}
+
+
+int glClearBufferuiv_bind(lua_State *L)
+{
+ GLenum buffer = luaL_checkinteger(L, 1);
+ GLint drawbuffer = luaL_checkinteger(L, 2);
+ const GLuint * value = get: const GLuint *
+ glClearBufferuiv(buffer, drawbuffer, value);
+ return 0;
+}
+
+
+int glClearBufferfv_bind(lua_State *L)
+{
+ GLenum buffer = luaL_checkinteger(L, 1);
+ GLint drawbuffer = luaL_checkinteger(L, 2);
+ const GLfloat * value = get: const GLfloat *
+ glClearBufferfv(buffer, drawbuffer, value);
+ return 0;
+}
+
+
+int glClearBufferfi_bind(lua_State *L)
+{
+ GLenum buffer = luaL_checkinteger(L, 1);
+ GLint drawbuffer = luaL_checkinteger(L, 2);
+ GLfloat depth = luaL_checknumber(L, 3);
+ GLint stencil = luaL_checkinteger(L, 4);
+ glClearBufferfi(buffer, drawbuffer, depth, stencil);
+ return 0;
+}
+
+
+int glClearStencil_bind(lua_State *L)
+{
+ GLint s = luaL_checkinteger(L, 1);
+ glClearStencil(s);
+ return 0;
+}
+
+
+int glClientWaitSync_bind(lua_State *L)
+{
+ GLsync sync = luaL_checkinteger(L, 1);
+ GLbitfield flags = luaL_checkinteger(L, 2);
+ GLuint64 timeout = luaL_checkinteger(L, 3);
+ GLenum bind_result = glClientWaitSync(sync, flags, timeout);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glColorMask_bind(lua_State *L)
+{
+ GLboolean red = get: GLboolean
+ GLboolean green = get: GLboolean
+ GLboolean blue = get: GLboolean
+ GLboolean alpha = get: GLboolean
+ glColorMask(red, green, blue, alpha);
+ return 0;
+}
+
+
+int glColorMaski_bind(lua_State *L)
+{
+ GLuint buf = luaL_checkinteger(L, 1);
+ GLboolean red = get: GLboolean
+ GLboolean green = get: GLboolean
+ GLboolean blue = get: GLboolean
+ GLboolean alpha = get: GLboolean
+ glColorMaski(buf, red, green, blue, alpha);
+ return 0;
+}
+
+
+int glCompileShader_bind(lua_State *L)
+{
+ GLuint shader = luaL_checkinteger(L, 1);
+ glCompileShader(shader);
+ return 0;
+}
+
+
+int glCompressedTexImage1D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLenum internalformat = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLint border = luaL_checkinteger(L, 5);
+ GLsizei imageSize = luaL_checkinteger(L, 6);
+ const void * data = get: const void *
+ glCompressedTexImage1D(target, level, internalformat, width, border, imageSize, data);
+ return 0;
+}
+
+
+int glCompressedTexImage2D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLenum internalformat = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLsizei height = luaL_checkinteger(L, 5);
+ GLint border = luaL_checkinteger(L, 6);
+ GLsizei imageSize = luaL_checkinteger(L, 7);
+ const void * data = get: const void *
+ glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
+ return 0;
+}
+
+
+int glCompressedTexImage3D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLenum internalformat = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLsizei height = luaL_checkinteger(L, 5);
+ GLsizei depth = luaL_checkinteger(L, 6);
+ GLint border = luaL_checkinteger(L, 7);
+ GLsizei imageSize = luaL_checkinteger(L, 8);
+ const void * data = get: const void *
+ glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);
+ return 0;
+}
+
+
+int glCompressedTexSubImage1D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint xoffset = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLenum format = luaL_checkinteger(L, 5);
+ GLsizei imageSize = luaL_checkinteger(L, 6);
+ const void * data = get: const void *
+ glCompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);
+ return 0;
+}
+
+
+int glCompressedTexSubImage2D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint xoffset = luaL_checkinteger(L, 3);
+ GLint yoffset = luaL_checkinteger(L, 4);
+ GLsizei width = luaL_checkinteger(L, 5);
+ GLsizei height = luaL_checkinteger(L, 6);
+ GLenum format = luaL_checkinteger(L, 7);
+ GLsizei imageSize = luaL_checkinteger(L, 8);
+ const void * data = get: const void *
+ glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
+ return 0;
+}
+
+
+int glCompressedTexSubImage3D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint xoffset = luaL_checkinteger(L, 3);
+ GLint yoffset = luaL_checkinteger(L, 4);
+ GLint zoffset = luaL_checkinteger(L, 5);
+ GLsizei width = luaL_checkinteger(L, 6);
+ GLsizei height = luaL_checkinteger(L, 7);
+ GLsizei depth = luaL_checkinteger(L, 8);
+ GLenum format = luaL_checkinteger(L, 9);
+ GLsizei imageSize = luaL_checkinteger(L, 10);
+ const void * data = get: const void *
+ glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
+ return 0;
+}
+
+
+int glCopyBufferSubData_bind(lua_State *L)
+{
+ GLenum readTarget = luaL_checkinteger(L, 1);
+ GLenum writeTarget = luaL_checkinteger(L, 2);
+ GLintptr readOffset = luaL_checkinteger(L, 3);
+ GLintptr writeOffset = luaL_checkinteger(L, 4);
+ GLsizeiptr size = luaL_checkinteger(L, 5);
+ glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
+ return 0;
+}
+
+
+int glCopyBufferSubData_bind(lua_State *L)
+{
+ GLenum readTarget = luaL_checkinteger(L, 1);
+ GLenum writeTarget = luaL_checkinteger(L, 2);
+ GLintptr readOffset = luaL_checkinteger(L, 3);
+ GLintptr writeOffset = luaL_checkinteger(L, 4);
+ GLsizeiptr size = luaL_checkinteger(L, 5);
+ glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
+ return 0;
+}
+
+
+int glCopyTexImage1D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLenum internalformat = luaL_checkinteger(L, 3);
+ GLint x = luaL_checkinteger(L, 4);
+ GLint y = luaL_checkinteger(L, 5);
+ GLsizei width = luaL_checkinteger(L, 6);
+ GLint border = luaL_checkinteger(L, 7);
+ glCopyTexImage1D(target, level, internalformat, x, y, width, border);
+ return 0;
+}
+
+
+int glCopyTexImage2D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLenum internalformat = luaL_checkinteger(L, 3);
+ GLint x = luaL_checkinteger(L, 4);
+ GLint y = luaL_checkinteger(L, 5);
+ GLsizei width = luaL_checkinteger(L, 6);
+ GLsizei height = luaL_checkinteger(L, 7);
+ GLint border = luaL_checkinteger(L, 8);
+ glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
+ return 0;
+}
+
+
+int glCopyTexSubImage1D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint xoffset = luaL_checkinteger(L, 3);
+ GLint x = luaL_checkinteger(L, 4);
+ GLint y = luaL_checkinteger(L, 5);
+ GLsizei width = luaL_checkinteger(L, 6);
+ glCopyTexSubImage1D(target, level, xoffset, x, y, width);
+ return 0;
+}
+
+
+int glCopyTexSubImage2D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint xoffset = luaL_checkinteger(L, 3);
+ GLint yoffset = luaL_checkinteger(L, 4);
+ GLint x = luaL_checkinteger(L, 5);
+ GLint y = luaL_checkinteger(L, 6);
+ GLsizei width = luaL_checkinteger(L, 7);
+ GLsizei height = luaL_checkinteger(L, 8);
+ glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
+ return 0;
+}
+
+
+int glCopyTexSubImage3D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint xoffset = luaL_checkinteger(L, 3);
+ GLint yoffset = luaL_checkinteger(L, 4);
+ GLint zoffset = luaL_checkinteger(L, 5);
+ GLint x = luaL_checkinteger(L, 6);
+ GLint y = luaL_checkinteger(L, 7);
+ GLsizei width = luaL_checkinteger(L, 8);
+ GLsizei height = luaL_checkinteger(L, 9);
+ glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
+ return 0;
+}
+
+
+int glCreateProgram_bind(lua_State *L)
+{
+ void = get:
+ GLuint bind_result = glCreateProgram(void);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glCreateShader_bind(lua_State *L)
+{
+ GLenum shaderType = luaL_checkinteger(L, 1);
+ GLuint bind_result = glCreateShader(shaderType);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glCreateShaderProgramv_bind(lua_State *L)
+{
+ GLenum type = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const char ** strings = get: const char **
+ GLuint bind_result = glCreateShaderProgramv(type, count, strings);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glCullFace_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ glCullFace(mode);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/d b/src/opengl/bind/d
new file mode 100644
index 0000000..1437c2e
--- /dev/null
+++ b/src/opengl/bind/d
@@ -0,0 +1,36 @@
+void glDeleteBuffers( GLsizei n, const GLuint * buffers);
+void glDeleteFramebuffers( GLsizei n, GLuint *framebuffers);
+void glDeleteProgram( GLuint program);
+void glDeleteProgramPipelines( GLsizei n, const GLuint *pipelines);
+void glDeleteQueries( GLsizei n, const GLuint * ids);
+void glDeleteRenderbuffers( GLsizei n, GLuint *renderbuffers);
+void glDeleteSamplers( GLsizei n, const GLuint * samplers);
+void glDeleteShader( GLuint shader);
+void glDeleteSync( GLsync sync);
+void glDeleteTextures( GLsizei n, const GLuint * textures);
+void glDeleteTransformFeedbacks( GLsizei n, const GLuint *ids);
+void glDeleteVertexArrays( GLsizei n, const GLuint *arrays);
+void glDepthFunc( GLenum func);
+void glDepthMask( GLboolean flag);
+void glDepthRange( GLdouble nearVal, GLdouble farVal);
+void glDepthRangef( GLfloat nearVal, GLfloat farVal);
+void glDepthRangeArrayv( GLuint first, GLsizei count, const GLdouble *v);
+void glDepthRangeIndexed( GLuint index, GLdouble nearVal, GLdouble farVal);
+void glDetachShader( GLuint program, GLuint shader);
+void glDisable( GLenum cap);
+void glDisablei( GLenum cap, GLuint index);
+void glDisableVertexAttribArray( GLuint index);
+void glDrawArrays( GLenum mode, GLint first, GLsizei count);
+void glDrawArraysIndirect( GLenum mode, const void *indirect);
+void glDrawArraysInstanced( GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
+void glDrawBuffer( GLenum buf);
+void glDrawBuffers( GLsizei n, const GLenum *bufs);
+void glDrawElements( GLenum mode, GLsizei count, GLenum type, const void * indices);
+void glDrawElementsBaseVertex( GLenum mode, GLsizei count, GLenum type, void *indices, GLint basevertex);
+void glDrawElementsIndirect( GLenum mode, GLenum type, const void *indirect);
+void glDrawElementsInstanced( GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount);
+void glDrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices);
+void glDrawRangeElementsBaseVertex( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices, GLint basevertex);
+void glDrawTransformFeedback( GLenum mode, GLuint id);
+void glDrawTransformFeedbackStream( GLenum mode, GLuint id, GLuint stream);
+
diff --git a/src/opengl/bind/d.bind b/src/opengl/bind/d.bind
new file mode 100644
index 0000000..b307029
--- /dev/null
+++ b/src/opengl/bind/d.bind
@@ -0,0 +1,331 @@
+int glDeleteBuffers_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ const GLuint * buffers = get: const GLuint *
+ glDeleteBuffers(n, buffers);
+ return 0;
+}
+
+
+int glDeleteFramebuffers_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ GLuint * framebuffers = get: GLuint *
+ glDeleteFramebuffers(n, framebuffers);
+ return 0;
+}
+
+
+int glDeleteProgram_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ glDeleteProgram(program);
+ return 0;
+}
+
+
+int glDeleteProgramPipelines_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ const GLuint * pipelines = get: const GLuint *
+ glDeleteProgramPipelines(n, pipelines);
+ return 0;
+}
+
+
+int glDeleteQueries_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ const GLuint * ids = get: const GLuint *
+ glDeleteQueries(n, ids);
+ return 0;
+}
+
+
+int glDeleteRenderbuffers_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ GLuint * renderbuffers = get: GLuint *
+ glDeleteRenderbuffers(n, renderbuffers);
+ return 0;
+}
+
+
+int glDeleteSamplers_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ const GLuint * samplers = get: const GLuint *
+ glDeleteSamplers(n, samplers);
+ return 0;
+}
+
+
+int glDeleteShader_bind(lua_State *L)
+{
+ GLuint shader = luaL_checkinteger(L, 1);
+ glDeleteShader(shader);
+ return 0;
+}
+
+
+int glDeleteSync_bind(lua_State *L)
+{
+ GLsync sync = luaL_checkinteger(L, 1);
+ glDeleteSync(sync);
+ return 0;
+}
+
+
+int glDeleteTextures_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ const GLuint * textures = get: const GLuint *
+ glDeleteTextures(n, textures);
+ return 0;
+}
+
+
+int glDeleteTransformFeedbacks_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ const GLuint * ids = get: const GLuint *
+ glDeleteTransformFeedbacks(n, ids);
+ return 0;
+}
+
+
+int glDeleteVertexArrays_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ const GLuint * arrays = get: const GLuint *
+ glDeleteVertexArrays(n, arrays);
+ return 0;
+}
+
+
+int glDepthFunc_bind(lua_State *L)
+{
+ GLenum func = luaL_checkinteger(L, 1);
+ glDepthFunc(func);
+ return 0;
+}
+
+
+int glDepthMask_bind(lua_State *L)
+{
+ GLboolean flag = get: GLboolean
+ glDepthMask(flag);
+ return 0;
+}
+
+
+int glDepthRange_bind(lua_State *L)
+{
+ GLdouble nearVal = luaL_checknumber(L, 1);
+ GLdouble farVal = luaL_checknumber(L, 2);
+ glDepthRange(nearVal, farVal);
+ return 0;
+}
+
+
+int glDepthRangef_bind(lua_State *L)
+{
+ GLfloat nearVal = luaL_checknumber(L, 1);
+ GLfloat farVal = luaL_checknumber(L, 2);
+ glDepthRangef(nearVal, farVal);
+ return 0;
+}
+
+
+int glDepthRangeArrayv_bind(lua_State *L)
+{
+ GLuint first = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLdouble * v = get: const GLdouble *
+ glDepthRangeArrayv(first, count, v);
+ return 0;
+}
+
+
+int glDepthRangeIndexed_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble nearVal = luaL_checknumber(L, 2);
+ GLdouble farVal = luaL_checknumber(L, 3);
+ glDepthRangeIndexed(index, nearVal, farVal);
+ return 0;
+}
+
+
+int glDetachShader_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLuint shader = luaL_checkinteger(L, 2);
+ glDetachShader(program, shader);
+ return 0;
+}
+
+
+int glDisable_bind(lua_State *L)
+{
+ GLenum cap = luaL_checkinteger(L, 1);
+ glDisable(cap);
+ return 0;
+}
+
+
+int glDisablei_bind(lua_State *L)
+{
+ GLenum cap = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ glDisablei(cap, index);
+ return 0;
+}
+
+
+int glDisableVertexAttribArray_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ glDisableVertexAttribArray(index);
+ return 0;
+}
+
+
+int glDrawArrays_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ GLint first = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ glDrawArrays(mode, first, count);
+ return 0;
+}
+
+
+int glDrawArraysIndirect_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ const void * indirect = get: const void *
+ glDrawArraysIndirect(mode, indirect);
+ return 0;
+}
+
+
+int glDrawArraysInstanced_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ GLint first = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ GLsizei instancecount = luaL_checkinteger(L, 4);
+ glDrawArraysInstanced(mode, first, count, instancecount);
+ return 0;
+}
+
+
+int glDrawBuffer_bind(lua_State *L)
+{
+ GLenum buf = luaL_checkinteger(L, 1);
+ glDrawBuffer(buf);
+ return 0;
+}
+
+
+int glDrawBuffers_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ const GLenum * bufs = get: const GLenum *
+ glDrawBuffers(n, bufs);
+ return 0;
+}
+
+
+int glDrawElements_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ GLenum type = luaL_checkinteger(L, 3);
+ const void * indices = get: const void *
+ glDrawElements(mode, count, type, indices);
+ return 0;
+}
+
+
+int glDrawElementsBaseVertex_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ GLenum type = luaL_checkinteger(L, 3);
+ void * indices = get: void *
+ GLint basevertex = luaL_checkinteger(L, 5);
+ glDrawElementsBaseVertex(mode, count, type, indices, basevertex);
+ return 0;
+}
+
+
+int glDrawElementsIndirect_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ GLenum type = luaL_checkinteger(L, 2);
+ const void * indirect = get: const void *
+ glDrawElementsIndirect(mode, type, indirect);
+ return 0;
+}
+
+
+int glDrawElementsInstanced_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ GLenum type = luaL_checkinteger(L, 3);
+ const void * indices = get: const void *
+ GLsizei instancecount = luaL_checkinteger(L, 5);
+ glDrawElementsInstanced(mode, count, type, indices, instancecount);
+ return 0;
+}
+
+
+int glDrawRangeElements_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ GLuint start = luaL_checkinteger(L, 2);
+ GLuint end = luaL_checkinteger(L, 3);
+ GLsizei count = luaL_checkinteger(L, 4);
+ GLenum type = luaL_checkinteger(L, 5);
+ const void * indices = get: const void *
+ glDrawRangeElements(mode, start, end, count, type, indices);
+ return 0;
+}
+
+
+int glDrawRangeElementsBaseVertex_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ GLuint start = luaL_checkinteger(L, 2);
+ GLuint end = luaL_checkinteger(L, 3);
+ GLsizei count = luaL_checkinteger(L, 4);
+ GLenum type = luaL_checkinteger(L, 5);
+ void * indices = get: void *
+ GLint basevertex = luaL_checkinteger(L, 7);
+ glDrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
+ return 0;
+}
+
+
+int glDrawTransformFeedback_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ GLuint id = luaL_checkinteger(L, 2);
+ glDrawTransformFeedback(mode, id);
+ return 0;
+}
+
+
+int glDrawTransformFeedbackStream_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ GLuint id = luaL_checkinteger(L, 2);
+ GLuint stream = luaL_checkinteger(L, 3);
+ glDrawTransformFeedbackStream(mode, id, stream);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/e b/src/opengl/bind/e
new file mode 100644
index 0000000..4502836
--- /dev/null
+++ b/src/opengl/bind/e
@@ -0,0 +1,7 @@
+void glEnable( GLenum cap);
+void glEnablei( GLenum cap, GLuint index);
+void glEnableVertexAttribArray( GLuint index);
+void glEndConditionalRender( void);
+void glEndQuery( GLenum target);
+void glEndQueryIndexed( GLenum target, GLuint index);
+void glEndTransformFeedback();
diff --git a/src/opengl/bind/e.bind b/src/opengl/bind/e.bind
new file mode 100644
index 0000000..50332d5
--- /dev/null
+++ b/src/opengl/bind/e.bind
@@ -0,0 +1,57 @@
+int glEnable_bind(lua_State *L)
+{
+ GLenum cap = luaL_checkinteger(L, 1);
+ glEnable(cap);
+ return 0;
+}
+
+
+int glEnablei_bind(lua_State *L)
+{
+ GLenum cap = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ glEnablei(cap, index);
+ return 0;
+}
+
+
+int glEnableVertexAttribArray_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ glEnableVertexAttribArray(index);
+ return 0;
+}
+
+
+int glEndConditionalRender_bind(lua_State *L)
+{
+ void = get:
+ glEndConditionalRender(void);
+ return 0;
+}
+
+
+int glEndQuery_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ glEndQuery(target);
+ return 0;
+}
+
+
+int glEndQueryIndexed_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ glEndQueryIndexed(target, index);
+ return 0;
+}
+
+
+int glEndTransformFeedback_bind(lua_State *L)
+{
+ glEndTransformFeedback();
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/f b/src/opengl/bind/f
new file mode 100644
index 0000000..63b8140
--- /dev/null
+++ b/src/opengl/bind/f
@@ -0,0 +1,11 @@
+GLsync glFenceSync( GLenum condition, GLbitfield flags);
+void glFinish( void);
+void glFlush( void);
+void glFlushMappedBufferRange( GLenum target, GLintptr offset, GLsizeiptr length);
+void glFramebufferRenderbuffer( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+void glFramebufferTexture( GLenum target, GLenum attachment, GLuint texture, GLint level);
+void glFramebufferTexture1D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+void glFramebufferTexture2D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+void glFramebufferTexture3D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer);
+void glFramebufferTextureLayer( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
+void glFrontFace( GLenum mode);
diff --git a/src/opengl/bind/f.bind b/src/opengl/bind/f.bind
new file mode 100644
index 0000000..de6a297
--- /dev/null
+++ b/src/opengl/bind/f.bind
@@ -0,0 +1,115 @@
+int glFenceSync_bind(lua_State *L)
+{
+ GLenum condition = luaL_checkinteger(L, 1);
+ GLbitfield flags = luaL_checkinteger(L, 2);
+ GLsync bind_result = glFenceSync(condition, flags);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glFinish_bind(lua_State *L)
+{
+ void = get:
+ glFinish(void);
+ return 0;
+}
+
+
+int glFlush_bind(lua_State *L)
+{
+ void = get:
+ glFlush(void);
+ return 0;
+}
+
+
+int glFlushMappedBufferRange_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLintptr offset = luaL_checkinteger(L, 2);
+ GLsizeiptr length = luaL_checkinteger(L, 3);
+ glFlushMappedBufferRange(target, offset, length);
+ return 0;
+}
+
+
+int glFramebufferRenderbuffer_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum attachment = luaL_checkinteger(L, 2);
+ GLenum renderbuffertarget = luaL_checkinteger(L, 3);
+ GLuint renderbuffer = luaL_checkinteger(L, 4);
+ glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
+ return 0;
+}
+
+
+int glFramebufferTexture_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum attachment = luaL_checkinteger(L, 2);
+ GLuint texture = luaL_checkinteger(L, 3);
+ GLint level = luaL_checkinteger(L, 4);
+ glFramebufferTexture(target, attachment, texture, level);
+ return 0;
+}
+
+
+int glFramebufferTexture1D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum attachment = luaL_checkinteger(L, 2);
+ GLenum textarget = luaL_checkinteger(L, 3);
+ GLuint texture = luaL_checkinteger(L, 4);
+ GLint level = luaL_checkinteger(L, 5);
+ glFramebufferTexture1D(target, attachment, textarget, texture, level);
+ return 0;
+}
+
+
+int glFramebufferTexture2D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum attachment = luaL_checkinteger(L, 2);
+ GLenum textarget = luaL_checkinteger(L, 3);
+ GLuint texture = luaL_checkinteger(L, 4);
+ GLint level = luaL_checkinteger(L, 5);
+ glFramebufferTexture2D(target, attachment, textarget, texture, level);
+ return 0;
+}
+
+
+int glFramebufferTexture3D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum attachment = luaL_checkinteger(L, 2);
+ GLenum textarget = luaL_checkinteger(L, 3);
+ GLuint texture = luaL_checkinteger(L, 4);
+ GLint level = luaL_checkinteger(L, 5);
+ GLint layer = luaL_checkinteger(L, 6);
+ glFramebufferTexture3D(target, attachment, textarget, texture, level, layer);
+ return 0;
+}
+
+
+int glFramebufferTextureLayer_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum attachment = luaL_checkinteger(L, 2);
+ GLuint texture = luaL_checkinteger(L, 3);
+ GLint level = luaL_checkinteger(L, 4);
+ GLint layer = luaL_checkinteger(L, 5);
+ glFramebufferTextureLayer(target, attachment, texture, level, layer);
+ return 0;
+}
+
+
+int glFrontFace_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ glFrontFace(mode);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/g b/src/opengl/bind/g
new file mode 100644
index 0000000..bc61f25
--- /dev/null
+++ b/src/opengl/bind/g
@@ -0,0 +1,88 @@
+void glGenBuffers( GLsizei n, GLuint * buffers);
+void glGenerateMipmap( GLenum target);
+void glGenFramebuffers( GLsizei n, GLuint *ids);
+void glGenProgramPipelines( GLsizei n, GLuint *pipelines);
+void glGenQueries( GLsizei n, GLuint * ids);
+void glGenRenderbuffers( GLsizei n, GLuint *renderbuffers);
+void glGenSamplers( GLsizei n, GLuint *samplers);
+void glGenTextures( GLsizei n, GLuint * textures);
+void glGenTransformFeedbacks( GLsizei n, GLuint *ids);
+void glGenVertexArrays( GLsizei n, GLuint *arrays);
+void glGetBooleanv( GLenum pname, GLboolean * data);
+void glGetDoublev( GLenum pname, GLdouble * data);
+void glGetFloatv( GLenum pname, GLfloat * data);
+void glGetIntegerv( GLenum pname, GLint * data);
+void glGetInteger64v( GLenum pname, GLint64 * data);
+void glGetBooleani_v( GLenum target, GLuint index, GLboolean * data);
+void glGetIntegeri_v( GLenum target, GLuint index, GLint * data);
+void glGetFloati_v( GLenum target, GLuint index, GLfloat * data);
+void glGetDoublei_v( GLenum target, GLuint index, GLdouble * data);
+void glGetInteger64i_v( GLenum target, GLuint index, GLint64 * data);
+void glGetActiveAttrib( GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+void glGetActiveSubroutineName( GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
+void glGetActiveSubroutineUniformiv( GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
+void glGetActiveSubroutineUniformName( GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
+void glGetActiveUniform( GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+void glGetActiveUniformBlockiv( GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
+void glGetActiveUniformBlockName( GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
+void glGetActiveUniformName( GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
+void glGetActiveUniformsiv( GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
+void glGetAttachedShaders( GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
+GLint glGetAttribLocation( GLuint program, const GLchar *name);
+void glGetBufferParameteriv( GLenum target, GLenum value, GLint * data);
+void glGetBufferParameteri64v( GLenum target, GLenum value, GLint64 * data);
+void glGetBufferPointerv( GLenum target, GLenum pname, void ** params);
+void glGetBufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, void * data);
+void glGetCompressedTexImage( GLenum target, GLint level, void * pixels);
+GLenum glGetError( void);
+GLint glGetFragDataIndex( GLuint program, const char * name);
+GLint glGetFragDataLocation( GLuint program, const char * name);
+void glGetFramebufferAttachmentParameteriv( GLenum target, GLenum attachment, GLenum pname, GLint *params);
+void glGetMultisamplefv( GLenum pname, GLuint index, GLfloat *val);
+void glGetUniformfv( GLuint program, GLint location, GLfloat *params);
+void glGetUniformiv( GLuint program, GLint location, GLint *params);
+void glGetUniformuiv( GLuint program, GLint location, GLuint *params);
+void glGetUniformdv( GLuint program, GLint location, GLdouble *params);
+void glGetProgramiv( GLuint program, GLenum pname, GLint *params);
+void glGetProgramBinary( GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary);
+void glGetProgramInfoLog( GLuint program, GLsizei maxLength, GLsizei *length, GLchar *infoLog);
+void glGetProgramPipelineiv( GLuint pipeline, GLenum pname, GLint *params);
+void glGetProgramPipelineInfoLog( GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+void glGetProgramPipelineiv( GLuint pipeline, GLenum pname, GLint *params);
+void glGetProgramStageiv( GLuint program, GLenum shadertype, GLenum pname, GLint *values);
+void glGetQueryIndexediv( GLenum target, GLuint index, GLenum pname, GLint * params);
+void glGetQueryiv( GLenum target, GLenum pname, GLint * params);
+void glGetRenderbufferParameteriv( GLenum target, GLenum pname, GLint *params);
+void glGetSamplerParameterfv( GLuint sampler, GLenum pname, GLfloat * params);
+void glGetSamplerParameteriv( GLuint sampler, GLenum pname, GLint * params);
+void glGetSamplerParameterIiv( GLuint sampler, GLenum pname, GLint * params);
+void glGetSamplerParameterIuiv( GLuint sampler, GLenum pname, GLuint * params);
+void glGetShaderiv( GLuint shader, GLenum pname, GLint *params);
+void glGetShaderInfoLog( GLuint shader, GLsizei maxLength, GLsizei *length, GLchar *infoLog);
+void glGetShaderiv( GLuint shader, GLenum pname, GLint *params);
+void glGetShaderPrecisionFormat( GLenum shaderType, GLenum precisionType, GLint *range, GLint *precision);
+void glGetShaderSource( GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
+const GLubyte * glGetString(GLenum name);
+const GLubyte * glGetStringi(GLenum name, GLuint index);
+GLuint glGetSubroutineIndex( GLuint program, GLenum shadertype, const GLchar *name);
+GLint glGetSubroutineUniformLocation( GLuint program, GLenum shadertype, const GLchar *name);
+void glGetSynciv( GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
+void glGetTexImage( GLenum target, GLint level, GLenum format, GLenum type, void * pixels);
+void glGetTexLevelParameterfv( GLenum target, GLint level, GLenum pname, GLfloat * params);
+void glGetTexLevelParameteriv( GLenum target, GLint level, GLenum pname, GLint * params);
+void glGetTexParameterfv( GLenum target, GLenum pname, GLfloat * params);
+void glGetTexParameteriv( GLenum target, GLenum pname, GLint * params);
+void glGetTexParameterIiv( GLenum target, GLenum pname, GLint * params);
+void glGetTexParameterIuiv( GLenum target, GLenum pname, GLuint * params);
+void glGetTransformFeedbackVarying( GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, char *name);
+GLuint glGetUniformBlockIndex( GLuint program, const GLchar *uniformBlockName);
+void glGetUniformIndices( GLuint program, GLsizei uniformCount, const GLchar **uniformNames, GLuint *uniformIndices);
+GLint glGetUniformLocation( GLuint program, const GLchar *name);
+void glGetUniformSubroutineuiv( GLenum shadertype, GLint location, GLuint *values);
+void glGetVertexAttribdv( GLuint index, GLenum pname, GLdouble *params);
+void glGetVertexAttribfv( GLuint index, GLenum pname, GLfloat *params);
+void glGetVertexAttribiv( GLuint index, GLenum pname, GLint *params);
+void glGetVertexAttribIiv( GLuint index, GLenum pname, GLint *params);
+void glGetVertexAttribIuiv( GLuint index, GLenum pname, GLuint *params);
+void glGetVertexAttribLdv( GLuint index, GLenum pname, GLdouble *params);
+void glGetVertexAttribPointerv( GLuint index, GLenum pname, void **pointer);
diff --git a/src/opengl/bind/g.bind b/src/opengl/bind/g.bind
new file mode 100644
index 0000000..2c608b8
--- /dev/null
+++ b/src/opengl/bind/g.bind
@@ -0,0 +1,910 @@
+int glGenBuffers_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ GLuint * buffers = get: GLuint *
+ glGenBuffers(n, buffers);
+ return 0;
+}
+
+
+int glGenerateMipmap_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ glGenerateMipmap(target);
+ return 0;
+}
+
+
+int glGenFramebuffers_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ GLuint * ids = get: GLuint *
+ glGenFramebuffers(n, ids);
+ return 0;
+}
+
+
+int glGenProgramPipelines_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ GLuint * pipelines = get: GLuint *
+ glGenProgramPipelines(n, pipelines);
+ return 0;
+}
+
+
+int glGenQueries_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ GLuint * ids = get: GLuint *
+ glGenQueries(n, ids);
+ return 0;
+}
+
+
+int glGenRenderbuffers_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ GLuint * renderbuffers = get: GLuint *
+ glGenRenderbuffers(n, renderbuffers);
+ return 0;
+}
+
+
+int glGenSamplers_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ GLuint * samplers = get: GLuint *
+ glGenSamplers(n, samplers);
+ return 0;
+}
+
+
+int glGenTextures_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ GLuint * textures = get: GLuint *
+ glGenTextures(n, textures);
+ return 0;
+}
+
+
+int glGenTransformFeedbacks_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ GLuint * ids = get: GLuint *
+ glGenTransformFeedbacks(n, ids);
+ return 0;
+}
+
+
+int glGenVertexArrays_bind(lua_State *L)
+{
+ GLsizei n = luaL_checkinteger(L, 1);
+ GLuint * arrays = get: GLuint *
+ glGenVertexArrays(n, arrays);
+ return 0;
+}
+
+
+int glGetBooleanv_bind(lua_State *L)
+{
+ GLenum pname = luaL_checkinteger(L, 1);
+ GLboolean * data = get: GLboolean *
+ glGetBooleanv(pname, data);
+ return 0;
+}
+
+
+int glGetDoublev_bind(lua_State *L)
+{
+ GLenum pname = luaL_checkinteger(L, 1);
+ GLdouble * data = get: GLdouble *
+ glGetDoublev(pname, data);
+ return 0;
+}
+
+
+int glGetFloatv_bind(lua_State *L)
+{
+ GLenum pname = luaL_checkinteger(L, 1);
+ GLfloat * data = get: GLfloat *
+ glGetFloatv(pname, data);
+ return 0;
+}
+
+
+int glGetIntegerv_bind(lua_State *L)
+{
+ GLenum pname = luaL_checkinteger(L, 1);
+ GLint * data = get: GLint *
+ glGetIntegerv(pname, data);
+ return 0;
+}
+
+
+int glGetInteger64v_bind(lua_State *L)
+{
+ GLenum pname = luaL_checkinteger(L, 1);
+ GLint64 * data = get: GLint64 *
+ glGetInteger64v(pname, data);
+ return 0;
+}
+
+
+int glGetBooleani_v_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ GLboolean * data = get: GLboolean *
+ glGetBooleani_v(target, index, data);
+ return 0;
+}
+
+
+int glGetIntegeri_v_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ GLint * data = get: GLint *
+ glGetIntegeri_v(target, index, data);
+ return 0;
+}
+
+
+int glGetFloati_v_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ GLfloat * data = get: GLfloat *
+ glGetFloati_v(target, index, data);
+ return 0;
+}
+
+
+int glGetDoublei_v_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ GLdouble * data = get: GLdouble *
+ glGetDoublei_v(target, index, data);
+ return 0;
+}
+
+
+int glGetInteger64i_v_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ GLint64 * data = get: GLint64 *
+ glGetInteger64i_v(target, index, data);
+ return 0;
+}
+
+
+int glGetActiveAttrib_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ GLsizei bufSize = luaL_checkinteger(L, 3);
+ GLsizei * length = get: GLsizei *
+ GLint * size = get: GLint *
+ GLenum * type = get: GLenum *
+ GLchar * name = luaL_checkstring(L, 7);
+ glGetActiveAttrib(program, index, bufSize, length, size, type, name);
+ return 0;
+}
+
+
+int glGetActiveSubroutineName_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLenum shadertype = luaL_checkinteger(L, 2);
+ GLuint index = luaL_checkinteger(L, 3);
+ GLsizei bufSize = luaL_checkinteger(L, 4);
+ GLsizei * length = get: GLsizei *
+ GLchar * name = luaL_checkstring(L, 6);
+ glGetActiveSubroutineName(program, shadertype, index, bufSize, length, name);
+ return 0;
+}
+
+
+int glGetActiveSubroutineUniformiv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLenum shadertype = luaL_checkinteger(L, 2);
+ GLuint index = luaL_checkinteger(L, 3);
+ GLenum pname = luaL_checkinteger(L, 4);
+ GLint * values = get: GLint *
+ glGetActiveSubroutineUniformiv(program, shadertype, index, pname, values);
+ return 0;
+}
+
+
+int glGetActiveSubroutineUniformName_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLenum shadertype = luaL_checkinteger(L, 2);
+ GLuint index = luaL_checkinteger(L, 3);
+ GLsizei bufSize = luaL_checkinteger(L, 4);
+ GLsizei * length = get: GLsizei *
+ GLchar * name = luaL_checkstring(L, 6);
+ glGetActiveSubroutineUniformName(program, shadertype, index, bufSize, length, name);
+ return 0;
+}
+
+
+int glGetActiveUniform_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ GLsizei bufSize = luaL_checkinteger(L, 3);
+ GLsizei * length = get: GLsizei *
+ GLint * size = get: GLint *
+ GLenum * type = get: GLenum *
+ GLchar * name = luaL_checkstring(L, 7);
+ glGetActiveUniform(program, index, bufSize, length, size, type, name);
+ return 0;
+}
+
+
+int glGetActiveUniformBlockiv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLuint uniformBlockIndex = luaL_checkinteger(L, 2);
+ GLenum pname = luaL_checkinteger(L, 3);
+ GLint * params = get: GLint *
+ glGetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
+ return 0;
+}
+
+
+int glGetActiveUniformBlockName_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLuint uniformBlockIndex = luaL_checkinteger(L, 2);
+ GLsizei bufSize = luaL_checkinteger(L, 3);
+ GLsizei * length = get: GLsizei *
+ GLchar * uniformBlockName = luaL_checkstring(L, 5);
+ glGetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName);
+ return 0;
+}
+
+
+int glGetActiveUniformName_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLuint uniformIndex = luaL_checkinteger(L, 2);
+ GLsizei bufSize = luaL_checkinteger(L, 3);
+ GLsizei * length = get: GLsizei *
+ GLchar * uniformName = luaL_checkstring(L, 5);
+ glGetActiveUniformName(program, uniformIndex, bufSize, length, uniformName);
+ return 0;
+}
+
+
+int glGetActiveUniformsiv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLsizei uniformCount = luaL_checkinteger(L, 2);
+ const GLuint * uniformIndices = get: const GLuint *
+ GLenum pname = luaL_checkinteger(L, 4);
+ GLint * params = get: GLint *
+ glGetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
+ return 0;
+}
+
+
+int glGetAttachedShaders_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLsizei maxCount = luaL_checkinteger(L, 2);
+ GLsizei * count = get: GLsizei *
+ GLuint * shaders = get: GLuint *
+ glGetAttachedShaders(program, maxCount, count, shaders);
+ return 0;
+}
+
+
+int glGetAttribLocation_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ const GLchar * name = luaL_checkstring(L, 2);
+ GLint bind_result = glGetAttribLocation(program, name);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glGetBufferParameteriv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum value = luaL_checkinteger(L, 2);
+ GLint * data = get: GLint *
+ glGetBufferParameteriv(target, value, data);
+ return 0;
+}
+
+
+int glGetBufferParameteri64v_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum value = luaL_checkinteger(L, 2);
+ GLint64 * data = get: GLint64 *
+ glGetBufferParameteri64v(target, value, data);
+ return 0;
+}
+
+
+int glGetBufferPointerv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ void ** params = get: void **
+ glGetBufferPointerv(target, pname, params);
+ return 0;
+}
+
+
+int glGetBufferSubData_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLintptr offset = luaL_checkinteger(L, 2);
+ GLsizeiptr size = luaL_checkinteger(L, 3);
+ void * data = get: void *
+ glGetBufferSubData(target, offset, size, data);
+ return 0;
+}
+
+
+int glGetCompressedTexImage_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ void * pixels = get: void *
+ glGetCompressedTexImage(target, level, pixels);
+ return 0;
+}
+
+
+int glGetError_bind(lua_State *L)
+{
+ void = get:
+ GLenum bind_result = glGetError(void);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glGetFragDataIndex_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ const char * name = luaL_checkstring(L, 2);
+ GLint bind_result = glGetFragDataIndex(program, name);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glGetFragDataLocation_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ const char * name = luaL_checkstring(L, 2);
+ GLint bind_result = glGetFragDataLocation(program, name);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glGetFramebufferAttachmentParameteriv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum attachment = luaL_checkinteger(L, 2);
+ GLenum pname = luaL_checkinteger(L, 3);
+ GLint * params = get: GLint *
+ glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);
+ return 0;
+}
+
+
+int glGetMultisamplefv_bind(lua_State *L)
+{
+ GLenum pname = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ GLfloat * val = get: GLfloat *
+ glGetMultisamplefv(pname, index, val);
+ return 0;
+}
+
+
+int glGetUniformfv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLfloat * params = get: GLfloat *
+ glGetUniformfv(program, location, params);
+ return 0;
+}
+
+
+int glGetUniformiv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLint * params = get: GLint *
+ glGetUniformiv(program, location, params);
+ return 0;
+}
+
+
+int glGetUniformuiv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLuint * params = get: GLuint *
+ glGetUniformuiv(program, location, params);
+ return 0;
+}
+
+
+int glGetUniformdv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLdouble * params = get: GLdouble *
+ glGetUniformdv(program, location, params);
+ return 0;
+}
+
+
+int glGetProgramiv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint * params = get: GLint *
+ glGetProgramiv(program, pname, params);
+ return 0;
+}
+
+
+int glGetProgramBinary_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLsizei bufSize = luaL_checkinteger(L, 2);
+ GLsizei * length = get: GLsizei *
+ GLenum * binaryFormat = get: GLenum *
+ void * binary = get: void *
+ glGetProgramBinary(program, bufSize, length, binaryFormat, binary);
+ return 0;
+}
+
+
+int glGetProgramInfoLog_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLsizei maxLength = luaL_checkinteger(L, 2);
+ GLsizei * length = get: GLsizei *
+ GLchar * infoLog = luaL_checkstring(L, 4);
+ glGetProgramInfoLog(program, maxLength, length, infoLog);
+ return 0;
+}
+
+
+int glGetProgramPipelineiv_bind(lua_State *L)
+{
+ GLuint pipeline = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint * params = get: GLint *
+ glGetProgramPipelineiv(pipeline, pname, params);
+ return 0;
+}
+
+
+int glGetProgramPipelineInfoLog_bind(lua_State *L)
+{
+ GLuint pipeline = luaL_checkinteger(L, 1);
+ GLsizei bufSize = luaL_checkinteger(L, 2);
+ GLsizei * length = get: GLsizei *
+ GLchar * infoLog = luaL_checkstring(L, 4);
+ glGetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
+ return 0;
+}
+
+
+int glGetProgramPipelineiv_bind(lua_State *L)
+{
+ GLuint pipeline = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint * params = get: GLint *
+ glGetProgramPipelineiv(pipeline, pname, params);
+ return 0;
+}
+
+
+int glGetProgramStageiv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLenum shadertype = luaL_checkinteger(L, 2);
+ GLenum pname = luaL_checkinteger(L, 3);
+ GLint * values = get: GLint *
+ glGetProgramStageiv(program, shadertype, pname, values);
+ return 0;
+}
+
+
+int glGetQueryIndexediv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ GLenum pname = luaL_checkinteger(L, 3);
+ GLint * params = get: GLint *
+ glGetQueryIndexediv(target, index, pname, params);
+ return 0;
+}
+
+
+int glGetQueryiv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint * params = get: GLint *
+ glGetQueryiv(target, pname, params);
+ return 0;
+}
+
+
+int glGetRenderbufferParameteriv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint * params = get: GLint *
+ glGetRenderbufferParameteriv(target, pname, params);
+ return 0;
+}
+
+
+int glGetSamplerParameterfv_bind(lua_State *L)
+{
+ GLuint sampler = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLfloat * params = get: GLfloat *
+ glGetSamplerParameterfv(sampler, pname, params);
+ return 0;
+}
+
+
+int glGetSamplerParameteriv_bind(lua_State *L)
+{
+ GLuint sampler = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint * params = get: GLint *
+ glGetSamplerParameteriv(sampler, pname, params);
+ return 0;
+}
+
+
+int glGetSamplerParameterIiv_bind(lua_State *L)
+{
+ GLuint sampler = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint * params = get: GLint *
+ glGetSamplerParameterIiv(sampler, pname, params);
+ return 0;
+}
+
+
+int glGetSamplerParameterIuiv_bind(lua_State *L)
+{
+ GLuint sampler = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLuint * params = get: GLuint *
+ glGetSamplerParameterIuiv(sampler, pname, params);
+ return 0;
+}
+
+
+int glGetShaderiv_bind(lua_State *L)
+{
+ GLuint shader = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint * params = get: GLint *
+ glGetShaderiv(shader, pname, params);
+ return 0;
+}
+
+
+int glGetShaderInfoLog_bind(lua_State *L)
+{
+ GLuint shader = luaL_checkinteger(L, 1);
+ GLsizei maxLength = luaL_checkinteger(L, 2);
+ GLsizei * length = get: GLsizei *
+ GLchar * infoLog = luaL_checkstring(L, 4);
+ glGetShaderInfoLog(shader, maxLength, length, infoLog);
+ return 0;
+}
+
+
+int glGetShaderiv_bind(lua_State *L)
+{
+ GLuint shader = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint * params = get: GLint *
+ glGetShaderiv(shader, pname, params);
+ return 0;
+}
+
+
+int glGetShaderPrecisionFormat_bind(lua_State *L)
+{
+ GLenum shaderType = luaL_checkinteger(L, 1);
+ GLenum precisionType = luaL_checkinteger(L, 2);
+ GLint * range = get: GLint *
+ GLint * precision = get: GLint *
+ glGetShaderPrecisionFormat(shaderType, precisionType, range, precision);
+ return 0;
+}
+
+
+int glGetShaderSource_bind(lua_State *L)
+{
+ GLuint shader = luaL_checkinteger(L, 1);
+ GLsizei bufSize = luaL_checkinteger(L, 2);
+ GLsizei * length = get: GLsizei *
+ GLchar * source = luaL_checkstring(L, 4);
+ glGetShaderSource(shader, bufSize, length, source);
+ return 0;
+}
+
+
+int glGetString_bind(lua_State *L)
+{
+ GLenum name = luaL_checkinteger(L, 1);
+ const GLubyte * bind_result = glGetString(name);
+ /* push result */
+ return /* count */;
+}
+
+
+int glGetStringi_bind(lua_State *L)
+{
+ GLenum name = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ const GLubyte * bind_result = glGetStringi(name, index);
+ /* push result */
+ return /* count */;
+}
+
+
+int glGetSubroutineIndex_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLenum shadertype = luaL_checkinteger(L, 2);
+ const GLchar * name = luaL_checkstring(L, 3);
+ GLuint bind_result = glGetSubroutineIndex(program, shadertype, name);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glGetSubroutineUniformLocation_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLenum shadertype = luaL_checkinteger(L, 2);
+ const GLchar * name = luaL_checkstring(L, 3);
+ GLint bind_result = glGetSubroutineUniformLocation(program, shadertype, name);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glGetSynciv_bind(lua_State *L)
+{
+ GLsync sync = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLsizei bufSize = luaL_checkinteger(L, 3);
+ GLsizei * length = get: GLsizei *
+ GLint * values = get: GLint *
+ glGetSynciv(sync, pname, bufSize, length, values);
+ return 0;
+}
+
+
+int glGetTexImage_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLenum format = luaL_checkinteger(L, 3);
+ GLenum type = luaL_checkinteger(L, 4);
+ void * pixels = get: void *
+ glGetTexImage(target, level, format, type, pixels);
+ return 0;
+}
+
+
+int glGetTexLevelParameterfv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLenum pname = luaL_checkinteger(L, 3);
+ GLfloat * params = get: GLfloat *
+ glGetTexLevelParameterfv(target, level, pname, params);
+ return 0;
+}
+
+
+int glGetTexLevelParameteriv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLenum pname = luaL_checkinteger(L, 3);
+ GLint * params = get: GLint *
+ glGetTexLevelParameteriv(target, level, pname, params);
+ return 0;
+}
+
+
+int glGetTexParameterfv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLfloat * params = get: GLfloat *
+ glGetTexParameterfv(target, pname, params);
+ return 0;
+}
+
+
+int glGetTexParameteriv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint * params = get: GLint *
+ glGetTexParameteriv(target, pname, params);
+ return 0;
+}
+
+
+int glGetTexParameterIiv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint * params = get: GLint *
+ glGetTexParameterIiv(target, pname, params);
+ return 0;
+}
+
+
+int glGetTexParameterIuiv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLuint * params = get: GLuint *
+ glGetTexParameterIuiv(target, pname, params);
+ return 0;
+}
+
+
+int glGetTransformFeedbackVarying_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ GLsizei bufSize = luaL_checkinteger(L, 3);
+ GLsizei * length = get: GLsizei *
+ GLsizei * size = get: GLsizei *
+ GLenum * type = get: GLenum *
+ char * name = luaL_checkstring(L, 7);
+ glGetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);
+ return 0;
+}
+
+
+int glGetUniformBlockIndex_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ const GLchar * uniformBlockName = luaL_checkstring(L, 2);
+ GLuint bind_result = glGetUniformBlockIndex(program, uniformBlockName);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glGetUniformIndices_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLsizei uniformCount = luaL_checkinteger(L, 2);
+ const GLchar ** uniformNames = get: const GLchar **
+ GLuint * uniformIndices = get: GLuint *
+ glGetUniformIndices(program, uniformCount, uniformNames, uniformIndices);
+ return 0;
+}
+
+
+int glGetUniformLocation_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ const GLchar * name = luaL_checkstring(L, 2);
+ GLint bind_result = glGetUniformLocation(program, name);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glGetUniformSubroutineuiv_bind(lua_State *L)
+{
+ GLenum shadertype = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLuint * values = get: GLuint *
+ glGetUniformSubroutineuiv(shadertype, location, values);
+ return 0;
+}
+
+
+int glGetVertexAttribdv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLdouble * params = get: GLdouble *
+ glGetVertexAttribdv(index, pname, params);
+ return 0;
+}
+
+
+int glGetVertexAttribfv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLfloat * params = get: GLfloat *
+ glGetVertexAttribfv(index, pname, params);
+ return 0;
+}
+
+
+int glGetVertexAttribiv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint * params = get: GLint *
+ glGetVertexAttribiv(index, pname, params);
+ return 0;
+}
+
+
+int glGetVertexAttribIiv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint * params = get: GLint *
+ glGetVertexAttribIiv(index, pname, params);
+ return 0;
+}
+
+
+int glGetVertexAttribIuiv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLuint * params = get: GLuint *
+ glGetVertexAttribIuiv(index, pname, params);
+ return 0;
+}
+
+
+int glGetVertexAttribLdv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLdouble * params = get: GLdouble *
+ glGetVertexAttribLdv(index, pname, params);
+ return 0;
+}
+
+
+int glGetVertexAttribPointerv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ void ** pointer = get: void **
+ glGetVertexAttribPointerv(index, pname, pointer);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/h b/src/opengl/bind/h
new file mode 100644
index 0000000..00590da
--- /dev/null
+++ b/src/opengl/bind/h
@@ -0,0 +1 @@
+void glHint( GLenum target, GLenum mode);
diff --git a/src/opengl/bind/h.bind b/src/opengl/bind/h.bind
new file mode 100644
index 0000000..7837656
--- /dev/null
+++ b/src/opengl/bind/h.bind
@@ -0,0 +1,9 @@
+int glHint_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum mode = luaL_checkinteger(L, 2);
+ glHint(target, mode);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/i b/src/opengl/bind/i
new file mode 100644
index 0000000..6cb0306
--- /dev/null
+++ b/src/opengl/bind/i
@@ -0,0 +1,14 @@
+GLboolean glIsBuffer( GLuint buffer);
+GLboolean glIsEnabled( GLenum cap);
+GLboolean glIsEnabledi( GLenum cap, GLuint index);
+GLboolean glIsFramebuffer( GLuint framebuffer);
+GLboolean glIsProgram( GLuint program);
+GLboolean glIsProgramPipeline( GLuint pipeline);
+GLboolean glIsQuery( GLuint id);
+GLboolean glIsRenderbuffer( GLuint renderbuffer);
+GLboolean glIsSampler( GLuint id);
+GLboolean glIsShader( GLuint shader);
+GLboolean glIsSync( GLsync sync);
+GLboolean glIsTexture( GLuint texture);
+GLboolean glIsTransformFeedback( GLuint id);
+GLboolean glIsVertexArray( GLuint array);
diff --git a/src/opengl/bind/i.bind b/src/opengl/bind/i.bind
new file mode 100644
index 0000000..044b72b
--- /dev/null
+++ b/src/opengl/bind/i.bind
@@ -0,0 +1,127 @@
+int glIsBuffer_bind(lua_State *L)
+{
+ GLuint buffer = luaL_checkinteger(L, 1);
+ GLboolean bind_result = glIsBuffer(buffer);
+ /* push result */
+ return /* count */;
+}
+
+
+int glIsEnabled_bind(lua_State *L)
+{
+ GLenum cap = luaL_checkinteger(L, 1);
+ GLboolean bind_result = glIsEnabled(cap);
+ /* push result */
+ return /* count */;
+}
+
+
+int glIsEnabledi_bind(lua_State *L)
+{
+ GLenum cap = luaL_checkinteger(L, 1);
+ GLuint index = luaL_checkinteger(L, 2);
+ GLboolean bind_result = glIsEnabledi(cap, index);
+ /* push result */
+ return /* count */;
+}
+
+
+int glIsFramebuffer_bind(lua_State *L)
+{
+ GLuint framebuffer = luaL_checkinteger(L, 1);
+ GLboolean bind_result = glIsFramebuffer(framebuffer);
+ /* push result */
+ return /* count */;
+}
+
+
+int glIsProgram_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLboolean bind_result = glIsProgram(program);
+ /* push result */
+ return /* count */;
+}
+
+
+int glIsProgramPipeline_bind(lua_State *L)
+{
+ GLuint pipeline = luaL_checkinteger(L, 1);
+ GLboolean bind_result = glIsProgramPipeline(pipeline);
+ /* push result */
+ return /* count */;
+}
+
+
+int glIsQuery_bind(lua_State *L)
+{
+ GLuint id = luaL_checkinteger(L, 1);
+ GLboolean bind_result = glIsQuery(id);
+ /* push result */
+ return /* count */;
+}
+
+
+int glIsRenderbuffer_bind(lua_State *L)
+{
+ GLuint renderbuffer = luaL_checkinteger(L, 1);
+ GLboolean bind_result = glIsRenderbuffer(renderbuffer);
+ /* push result */
+ return /* count */;
+}
+
+
+int glIsSampler_bind(lua_State *L)
+{
+ GLuint id = luaL_checkinteger(L, 1);
+ GLboolean bind_result = glIsSampler(id);
+ /* push result */
+ return /* count */;
+}
+
+
+int glIsShader_bind(lua_State *L)
+{
+ GLuint shader = luaL_checkinteger(L, 1);
+ GLboolean bind_result = glIsShader(shader);
+ /* push result */
+ return /* count */;
+}
+
+
+int glIsSync_bind(lua_State *L)
+{
+ GLsync sync = luaL_checkinteger(L, 1);
+ GLboolean bind_result = glIsSync(sync);
+ /* push result */
+ return /* count */;
+}
+
+
+int glIsTexture_bind(lua_State *L)
+{
+ GLuint texture = luaL_checkinteger(L, 1);
+ GLboolean bind_result = glIsTexture(texture);
+ /* push result */
+ return /* count */;
+}
+
+
+int glIsTransformFeedback_bind(lua_State *L)
+{
+ GLuint id = luaL_checkinteger(L, 1);
+ GLboolean bind_result = glIsTransformFeedback(id);
+ /* push result */
+ return /* count */;
+}
+
+
+int glIsVertexArray_bind(lua_State *L)
+{
+ GLuint array = luaL_checkinteger(L, 1);
+ GLboolean bind_result = glIsVertexArray(array);
+ /* push result */
+ return /* count */;
+}
+
+
diff --git a/src/opengl/bind/l b/src/opengl/bind/l
new file mode 100644
index 0000000..eb6ec73
--- /dev/null
+++ b/src/opengl/bind/l
@@ -0,0 +1,4 @@
+void glLineWidth( GLfloat width);
+void glLinkProgram( GLuint program);
+void glLogicOp( GLenum opcode);
+
diff --git a/src/opengl/bind/l.bind b/src/opengl/bind/l.bind
new file mode 100644
index 0000000..1c8601b
--- /dev/null
+++ b/src/opengl/bind/l.bind
@@ -0,0 +1,24 @@
+int glLineWidth_bind(lua_State *L)
+{
+ GLfloat width = luaL_checknumber(L, 1);
+ glLineWidth(width);
+ return 0;
+}
+
+
+int glLinkProgram_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ glLinkProgram(program);
+ return 0;
+}
+
+
+int glLogicOp_bind(lua_State *L)
+{
+ GLenum opcode = luaL_checkinteger(L, 1);
+ glLogicOp(opcode);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/m b/src/opengl/bind/m
new file mode 100644
index 0000000..a346dd1
--- /dev/null
+++ b/src/opengl/bind/m
@@ -0,0 +1,7 @@
+void * glMapBuffer( GLenum target, GLenum access);
+void * glMapBufferRange( GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
+void glMinSampleShading( GLfloat value);
+void glMultiDrawArrays( GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount);
+void glMultiDrawElements( GLenum mode, const GLsizei * count, GLenum type, const void * const * indices, GLsizei drawcount);
+void glMultiDrawElementsBaseVertex( GLenum mode, const GLsizei *count, GLenum type, const void * const *indices, GLsizei drawcount, const GLint *basevertex);
+
diff --git a/src/opengl/bind/m.bind b/src/opengl/bind/m.bind
new file mode 100644
index 0000000..e76b3df
--- /dev/null
+++ b/src/opengl/bind/m.bind
@@ -0,0 +1,66 @@
+int glMapBuffer_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum access = luaL_checkinteger(L, 2);
+ void * bind_result = glMapBuffer(target, access);
+ /* push result */
+ return /* count */;
+}
+
+
+int glMapBufferRange_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLintptr offset = luaL_checkinteger(L, 2);
+ GLsizeiptr length = luaL_checkinteger(L, 3);
+ GLbitfield access = luaL_checkinteger(L, 4);
+ void * bind_result = glMapBufferRange(target, offset, length, access);
+ /* push result */
+ return /* count */;
+}
+
+
+int glMinSampleShading_bind(lua_State *L)
+{
+ GLfloat value = luaL_checknumber(L, 1);
+ glMinSampleShading(value);
+ return 0;
+}
+
+
+int glMultiDrawArrays_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ const GLint * first = get: const GLint *
+ const GLsizei * count = get: const GLsizei *
+ GLsizei drawcount = luaL_checkinteger(L, 4);
+ glMultiDrawArrays(mode, first, count, drawcount);
+ return 0;
+}
+
+
+int glMultiDrawElements_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ const GLsizei * count = get: const GLsizei *
+ GLenum type = luaL_checkinteger(L, 3);
+ const void * const * indices = get: const void * const *
+ GLsizei drawcount = luaL_checkinteger(L, 5);
+ glMultiDrawElements(mode, count, type, indices, drawcount);
+ return 0;
+}
+
+
+int glMultiDrawElementsBaseVertex_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ const GLsizei * count = get: const GLsizei *
+ GLenum type = luaL_checkinteger(L, 3);
+ const void * const * indices = get: const void * const *
+ GLsizei drawcount = luaL_checkinteger(L, 5);
+ const GLint * basevertex = get: const GLint *
+ glMultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/p b/src/opengl/bind/p
new file mode 100644
index 0000000..98ee850
--- /dev/null
+++ b/src/opengl/bind/p
@@ -0,0 +1,50 @@
+void glPatchParameteri( GLenum pname, GLint value);
+void glPatchParameterfv( GLenum pname, const GLfloat *values);
+void glPauseTransformFeedback( void);
+void glPixelStoref( GLenum pname, GLfloat param);
+void glPixelStorei( GLenum pname, GLint param);
+void glPointParameterf( GLenum pname, GLfloat param);
+void glPointParameteri( GLenum pname, GLint param);
+void glPointParameterfv( GLenum pname, const GLfloat * params);
+void glPointParameteriv( GLenum pname, const GLint * params);
+void glPointSize( GLfloat size);
+void glPolygonMode( GLenum face, GLenum mode);
+void glPolygonOffset( GLfloat factor, GLfloat units);
+void glPrimitiveRestartIndex( GLuint index);
+void glProgramBinary( GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);
+void glProgramParameteri( GLuint program, GLenum pname, GLint value);
+void glProgramUniform1f( GLuint program, GLint location, GLfloat v0);
+void glProgramUniform2f( GLuint program, GLint location, GLfloat v0, GLfloat v1);
+void glProgramUniform3f( GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+void glProgramUniform4f( GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+void glProgramUniform1i( GLuint program, GLint location, GLint v0);
+void glProgramUniform2i( GLuint program, GLint location, GLint v0, GLint v1);
+void glProgramUniform3i( GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
+void glProgramUniform4i( GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+void glProgramUniform1ui( GLuint program, GLint location, GLuint v0);
+void glProgramUniform2ui( GLuint program, GLint location, GLuint v0, GLuint v1);
+void glProgramUniform3ui( GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
+void glProgramUniform4ui( GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+void glProgramUniform1fv( GLuint program, GLint location, GLsizei count, const GLfloat *value);
+void glProgramUniform2fv( GLuint program, GLint location, GLsizei count, const GLfloat *value);
+void glProgramUniform3fv( GLuint program, GLint location, GLsizei count, const GLfloat *value);
+void glProgramUniform4fv( GLuint program, GLint location, GLsizei count, const GLfloat *value);
+void glProgramUniform1iv( GLuint program, GLint location, GLsizei count, const GLint *value);
+void glProgramUniform2iv( GLuint program, GLint location, GLsizei count, const GLint *value);
+void glProgramUniform3iv( GLuint program, GLint location, GLsizei count, const GLint *value);
+void glProgramUniform4iv( GLuint program, GLint location, GLsizei count, const GLint *value);
+void glProgramUniform1uiv( GLuint program, GLint location, GLsizei count, const GLuint *value);
+void glProgramUniform2uiv( GLuint program, GLint location, GLsizei count, const GLuint *value);
+void glProgramUniform3uiv( GLuint program, GLint location, GLsizei count, const GLuint *value);
+void glProgramUniform4uiv( GLuint program, GLint location, GLsizei count, const GLuint *value);
+void glProgramUniformMatrix2fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix3fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix4fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix2x3fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix3x2fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix2x4fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix4x2fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix3x4fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix4x3fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProvokingVertex( GLenum provokeMode);
+
diff --git a/src/opengl/bind/p.bind b/src/opengl/bind/p.bind
new file mode 100644
index 0000000..55411f4
--- /dev/null
+++ b/src/opengl/bind/p.bind
@@ -0,0 +1,521 @@
+int glPatchParameteri_bind(lua_State *L)
+{
+ GLenum pname = luaL_checkinteger(L, 1);
+ GLint value = luaL_checkinteger(L, 2);
+ glPatchParameteri(pname, value);
+ return 0;
+}
+
+
+int glPatchParameterfv_bind(lua_State *L)
+{
+ GLenum pname = luaL_checkinteger(L, 1);
+ const GLfloat * values = get: const GLfloat *
+ glPatchParameterfv(pname, values);
+ return 0;
+}
+
+
+int glPauseTransformFeedback_bind(lua_State *L)
+{
+ void = get:
+ glPauseTransformFeedback(void);
+ return 0;
+}
+
+
+int glPixelStoref_bind(lua_State *L)
+{
+ GLenum pname = luaL_checkinteger(L, 1);
+ GLfloat param = luaL_checknumber(L, 2);
+ glPixelStoref(pname, param);
+ return 0;
+}
+
+
+int glPixelStorei_bind(lua_State *L)
+{
+ GLenum pname = luaL_checkinteger(L, 1);
+ GLint param = luaL_checkinteger(L, 2);
+ glPixelStorei(pname, param);
+ return 0;
+}
+
+
+int glPointParameterf_bind(lua_State *L)
+{
+ GLenum pname = luaL_checkinteger(L, 1);
+ GLfloat param = luaL_checknumber(L, 2);
+ glPointParameterf(pname, param);
+ return 0;
+}
+
+
+int glPointParameteri_bind(lua_State *L)
+{
+ GLenum pname = luaL_checkinteger(L, 1);
+ GLint param = luaL_checkinteger(L, 2);
+ glPointParameteri(pname, param);
+ return 0;
+}
+
+
+int glPointParameterfv_bind(lua_State *L)
+{
+ GLenum pname = luaL_checkinteger(L, 1);
+ const GLfloat * params = get: const GLfloat *
+ glPointParameterfv(pname, params);
+ return 0;
+}
+
+
+int glPointParameteriv_bind(lua_State *L)
+{
+ GLenum pname = luaL_checkinteger(L, 1);
+ const GLint * params = get: const GLint *
+ glPointParameteriv(pname, params);
+ return 0;
+}
+
+
+int glPointSize_bind(lua_State *L)
+{
+ GLfloat size = luaL_checknumber(L, 1);
+ glPointSize(size);
+ return 0;
+}
+
+
+int glPolygonMode_bind(lua_State *L)
+{
+ GLenum face = luaL_checkinteger(L, 1);
+ GLenum mode = luaL_checkinteger(L, 2);
+ glPolygonMode(face, mode);
+ return 0;
+}
+
+
+int glPolygonOffset_bind(lua_State *L)
+{
+ GLfloat factor = luaL_checknumber(L, 1);
+ GLfloat units = luaL_checknumber(L, 2);
+ glPolygonOffset(factor, units);
+ return 0;
+}
+
+
+int glPrimitiveRestartIndex_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ glPrimitiveRestartIndex(index);
+ return 0;
+}
+
+
+int glProgramBinary_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLenum binaryFormat = luaL_checkinteger(L, 2);
+ const void * binary = get: const void *
+ GLsizei length = luaL_checkinteger(L, 4);
+ glProgramBinary(program, binaryFormat, binary, length);
+ return 0;
+}
+
+
+int glProgramParameteri_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint value = luaL_checkinteger(L, 3);
+ glProgramParameteri(program, pname, value);
+ return 0;
+}
+
+
+int glProgramUniform1f_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLfloat v0 = luaL_checknumber(L, 3);
+ glProgramUniform1f(program, location, v0);
+ return 0;
+}
+
+
+int glProgramUniform2f_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLfloat v0 = luaL_checknumber(L, 3);
+ GLfloat v1 = luaL_checknumber(L, 4);
+ glProgramUniform2f(program, location, v0, v1);
+ return 0;
+}
+
+
+int glProgramUniform3f_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLfloat v0 = luaL_checknumber(L, 3);
+ GLfloat v1 = luaL_checknumber(L, 4);
+ GLfloat v2 = luaL_checknumber(L, 5);
+ glProgramUniform3f(program, location, v0, v1, v2);
+ return 0;
+}
+
+
+int glProgramUniform4f_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLfloat v0 = luaL_checknumber(L, 3);
+ GLfloat v1 = luaL_checknumber(L, 4);
+ GLfloat v2 = luaL_checknumber(L, 5);
+ GLfloat v3 = luaL_checknumber(L, 6);
+ glProgramUniform4f(program, location, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glProgramUniform1i_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLint v0 = luaL_checkinteger(L, 3);
+ glProgramUniform1i(program, location, v0);
+ return 0;
+}
+
+
+int glProgramUniform2i_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLint v0 = luaL_checkinteger(L, 3);
+ GLint v1 = luaL_checkinteger(L, 4);
+ glProgramUniform2i(program, location, v0, v1);
+ return 0;
+}
+
+
+int glProgramUniform3i_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLint v0 = luaL_checkinteger(L, 3);
+ GLint v1 = luaL_checkinteger(L, 4);
+ GLint v2 = luaL_checkinteger(L, 5);
+ glProgramUniform3i(program, location, v0, v1, v2);
+ return 0;
+}
+
+
+int glProgramUniform4i_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLint v0 = luaL_checkinteger(L, 3);
+ GLint v1 = luaL_checkinteger(L, 4);
+ GLint v2 = luaL_checkinteger(L, 5);
+ GLint v3 = luaL_checkinteger(L, 6);
+ glProgramUniform4i(program, location, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glProgramUniform1ui_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLuint v0 = luaL_checkinteger(L, 3);
+ glProgramUniform1ui(program, location, v0);
+ return 0;
+}
+
+
+int glProgramUniform2ui_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLuint v0 = luaL_checkinteger(L, 3);
+ GLuint v1 = luaL_checkinteger(L, 4);
+ glProgramUniform2ui(program, location, v0, v1);
+ return 0;
+}
+
+
+int glProgramUniform3ui_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLuint v0 = luaL_checkinteger(L, 3);
+ GLuint v1 = luaL_checkinteger(L, 4);
+ GLuint v2 = luaL_checkinteger(L, 5);
+ glProgramUniform3ui(program, location, v0, v1, v2);
+ return 0;
+}
+
+
+int glProgramUniform4ui_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLuint v0 = luaL_checkinteger(L, 3);
+ GLuint v1 = luaL_checkinteger(L, 4);
+ GLuint v2 = luaL_checkinteger(L, 5);
+ GLuint v3 = luaL_checkinteger(L, 6);
+ glProgramUniform4ui(program, location, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glProgramUniform1fv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ const GLfloat * value = get: const GLfloat *
+ glProgramUniform1fv(program, location, count, value);
+ return 0;
+}
+
+
+int glProgramUniform2fv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ const GLfloat * value = get: const GLfloat *
+ glProgramUniform2fv(program, location, count, value);
+ return 0;
+}
+
+
+int glProgramUniform3fv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ const GLfloat * value = get: const GLfloat *
+ glProgramUniform3fv(program, location, count, value);
+ return 0;
+}
+
+
+int glProgramUniform4fv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ const GLfloat * value = get: const GLfloat *
+ glProgramUniform4fv(program, location, count, value);
+ return 0;
+}
+
+
+int glProgramUniform1iv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ const GLint * value = get: const GLint *
+ glProgramUniform1iv(program, location, count, value);
+ return 0;
+}
+
+
+int glProgramUniform2iv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ const GLint * value = get: const GLint *
+ glProgramUniform2iv(program, location, count, value);
+ return 0;
+}
+
+
+int glProgramUniform3iv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ const GLint * value = get: const GLint *
+ glProgramUniform3iv(program, location, count, value);
+ return 0;
+}
+
+
+int glProgramUniform4iv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ const GLint * value = get: const GLint *
+ glProgramUniform4iv(program, location, count, value);
+ return 0;
+}
+
+
+int glProgramUniform1uiv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ const GLuint * value = get: const GLuint *
+ glProgramUniform1uiv(program, location, count, value);
+ return 0;
+}
+
+
+int glProgramUniform2uiv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ const GLuint * value = get: const GLuint *
+ glProgramUniform2uiv(program, location, count, value);
+ return 0;
+}
+
+
+int glProgramUniform3uiv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ const GLuint * value = get: const GLuint *
+ glProgramUniform3uiv(program, location, count, value);
+ return 0;
+}
+
+
+int glProgramUniform4uiv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ const GLuint * value = get: const GLuint *
+ glProgramUniform4uiv(program, location, count, value);
+ return 0;
+}
+
+
+int glProgramUniformMatrix2fv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glProgramUniformMatrix2fv(program, location, count, transpose, value);
+ return 0;
+}
+
+
+int glProgramUniformMatrix3fv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glProgramUniformMatrix3fv(program, location, count, transpose, value);
+ return 0;
+}
+
+
+int glProgramUniformMatrix4fv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glProgramUniformMatrix4fv(program, location, count, transpose, value);
+ return 0;
+}
+
+
+int glProgramUniformMatrix2x3fv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glProgramUniformMatrix2x3fv(program, location, count, transpose, value);
+ return 0;
+}
+
+
+int glProgramUniformMatrix3x2fv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glProgramUniformMatrix3x2fv(program, location, count, transpose, value);
+ return 0;
+}
+
+
+int glProgramUniformMatrix2x4fv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glProgramUniformMatrix2x4fv(program, location, count, transpose, value);
+ return 0;
+}
+
+
+int glProgramUniformMatrix4x2fv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glProgramUniformMatrix4x2fv(program, location, count, transpose, value);
+ return 0;
+}
+
+
+int glProgramUniformMatrix3x4fv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glProgramUniformMatrix3x4fv(program, location, count, transpose, value);
+ return 0;
+}
+
+
+int glProgramUniformMatrix4x3fv_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLint location = luaL_checkinteger(L, 2);
+ GLsizei count = luaL_checkinteger(L, 3);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glProgramUniformMatrix4x3fv(program, location, count, transpose, value);
+ return 0;
+}
+
+
+int glProvokingVertex_bind(lua_State *L)
+{
+ GLenum provokeMode = luaL_checkinteger(L, 1);
+ glProvokingVertex(provokeMode);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/q b/src/opengl/bind/q
new file mode 100644
index 0000000..840f97b
--- /dev/null
+++ b/src/opengl/bind/q
@@ -0,0 +1 @@
+void glQueryCounter( GLuint id, GLenum target);
diff --git a/src/opengl/bind/q.bind b/src/opengl/bind/q.bind
new file mode 100644
index 0000000..7209f1f
--- /dev/null
+++ b/src/opengl/bind/q.bind
@@ -0,0 +1,9 @@
+int glQueryCounter_bind(lua_State *L)
+{
+ GLuint id = luaL_checkinteger(L, 1);
+ GLenum target = luaL_checkinteger(L, 2);
+ glQueryCounter(id, target);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/r b/src/opengl/bind/r
new file mode 100644
index 0000000..f4e581c
--- /dev/null
+++ b/src/opengl/bind/r
@@ -0,0 +1,6 @@
+void glReadBuffer( GLenum mode);
+void glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * data);
+void glReleaseShaderCompiler( void);
+void glRenderbufferStorage( GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+void glRenderbufferStorageMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
+void glResumeTransformFeedback( void);
diff --git a/src/opengl/bind/r.bind b/src/opengl/bind/r.bind
new file mode 100644
index 0000000..d070737
--- /dev/null
+++ b/src/opengl/bind/r.bind
@@ -0,0 +1,61 @@
+int glReadBuffer_bind(lua_State *L)
+{
+ GLenum mode = luaL_checkinteger(L, 1);
+ glReadBuffer(mode);
+ return 0;
+}
+
+
+int glReadPixels_bind(lua_State *L)
+{
+ GLint x = luaL_checkinteger(L, 1);
+ GLint y = luaL_checkinteger(L, 2);
+ GLsizei width = luaL_checkinteger(L, 3);
+ GLsizei height = luaL_checkinteger(L, 4);
+ GLenum format = luaL_checkinteger(L, 5);
+ GLenum type = luaL_checkinteger(L, 6);
+ void * data = get: void *
+ glReadPixels(x, y, width, height, format, type, data);
+ return 0;
+}
+
+
+int glReleaseShaderCompiler_bind(lua_State *L)
+{
+ void = get:
+ glReleaseShaderCompiler(void);
+ return 0;
+}
+
+
+int glRenderbufferStorage_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum internalformat = luaL_checkinteger(L, 2);
+ GLsizei width = luaL_checkinteger(L, 3);
+ GLsizei height = luaL_checkinteger(L, 4);
+ glRenderbufferStorage(target, internalformat, width, height);
+ return 0;
+}
+
+
+int glRenderbufferStorageMultisample_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLsizei samples = luaL_checkinteger(L, 2);
+ GLenum internalformat = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLsizei height = luaL_checkinteger(L, 5);
+ glRenderbufferStorageMultisample(target, samples, internalformat, width, height);
+ return 0;
+}
+
+
+int glResumeTransformFeedback_bind(lua_State *L)
+{
+ void = get:
+ glResumeTransformFeedback(void);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/s b/src/opengl/bind/s
new file mode 100644
index 0000000..cdddf6b
--- /dev/null
+++ b/src/opengl/bind/s
@@ -0,0 +1,21 @@
+void glSampleCoverage( GLfloat value, GLboolean invert);
+void glSampleMaski( GLuint maskNumber, GLbitfield mask);
+void glSamplerParameterf( GLuint sampler, GLenum pname, GLfloat param);
+void glSamplerParameteri( GLuint sampler, GLenum pname, GLint param);
+void glSamplerParameterfv( GLuint sampler, GLenum pname, const GLfloat * params);
+void glSamplerParameteriv( GLuint sampler, GLenum pname, const GLint * params);
+void glSamplerParameterIiv( GLuint sampler, GLenum pname, const GLint *params);
+void glSamplerParameterIuiv( GLuint sampler, GLenum pname, const GLuint *params);
+void glScissor( GLint x, GLint y, GLsizei width, GLsizei height);
+void glScissorArrayv( GLuint first, GLsizei count, const GLint *v);
+void glScissorIndexed( GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
+void glScissorIndexedv( GLuint index, const GLint *v);
+void glShaderBinary( GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length);
+void glShaderSource( GLuint shader, GLsizei count, const GLchar **string, const GLint *length);
+void glStencilFunc( GLenum func, GLint ref, GLuint mask);
+void glStencilFuncSeparate( GLenum face, GLenum func, GLint ref, GLuint mask);
+void glStencilMask( GLuint mask);
+void glStencilMaskSeparate( GLenum face, GLuint mask);
+void glStencilOp( GLenum sfail, GLenum dpfail, GLenum dppass);
+void glStencilOpSeparate( GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+
diff --git a/src/opengl/bind/s.bind b/src/opengl/bind/s.bind
new file mode 100644
index 0000000..256ebe2
--- /dev/null
+++ b/src/opengl/bind/s.bind
@@ -0,0 +1,202 @@
+int glSampleCoverage_bind(lua_State *L)
+{
+ GLfloat value = luaL_checknumber(L, 1);
+ GLboolean invert = get: GLboolean
+ glSampleCoverage(value, invert);
+ return 0;
+}
+
+
+int glSampleMaski_bind(lua_State *L)
+{
+ GLuint maskNumber = luaL_checkinteger(L, 1);
+ GLbitfield mask = luaL_checkinteger(L, 2);
+ glSampleMaski(maskNumber, mask);
+ return 0;
+}
+
+
+int glSamplerParameterf_bind(lua_State *L)
+{
+ GLuint sampler = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLfloat param = luaL_checknumber(L, 3);
+ glSamplerParameterf(sampler, pname, param);
+ return 0;
+}
+
+
+int glSamplerParameteri_bind(lua_State *L)
+{
+ GLuint sampler = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint param = luaL_checkinteger(L, 3);
+ glSamplerParameteri(sampler, pname, param);
+ return 0;
+}
+
+
+int glSamplerParameterfv_bind(lua_State *L)
+{
+ GLuint sampler = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ const GLfloat * params = get: const GLfloat *
+ glSamplerParameterfv(sampler, pname, params);
+ return 0;
+}
+
+
+int glSamplerParameteriv_bind(lua_State *L)
+{
+ GLuint sampler = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ const GLint * params = get: const GLint *
+ glSamplerParameteriv(sampler, pname, params);
+ return 0;
+}
+
+
+int glSamplerParameterIiv_bind(lua_State *L)
+{
+ GLuint sampler = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ const GLint * params = get: const GLint *
+ glSamplerParameterIiv(sampler, pname, params);
+ return 0;
+}
+
+
+int glSamplerParameterIuiv_bind(lua_State *L)
+{
+ GLuint sampler = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ const GLuint * params = get: const GLuint *
+ glSamplerParameterIuiv(sampler, pname, params);
+ return 0;
+}
+
+
+int glScissor_bind(lua_State *L)
+{
+ GLint x = luaL_checkinteger(L, 1);
+ GLint y = luaL_checkinteger(L, 2);
+ GLsizei width = luaL_checkinteger(L, 3);
+ GLsizei height = luaL_checkinteger(L, 4);
+ glScissor(x, y, width, height);
+ return 0;
+}
+
+
+int glScissorArrayv_bind(lua_State *L)
+{
+ GLuint first = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLint * v = get: const GLint *
+ glScissorArrayv(first, count, v);
+ return 0;
+}
+
+
+int glScissorIndexed_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLint left = luaL_checkinteger(L, 2);
+ GLint bottom = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLsizei height = luaL_checkinteger(L, 5);
+ glScissorIndexed(index, left, bottom, width, height);
+ return 0;
+}
+
+
+int glScissorIndexedv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLint * v = get: const GLint *
+ glScissorIndexedv(index, v);
+ return 0;
+}
+
+
+int glShaderBinary_bind(lua_State *L)
+{
+ GLsizei count = luaL_checkinteger(L, 1);
+ const GLuint * shaders = get: const GLuint *
+ GLenum binaryFormat = luaL_checkinteger(L, 3);
+ const void * binary = get: const void *
+ GLsizei length = luaL_checkinteger(L, 5);
+ glShaderBinary(count, shaders, binaryFormat, binary, length);
+ return 0;
+}
+
+
+int glShaderSource_bind(lua_State *L)
+{
+ GLuint shader = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLchar ** string = get: const GLchar **
+ const GLint * length = get: const GLint *
+ glShaderSource(shader, count, string, length);
+ return 0;
+}
+
+
+int glStencilFunc_bind(lua_State *L)
+{
+ GLenum func = luaL_checkinteger(L, 1);
+ GLint ref = luaL_checkinteger(L, 2);
+ GLuint mask = luaL_checkinteger(L, 3);
+ glStencilFunc(func, ref, mask);
+ return 0;
+}
+
+
+int glStencilFuncSeparate_bind(lua_State *L)
+{
+ GLenum face = luaL_checkinteger(L, 1);
+ GLenum func = luaL_checkinteger(L, 2);
+ GLint ref = luaL_checkinteger(L, 3);
+ GLuint mask = luaL_checkinteger(L, 4);
+ glStencilFuncSeparate(face, func, ref, mask);
+ return 0;
+}
+
+
+int glStencilMask_bind(lua_State *L)
+{
+ GLuint mask = luaL_checkinteger(L, 1);
+ glStencilMask(mask);
+ return 0;
+}
+
+
+int glStencilMaskSeparate_bind(lua_State *L)
+{
+ GLenum face = luaL_checkinteger(L, 1);
+ GLuint mask = luaL_checkinteger(L, 2);
+ glStencilMaskSeparate(face, mask);
+ return 0;
+}
+
+
+int glStencilOp_bind(lua_State *L)
+{
+ GLenum sfail = luaL_checkinteger(L, 1);
+ GLenum dpfail = luaL_checkinteger(L, 2);
+ GLenum dppass = luaL_checkinteger(L, 3);
+ glStencilOp(sfail, dpfail, dppass);
+ return 0;
+}
+
+
+int glStencilOpSeparate_bind(lua_State *L)
+{
+ GLenum face = luaL_checkinteger(L, 1);
+ GLenum sfail = luaL_checkinteger(L, 2);
+ GLenum dpfail = luaL_checkinteger(L, 3);
+ GLenum dppass = luaL_checkinteger(L, 4);
+ glStencilOpSeparate(face, sfail, dpfail, dppass);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/sigs b/src/opengl/bind/sigs
new file mode 100644
index 0000000..60479df
--- /dev/null
+++ b/src/opengl/bind/sigs
@@ -0,0 +1,445 @@
+void glActiveShaderProgram( GLuint pipeline, GLuint program);
+void glActiveTexture( GLenum texture);
+void glAttachShader( GLuint program, GLuint shader);
+void glBeginConditionalRender( GLuint id, GLenum mode);
+void glBeginQuery( GLenum target, GLuint id);
+void glBeginQuery( GLenum target, GLuint id);
+void glBeginTransformFeedback( GLenum primitiveMode);
+void glBindAttribLocation( GLuint program, GLuint index, const GLchar *name);
+void glBindBuffer( GLenum target, GLuint buffer);
+void glBindBufferBase( GLenum target, GLuint index, GLuint buffer);
+void glBindBufferRange( GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
+void glBindFragDataLocation( GLuint program, GLuint colorNumber, const char * name);
+void glBindFragDataLocationIndexed( GLuint program, GLuint colorNumber, GLuint index, const char *name);
+void glBindFramebuffer( GLenum target, GLuint framebuffer);
+void glBindImageTexture( GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
+void glBindProgramPipeline( GLuint pipeline);
+void glBindRenderbuffer( GLenum target, GLuint renderbuffer);
+void glBindSampler( GLuint unit, GLuint sampler);
+void glBindTexture( GLenum target, GLuint texture);
+void glBindTextureUnit( GLuint unit, GLuint texture);
+void glBindTransformFeedback( GLenum target, GLuint id);
+void glBindVertexArray( GLuint array);
+void glBindVertexBuffer( GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
+void glBlendColor( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+void glBlendEquation( GLenum mode);
+
+void glBlendEquationi( GLuint buf, GLenum mode);
+void glBlendEquationSeparate( GLenum modeRGB, GLenum modeAlpha);
+void glBlendEquationSeparatei( GLuint buf, GLenum modeRGB, GLenum modeAlpha);
+void glBlendFunc( GLenum sfactor, GLenum dfactor);
+void glBlendFunci( GLuint buf, GLenum sfactor, GLenum dfactor);
+void glBlendFuncSeparate( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+void glBlendFuncSeparatei( GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+void glBlitFramebuffer( GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+void glBlitNamedFramebuffer( GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+void glBufferData( GLenum target, GLsizeiptr size, const void * data, GLenum usage);
+void glBufferStorage( GLenum target, GLsizeiptr size, const void * data, GLbitfield flags);
+void glBufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, const void * data);
+GLenum glCheckFramebufferStatus( GLenum target);
+GLenum glCheckNamedFramebufferStatus( GLuint framebuffer, GLenum target);
+void glClampColor( GLenum target, GLenum clamp);
+void glClear( GLbitfield mask);
+void glClearBufferiv( GLenum buffer, GLint drawbuffer, const GLint * value);
+void glClearBufferuiv( GLenum buffer, GLint drawbuffer, const GLuint * value);
+void glClearBufferfv( GLenum buffer, GLint drawbuffer, const GLfloat * value);
+void glClearBufferfi( GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
+void glClearStencil( GLint s);
+GLenum glClientWaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout);
+void glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+void glColorMaski( GLuint buf, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+void glCompileShader( GLuint shader);
+void glCompressedTexImage1D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * data);
+void glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data);
+void glCompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * data);
+void glCompressedTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void * data);
+void glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data);
+void glCompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * data);
+void glCopyBufferSubData( GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+void glCopyBufferSubData( GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+void glCopyTexImage1D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
+void glCopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+void glCopyTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
+void glCopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+void glCopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+GLuint glCreateProgram( void);
+GLuint glCreateShader( GLenum shaderType);
+GLuint glCreateShaderProgramv( GLenum type, GLsizei count, const char **strings);
+void glCullFace( GLenum mode);
+
+void glDeleteBuffers( GLsizei n, const GLuint * buffers);
+void glDeleteFramebuffers( GLsizei n, GLuint *framebuffers);
+void glDeleteProgram( GLuint program);
+void glDeleteProgramPipelines( GLsizei n, const GLuint *pipelines);
+void glDeleteQueries( GLsizei n, const GLuint * ids);
+void glDeleteRenderbuffers( GLsizei n, GLuint *renderbuffers);
+void glDeleteSamplers( GLsizei n, const GLuint * samplers);
+void glDeleteShader( GLuint shader);
+void glDeleteSync( GLsync sync);
+void glDeleteTextures( GLsizei n, const GLuint * textures);
+void glDeleteTransformFeedbacks( GLsizei n, const GLuint *ids);
+void glDeleteVertexArrays( GLsizei n, const GLuint *arrays);
+void glDepthFunc( GLenum func);
+void glDepthMask( GLboolean flag);
+void glDepthRange( GLdouble nearVal, GLdouble farVal);
+void glDepthRangef( GLfloat nearVal, GLfloat farVal);
+void glDepthRangeArrayv( GLuint first, GLsizei count, const GLdouble *v);
+void glDepthRangeIndexed( GLuint index, GLdouble nearVal, GLdouble farVal);
+void glDetachShader( GLuint program, GLuint shader);
+void glDisable( GLenum cap);
+void glDisablei( GLenum cap, GLuint index);
+void glDisableVertexAttribArray( GLuint index);
+void glDrawArrays( GLenum mode, GLint first, GLsizei count);
+void glDrawArraysIndirect( GLenum mode, const void *indirect);
+void glDrawArraysInstanced( GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
+void glDrawBuffer( GLenum buf);
+void glDrawBuffers( GLsizei n, const GLenum *bufs);
+void glDrawElements( GLenum mode, GLsizei count, GLenum type, const void * indices);
+void glDrawElementsBaseVertex( GLenum mode, GLsizei count, GLenum type, void *indices, GLint basevertex);
+void glDrawElementsIndirect( GLenum mode, GLenum type, const void *indirect);
+void glDrawElementsInstanced( GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount);
+void glDrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices);
+void glDrawRangeElementsBaseVertex( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices, GLint basevertex);
+void glDrawTransformFeedback( GLenum mode, GLuint id);
+void glDrawTransformFeedbackStream( GLenum mode, GLuint id, GLuint stream);
+
+void glEnable( GLenum cap);
+void glEnablei( GLenum cap, GLuint index);
+void glEnableVertexAttribArray( GLuint index);
+void glEndConditionalRender( void);
+void glEndQuery( GLenum target);
+void glEndQueryIndexed( GLenum target, GLuint index);
+void glEndTransformFeedback();
+GLsync glFenceSync( GLenum condition, GLbitfield flags);
+void glFinish( void);
+void glFlush( void);
+void glFlushMappedBufferRange( GLenum target, GLintptr offset, GLsizeiptr length);
+void glFramebufferRenderbuffer( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+void glFramebufferTexture( GLenum target, GLenum attachment, GLuint texture, GLint level);
+void glFramebufferTexture1D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+void glFramebufferTexture2D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+void glFramebufferTexture3D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer);
+void glFramebufferTextureLayer( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
+void glFrontFace( GLenum mode);
+void glGenBuffers( GLsizei n, GLuint * buffers);
+void glGenerateMipmap( GLenum target);
+void glGenFramebuffers( GLsizei n, GLuint *ids);
+void glGenProgramPipelines( GLsizei n, GLuint *pipelines);
+void glGenQueries( GLsizei n, GLuint * ids);
+void glGenRenderbuffers( GLsizei n, GLuint *renderbuffers);
+void glGenSamplers( GLsizei n, GLuint *samplers);
+void glGenTextures( GLsizei n, GLuint * textures);
+void glGenTransformFeedbacks( GLsizei n, GLuint *ids);
+void glGenVertexArrays( GLsizei n, GLuint *arrays);
+void glGetBooleanv( GLenum pname, GLboolean * data);
+void glGetDoublev( GLenum pname, GLdouble * data);
+void glGetFloatv( GLenum pname, GLfloat * data);
+void glGetIntegerv( GLenum pname, GLint * data);
+void glGetInteger64v( GLenum pname, GLint64 * data);
+void glGetBooleani_v( GLenum target, GLuint index, GLboolean * data);
+void glGetIntegeri_v( GLenum target, GLuint index, GLint * data);
+void glGetFloati_v( GLenum target, GLuint index, GLfloat * data);
+void glGetDoublei_v( GLenum target, GLuint index, GLdouble * data);
+void glGetInteger64i_v( GLenum target, GLuint index, GLint64 * data);
+void glGetActiveAttrib( GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+void glGetActiveSubroutineName( GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
+void glGetActiveSubroutineUniformiv( GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
+void glGetActiveSubroutineUniformName( GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
+void glGetActiveUniform( GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+void glGetActiveUniformBlockiv( GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
+void glGetActiveUniformBlockName( GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
+void glGetActiveUniformName( GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
+void glGetActiveUniformsiv( GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
+void glGetAttachedShaders( GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
+GLint glGetAttribLocation( GLuint program, const GLchar *name);
+void glGetBufferParameteriv( GLenum target, GLenum value, GLint * data);
+void glGetBufferParameteri64v( GLenum target, GLenum value, GLint64 * data);
+void glGetBufferPointerv( GLenum target, GLenum pname, void ** params);
+void glGetBufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, void * data);
+void glGetCompressedTexImage( GLenum target, GLint level, void * pixels);
+GLenum glGetError( void);
+GLint glGetFragDataIndex( GLuint program, const char * name);
+GLint glGetFragDataLocation( GLuint program, const char * name);
+void glGetFramebufferAttachmentParameteriv( GLenum target, GLenum attachment, GLenum pname, GLint *params);
+void glGetMultisamplefv( GLenum pname, GLuint index, GLfloat *val);
+void glGetUniformfv( GLuint program, GLint location, GLfloat *params);
+void glGetUniformiv( GLuint program, GLint location, GLint *params);
+void glGetUniformuiv( GLuint program, GLint location, GLuint *params);
+void glGetUniformdv( GLuint program, GLint location, GLdouble *params);
+void glGetProgramiv( GLuint program, GLenum pname, GLint *params);
+void glGetProgramBinary( GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary);
+void glGetProgramInfoLog( GLuint program, GLsizei maxLength, GLsizei *length, GLchar *infoLog);
+void glGetProgramPipelineiv( GLuint pipeline, GLenum pname, GLint *params);
+void glGetProgramPipelineInfoLog( GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+void glGetProgramPipelineiv( GLuint pipeline, GLenum pname, GLint *params);
+void glGetProgramStageiv( GLuint program, GLenum shadertype, GLenum pname, GLint *values);
+void glGetQueryIndexediv( GLenum target, GLuint index, GLenum pname, GLint * params);
+void glGetQueryiv( GLenum target, GLenum pname, GLint * params);
+void glGetRenderbufferParameteriv( GLenum target, GLenum pname, GLint *params);
+void glGetSamplerParameterfv( GLuint sampler, GLenum pname, GLfloat * params);
+void glGetSamplerParameteriv( GLuint sampler, GLenum pname, GLint * params);
+void glGetSamplerParameterIiv( GLuint sampler, GLenum pname, GLint * params);
+void glGetSamplerParameterIuiv( GLuint sampler, GLenum pname, GLuint * params);
+void glGetShaderiv( GLuint shader, GLenum pname, GLint *params);
+void glGetShaderInfoLog( GLuint shader, GLsizei maxLength, GLsizei *length, GLchar *infoLog);
+void glGetShaderiv( GLuint shader, GLenum pname, GLint *params);
+void glGetShaderPrecisionFormat( GLenum shaderType, GLenum precisionType, GLint *range, GLint *precision);
+void glGetShaderSource( GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
+const GLubyte * glGetString(GLenum name);
+const GLubyte * glGetStringi(GLenum name, GLuint index);
+GLuint glGetSubroutineIndex( GLuint program, GLenum shadertype, const GLchar *name);
+GLint glGetSubroutineUniformLocation( GLuint program, GLenum shadertype, const GLchar *name);
+void glGetSynciv( GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
+void glGetTexImage( GLenum target, GLint level, GLenum format, GLenum type, void * pixels);
+void glGetTexLevelParameterfv( GLenum target, GLint level, GLenum pname, GLfloat * params);
+void glGetTexLevelParameteriv( GLenum target, GLint level, GLenum pname, GLint * params);
+void glGetTexParameterfv( GLenum target, GLenum pname, GLfloat * params);
+void glGetTexParameteriv( GLenum target, GLenum pname, GLint * params);
+void glGetTexParameterIiv( GLenum target, GLenum pname, GLint * params);
+void glGetTexParameterIuiv( GLenum target, GLenum pname, GLuint * params);
+void glGetTransformFeedbackVarying( GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, char *name);
+GLuint glGetUniformBlockIndex( GLuint program, const GLchar *uniformBlockName);
+void glGetUniformIndices( GLuint program, GLsizei uniformCount, const GLchar **uniformNames, GLuint *uniformIndices);
+GLint glGetUniformLocation( GLuint program, const GLchar *name);
+void glGetUniformSubroutineuiv( GLenum shadertype, GLint location, GLuint *values);
+void glGetVertexAttribdv( GLuint index, GLenum pname, GLdouble *params);
+void glGetVertexAttribfv( GLuint index, GLenum pname, GLfloat *params);
+void glGetVertexAttribiv( GLuint index, GLenum pname, GLint *params);
+void glGetVertexAttribIiv( GLuint index, GLenum pname, GLint *params);
+void glGetVertexAttribIuiv( GLuint index, GLenum pname, GLuint *params);
+void glGetVertexAttribLdv( GLuint index, GLenum pname, GLdouble *params);
+void glGetVertexAttribPointerv( GLuint index, GLenum pname, void **pointer);
+void glHint( GLenum target, GLenum mode);
+GLboolean glIsBuffer( GLuint buffer);
+GLboolean glIsEnabled( GLenum cap);
+GLboolean glIsEnabledi( GLenum cap, GLuint index);
+GLboolean glIsFramebuffer( GLuint framebuffer);
+GLboolean glIsProgram( GLuint program);
+GLboolean glIsProgramPipeline( GLuint pipeline);
+GLboolean glIsQuery( GLuint id);
+GLboolean glIsRenderbuffer( GLuint renderbuffer);
+GLboolean glIsSampler( GLuint id);
+GLboolean glIsShader( GLuint shader);
+GLboolean glIsSync( GLsync sync);
+GLboolean glIsTexture( GLuint texture);
+GLboolean glIsTransformFeedback( GLuint id);
+GLboolean glIsVertexArray( GLuint array);
+void glLineWidth( GLfloat width);
+void glLinkProgram( GLuint program);
+void glLogicOp( GLenum opcode);
+
+void * glMapBuffer( GLenum target, GLenum access);
+void * glMapBufferRange( GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
+void glMinSampleShading( GLfloat value);
+void glMultiDrawArrays( GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount);
+void glMultiDrawElements( GLenum mode, const GLsizei * count, GLenum type, const void * const * indices, GLsizei drawcount);
+void glMultiDrawElementsBaseVertex( GLenum mode, const GLsizei *count, GLenum type, const void * const *indices, GLsizei drawcount, const GLint *basevertex);
+
+void glPatchParameteri( GLenum pname, GLint value);
+void glPatchParameterfv( GLenum pname, const GLfloat *values);
+void glPauseTransformFeedback( void);
+void glPixelStoref( GLenum pname, GLfloat param);
+void glPixelStorei( GLenum pname, GLint param);
+void glPointParameterf( GLenum pname, GLfloat param);
+void glPointParameteri( GLenum pname, GLint param);
+void glPointParameterfv( GLenum pname, const GLfloat * params);
+void glPointParameteriv( GLenum pname, const GLint * params);
+void glPointSize( GLfloat size);
+void glPolygonMode( GLenum face, GLenum mode);
+void glPolygonOffset( GLfloat factor, GLfloat units);
+void glPrimitiveRestartIndex( GLuint index);
+void glProgramBinary( GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);
+void glProgramParameteri( GLuint program, GLenum pname, GLint value);
+void glProgramUniform1f( GLuint program, GLint location, GLfloat v0);
+void glProgramUniform2f( GLuint program, GLint location, GLfloat v0, GLfloat v1);
+void glProgramUniform3f( GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+void glProgramUniform4f( GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+void glProgramUniform1i( GLuint program, GLint location, GLint v0);
+void glProgramUniform2i( GLuint program, GLint location, GLint v0, GLint v1);
+void glProgramUniform3i( GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
+void glProgramUniform4i( GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+void glProgramUniform1ui( GLuint program, GLint location, GLuint v0);
+void glProgramUniform2ui( GLuint program, GLint location, GLuint v0, GLuint v1);
+void glProgramUniform3ui( GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
+void glProgramUniform4ui( GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+void glProgramUniform1fv( GLuint program, GLint location, GLsizei count, const GLfloat *value);
+void glProgramUniform2fv( GLuint program, GLint location, GLsizei count, const GLfloat *value);
+void glProgramUniform3fv( GLuint program, GLint location, GLsizei count, const GLfloat *value);
+void glProgramUniform4fv( GLuint program, GLint location, GLsizei count, const GLfloat *value);
+void glProgramUniform1iv( GLuint program, GLint location, GLsizei count, const GLint *value);
+void glProgramUniform2iv( GLuint program, GLint location, GLsizei count, const GLint *value);
+void glProgramUniform3iv( GLuint program, GLint location, GLsizei count, const GLint *value);
+void glProgramUniform4iv( GLuint program, GLint location, GLsizei count, const GLint *value);
+void glProgramUniform1uiv( GLuint program, GLint location, GLsizei count, const GLuint *value);
+void glProgramUniform2uiv( GLuint program, GLint location, GLsizei count, const GLuint *value);
+void glProgramUniform3uiv( GLuint program, GLint location, GLsizei count, const GLuint *value);
+void glProgramUniform4uiv( GLuint program, GLint location, GLsizei count, const GLuint *value);
+void glProgramUniformMatrix2fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix3fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix4fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix2x3fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix3x2fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix2x4fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix4x2fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix3x4fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix4x3fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProvokingVertex( GLenum provokeMode);
+
+void glQueryCounter( GLuint id, GLenum target);
+void glReadBuffer( GLenum mode);
+void glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * data);
+void glReleaseShaderCompiler( void);
+void glRenderbufferStorage( GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+void glRenderbufferStorageMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
+void glResumeTransformFeedback( void);
+void glSampleCoverage( GLfloat value, GLboolean invert);
+void glSampleMaski( GLuint maskNumber, GLbitfield mask);
+void glSamplerParameterf( GLuint sampler, GLenum pname, GLfloat param);
+void glSamplerParameteri( GLuint sampler, GLenum pname, GLint param);
+void glSamplerParameterfv( GLuint sampler, GLenum pname, const GLfloat * params);
+void glSamplerParameteriv( GLuint sampler, GLenum pname, const GLint * params);
+void glSamplerParameterIiv( GLuint sampler, GLenum pname, const GLint *params);
+void glSamplerParameterIuiv( GLuint sampler, GLenum pname, const GLuint *params);
+void glScissor( GLint x, GLint y, GLsizei width, GLsizei height);
+void glScissorArrayv( GLuint first, GLsizei count, const GLint *v);
+void glScissorIndexed( GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
+void glScissorIndexedv( GLuint index, const GLint *v);
+void glShaderBinary( GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length);
+void glShaderSource( GLuint shader, GLsizei count, const GLchar **string, const GLint *length);
+void glStencilFunc( GLenum func, GLint ref, GLuint mask);
+void glStencilFuncSeparate( GLenum face, GLenum func, GLint ref, GLuint mask);
+void glStencilMask( GLuint mask);
+void glStencilMaskSeparate( GLenum face, GLuint mask);
+void glStencilOp( GLenum sfail, GLenum dpfail, GLenum dppass);
+void glStencilOpSeparate( GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+
+void glTexBuffer( GLenum target, GLenum internalformat, GLuint buffer);
+void glTexImage1D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void * data);
+void glTexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * data);
+void glTexImage2DMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+void glTexImage3D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * data);
+void glTexImage3DMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+void glTexParameterf( GLenum target, GLenum pname, GLfloat param);
+void glTexParameteri( GLenum target, GLenum pname, GLint param);
+void glTexParameterfv( GLenum target, GLenum pname, const GLfloat * params);
+void glTexParameteriv( GLenum target, GLenum pname, const GLint * params);
+void glTexParameterIiv( GLenum target, GLenum pname, const GLint * params);
+void glTexParameterIuiv( GLenum target, GLenum pname, const GLuint * params);
+void glTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void * pixels);
+void glTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels);
+void glTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels);
+void glTransformFeedbackVaryings( GLuint program, GLsizei count, const char **varyings, GLenum bufferMode);
+void glUniform1f( GLint location, GLfloat v0);
+void glUniform2f( GLint location, GLfloat v0, GLfloat v1);
+void glUniform3f( GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+void glUniform4f( GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+void glUniform1i( GLint location, GLint v0);
+void glUniform2i( GLint location, GLint v0, GLint v1);
+void glUniform3i( GLint location, GLint v0, GLint v1, GLint v2);
+void glUniform4i( GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+void glUniform1ui( GLint location, GLuint v0);
+void glUniform2ui( GLint location, GLuint v0, GLuint v1);
+void glUniform3ui( GLint location, GLuint v0, GLuint v1, GLuint v2);
+void glUniform4ui( GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+void glUniform1fv( GLint location, GLsizei count, const GLfloat *value);
+void glUniform2fv( GLint location, GLsizei count, const GLfloat *value);
+void glUniform3fv( GLint location, GLsizei count, const GLfloat *value);
+void glUniform4fv( GLint location, GLsizei count, const GLfloat *value);
+void glUniform1iv( GLint location, GLsizei count, const GLint *value);
+void glUniform2iv( GLint location, GLsizei count, const GLint *value);
+void glUniform3iv( GLint location, GLsizei count, const GLint *value);
+void glUniform4iv( GLint location, GLsizei count, const GLint *value);
+void glUniform1uiv( GLint location, GLsizei count, const GLuint *value);
+void glUniform2uiv( GLint location, GLsizei count, const GLuint *value);
+void glUniform3uiv( GLint location, GLsizei count, const GLuint *value);
+void glUniform4uiv( GLint location, GLsizei count, const GLuint *value);
+void glUniformMatrix2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix2x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix3x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix2x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix4x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix3x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix4x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformSubroutinesuiv( GLenum shadertype, GLsizei count, const GLuint *indices);
+GLboolean glUnmapBuffer( GLenum target);
+void glUseProgram( GLuint program);
+void glUseProgramStages( GLuint pipeline, GLbitfield stages, GLuint program);
+void glValidateProgram( GLuint program);
+void glValidateProgramPipeline( GLuint pipeline);
+void glVertexAttrib1f( GLuint index, GLfloat v0);
+void glVertexAttrib1s( GLuint index, GLshort v0);
+void glVertexAttrib1d( GLuint index, GLdouble v0);
+void glVertexAttribI1i( GLuint index, GLint v0);
+void glVertexAttribI1ui( GLuint index, GLuint v0);
+void glVertexAttrib2f( GLuint index, GLfloat v0, GLfloat v1);
+void glVertexAttrib2s( GLuint index, GLshort v0, GLshort v1);
+void glVertexAttrib2d( GLuint index, GLdouble v0, GLdouble v1);
+void glVertexAttribI2i( GLuint index, GLint v0, GLint v1);
+void glVertexAttribI2ui( GLuint index, GLuint v0, GLuint v1);
+void glVertexAttrib3f( GLuint index, GLfloat v0, GLfloat v1, GLfloat v2);
+void glVertexAttrib3s( GLuint index, GLshort v0, GLshort v1, GLshort v2);
+void glVertexAttrib3d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2);
+void glVertexAttribI3i( GLuint index, GLint v0, GLint v1, GLint v2);
+void glVertexAttribI3ui( GLuint index, GLuint v0, GLuint v1, GLuint v2);
+void glVertexAttrib4f( GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+void glVertexAttrib4s( GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3);
+void glVertexAttrib4d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
+void glVertexAttrib4Nub( GLuint index, GLubyte v0, GLubyte v1, GLubyte v2, GLubyte v3);
+void glVertexAttribI4i( GLuint index, GLint v0, GLint v1, GLint v2, GLint v3);
+void glVertexAttribI4ui( GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+void glVertexAttribL1d( GLuint index, GLdouble v0);
+void glVertexAttribL2d( GLuint index, GLdouble v0, GLdouble v1);
+void glVertexAttribL3d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2);
+void glVertexAttribL4d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
+void glVertexAttrib1fv( GLuint index, const GLfloat *v);
+void glVertexAttrib1sv( GLuint index, const GLshort *v);
+void glVertexAttrib1dv( GLuint index, const GLdouble *v);
+void glVertexAttribI1iv( GLuint index, const GLint *v);
+void glVertexAttribI1uiv( GLuint index, const GLuint *v);
+void glVertexAttrib2fv( GLuint index, const GLfloat *v);
+void glVertexAttrib2sv( GLuint index, const GLshort *v);
+void glVertexAttrib2dv( GLuint index, const GLdouble *v);
+void glVertexAttribI2iv( GLuint index, const GLint *v);
+void glVertexAttribI2uiv( GLuint index, const GLuint *v);
+void glVertexAttrib3fv( GLuint index, const GLfloat *v);
+void glVertexAttrib3sv( GLuint index, const GLshort *v);
+void glVertexAttrib3dv( GLuint index, const GLdouble *v);
+void glVertexAttribI3iv( GLuint index, const GLint *v);
+void glVertexAttribI3uiv( GLuint index, const GLuint *v);
+void glVertexAttrib4fv( GLuint index, const GLfloat *v);
+void glVertexAttrib4sv( GLuint index, const GLshort *v);
+void glVertexAttrib4dv( GLuint index, const GLdouble *v);
+void glVertexAttrib4iv( GLuint index, const GLint *v);
+void glVertexAttrib4bv( GLuint index, const GLbyte *v);
+void glVertexAttrib4ubv( GLuint index, const GLubyte *v);
+void glVertexAttrib4usv( GLuint index, const GLushort *v);
+void glVertexAttrib4uiv( GLuint index, const GLuint *v);
+void glVertexAttrib4Nbv( GLuint index, const GLbyte *v);
+void glVertexAttrib4Nsv( GLuint index, const GLshort *v);
+void glVertexAttrib4Niv( GLuint index, const GLint *v);
+void glVertexAttrib4Nubv( GLuint index, const GLubyte *v);
+void glVertexAttrib4Nusv( GLuint index, const GLushort *v);
+void glVertexAttrib4Nuiv( GLuint index, const GLuint *v);
+void glVertexAttribI4bv( GLuint index, const GLbyte *v);
+void glVertexAttribI4ubv( GLuint index, const GLubyte *v);
+void glVertexAttribI4sv( GLuint index, const GLshort *v);
+void glVertexAttribI4usv( GLuint index, const GLushort *v);
+void glVertexAttribI4iv( GLuint index, const GLint *v);
+void glVertexAttribI4uiv( GLuint index, const GLuint *v);
+void glVertexAttribL1dv( GLuint index, const GLdouble *v);
+void glVertexAttribL2dv( GLuint index, const GLdouble *v);
+void glVertexAttribL3dv( GLuint index, const GLdouble *v);
+void glVertexAttribL4dv( GLuint index, const GLdouble *v);
+void glVertexAttribP1ui( GLuint index, GLenum type, GLboolean normalized, GLuint value);
+void glVertexAttribP2ui( GLuint index, GLenum type, GLboolean normalized, GLuint value);
+void glVertexAttribP3ui( GLuint index, GLenum type, GLboolean normalized, GLuint value);
+void glVertexAttribP4ui( GLuint index, GLenum type, GLboolean normalized, GLuint value);
+void glVertexAttribPointer( GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer);
+void glVertexAttribIPointer( GLuint index, GLint size, GLenum type, GLsizei stride, const void * pointer);
+void glViewport( GLint x, GLint y, GLsizei width, GLsizei height);
+void glViewportArrayv( GLuint first, GLsizei count, const GLfloat *v);
+void glViewportIndexedf( GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
+void glViewportIndexedfv( GLuint index, const GLfloat *v);
+void glWaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout);
diff --git a/src/opengl/bind/t b/src/opengl/bind/t
new file mode 100644
index 0000000..d503c1e
--- /dev/null
+++ b/src/opengl/bind/t
@@ -0,0 +1,16 @@
+void glTexBuffer( GLenum target, GLenum internalformat, GLuint buffer);
+void glTexImage1D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void * data);
+void glTexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * data);
+void glTexImage2DMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+void glTexImage3D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * data);
+void glTexImage3DMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+void glTexParameterf( GLenum target, GLenum pname, GLfloat param);
+void glTexParameteri( GLenum target, GLenum pname, GLint param);
+void glTexParameterfv( GLenum target, GLenum pname, const GLfloat * params);
+void glTexParameteriv( GLenum target, GLenum pname, const GLint * params);
+void glTexParameterIiv( GLenum target, GLenum pname, const GLint * params);
+void glTexParameterIuiv( GLenum target, GLenum pname, const GLuint * params);
+void glTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void * pixels);
+void glTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels);
+void glTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels);
+void glTransformFeedbackVaryings( GLuint program, GLsizei count, const char **varyings, GLenum bufferMode);
diff --git a/src/opengl/bind/t.bind b/src/opengl/bind/t.bind
new file mode 100644
index 0000000..1a447e7
--- /dev/null
+++ b/src/opengl/bind/t.bind
@@ -0,0 +1,204 @@
+int glTexBuffer_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum internalformat = luaL_checkinteger(L, 2);
+ GLuint buffer = luaL_checkinteger(L, 3);
+ glTexBuffer(target, internalformat, buffer);
+ return 0;
+}
+
+
+int glTexImage1D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint internalformat = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLint border = luaL_checkinteger(L, 5);
+ GLenum format = luaL_checkinteger(L, 6);
+ GLenum type = luaL_checkinteger(L, 7);
+ const void * data = get: const void *
+ glTexImage1D(target, level, internalformat, width, border, format, type, data);
+ return 0;
+}
+
+
+int glTexImage2D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint internalformat = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLsizei height = luaL_checkinteger(L, 5);
+ GLint border = luaL_checkinteger(L, 6);
+ GLenum format = luaL_checkinteger(L, 7);
+ GLenum type = luaL_checkinteger(L, 8);
+ const void * data = get: const void *
+ glTexImage2D(target, level, internalformat, width, height, border, format, type, data);
+ return 0;
+}
+
+
+int glTexImage2DMultisample_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLsizei samples = luaL_checkinteger(L, 2);
+ GLenum internalformat = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLsizei height = luaL_checkinteger(L, 5);
+ GLboolean fixedsamplelocations = get: GLboolean
+ glTexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations);
+ return 0;
+}
+
+
+int glTexImage3D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint internalformat = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLsizei height = luaL_checkinteger(L, 5);
+ GLsizei depth = luaL_checkinteger(L, 6);
+ GLint border = luaL_checkinteger(L, 7);
+ GLenum format = luaL_checkinteger(L, 8);
+ GLenum type = luaL_checkinteger(L, 9);
+ const void * data = get: const void *
+ glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, data);
+ return 0;
+}
+
+
+int glTexImage3DMultisample_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLsizei samples = luaL_checkinteger(L, 2);
+ GLenum internalformat = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLsizei height = luaL_checkinteger(L, 5);
+ GLsizei depth = luaL_checkinteger(L, 6);
+ GLboolean fixedsamplelocations = get: GLboolean
+ glTexImage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations);
+ return 0;
+}
+
+
+int glTexParameterf_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLfloat param = luaL_checknumber(L, 3);
+ glTexParameterf(target, pname, param);
+ return 0;
+}
+
+
+int glTexParameteri_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ GLint param = luaL_checkinteger(L, 3);
+ glTexParameteri(target, pname, param);
+ return 0;
+}
+
+
+int glTexParameterfv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ const GLfloat * params = get: const GLfloat *
+ glTexParameterfv(target, pname, params);
+ return 0;
+}
+
+
+int glTexParameteriv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ const GLint * params = get: const GLint *
+ glTexParameteriv(target, pname, params);
+ return 0;
+}
+
+
+int glTexParameterIiv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ const GLint * params = get: const GLint *
+ glTexParameterIiv(target, pname, params);
+ return 0;
+}
+
+
+int glTexParameterIuiv_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLenum pname = luaL_checkinteger(L, 2);
+ const GLuint * params = get: const GLuint *
+ glTexParameterIuiv(target, pname, params);
+ return 0;
+}
+
+
+int glTexSubImage1D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint xoffset = luaL_checkinteger(L, 3);
+ GLsizei width = luaL_checkinteger(L, 4);
+ GLenum format = luaL_checkinteger(L, 5);
+ GLenum type = luaL_checkinteger(L, 6);
+ const void * pixels = get: const void *
+ glTexSubImage1D(target, level, xoffset, width, format, type, pixels);
+ return 0;
+}
+
+
+int glTexSubImage2D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint xoffset = luaL_checkinteger(L, 3);
+ GLint yoffset = luaL_checkinteger(L, 4);
+ GLsizei width = luaL_checkinteger(L, 5);
+ GLsizei height = luaL_checkinteger(L, 6);
+ GLenum format = luaL_checkinteger(L, 7);
+ GLenum type = luaL_checkinteger(L, 8);
+ const void * pixels = get: const void *
+ glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
+ return 0;
+}
+
+
+int glTexSubImage3D_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLint level = luaL_checkinteger(L, 2);
+ GLint xoffset = luaL_checkinteger(L, 3);
+ GLint yoffset = luaL_checkinteger(L, 4);
+ GLint zoffset = luaL_checkinteger(L, 5);
+ GLsizei width = luaL_checkinteger(L, 6);
+ GLsizei height = luaL_checkinteger(L, 7);
+ GLsizei depth = luaL_checkinteger(L, 8);
+ GLenum format = luaL_checkinteger(L, 9);
+ GLenum type = luaL_checkinteger(L, 10);
+ const void * pixels = get: const void *
+ glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
+ return 0;
+}
+
+
+int glTransformFeedbackVaryings_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const char ** varyings = get: const char **
+ GLenum bufferMode = luaL_checkinteger(L, 4);
+ glTransformFeedbackVaryings(program, count, varyings, bufferMode);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/u b/src/opengl/bind/u
new file mode 100644
index 0000000..7cd3e42
--- /dev/null
+++ b/src/opengl/bind/u
@@ -0,0 +1,37 @@
+void glUniform1f( GLint location, GLfloat v0);
+void glUniform2f( GLint location, GLfloat v0, GLfloat v1);
+void glUniform3f( GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+void glUniform4f( GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+void glUniform1i( GLint location, GLint v0);
+void glUniform2i( GLint location, GLint v0, GLint v1);
+void glUniform3i( GLint location, GLint v0, GLint v1, GLint v2);
+void glUniform4i( GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+void glUniform1ui( GLint location, GLuint v0);
+void glUniform2ui( GLint location, GLuint v0, GLuint v1);
+void glUniform3ui( GLint location, GLuint v0, GLuint v1, GLuint v2);
+void glUniform4ui( GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+void glUniform1fv( GLint location, GLsizei count, const GLfloat *value);
+void glUniform2fv( GLint location, GLsizei count, const GLfloat *value);
+void glUniform3fv( GLint location, GLsizei count, const GLfloat *value);
+void glUniform4fv( GLint location, GLsizei count, const GLfloat *value);
+void glUniform1iv( GLint location, GLsizei count, const GLint *value);
+void glUniform2iv( GLint location, GLsizei count, const GLint *value);
+void glUniform3iv( GLint location, GLsizei count, const GLint *value);
+void glUniform4iv( GLint location, GLsizei count, const GLint *value);
+void glUniform1uiv( GLint location, GLsizei count, const GLuint *value);
+void glUniform2uiv( GLint location, GLsizei count, const GLuint *value);
+void glUniform3uiv( GLint location, GLsizei count, const GLuint *value);
+void glUniform4uiv( GLint location, GLsizei count, const GLuint *value);
+void glUniformMatrix2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix2x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix3x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix2x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix4x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix3x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix4x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformSubroutinesuiv( GLenum shadertype, GLsizei count, const GLuint *indices);
+GLboolean glUnmapBuffer( GLenum target);
+void glUseProgram( GLuint program);
+void glUseProgramStages( GLuint pipeline, GLbitfield stages, GLuint program);
diff --git a/src/opengl/bind/u.bind b/src/opengl/bind/u.bind
new file mode 100644
index 0000000..07785a8
--- /dev/null
+++ b/src/opengl/bind/u.bind
@@ -0,0 +1,382 @@
+int glUniform1f_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLfloat v0 = luaL_checknumber(L, 2);
+ glUniform1f(location, v0);
+ return 0;
+}
+
+
+int glUniform2f_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLfloat v0 = luaL_checknumber(L, 2);
+ GLfloat v1 = luaL_checknumber(L, 3);
+ glUniform2f(location, v0, v1);
+ return 0;
+}
+
+
+int glUniform3f_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLfloat v0 = luaL_checknumber(L, 2);
+ GLfloat v1 = luaL_checknumber(L, 3);
+ GLfloat v2 = luaL_checknumber(L, 4);
+ glUniform3f(location, v0, v1, v2);
+ return 0;
+}
+
+
+int glUniform4f_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLfloat v0 = luaL_checknumber(L, 2);
+ GLfloat v1 = luaL_checknumber(L, 3);
+ GLfloat v2 = luaL_checknumber(L, 4);
+ GLfloat v3 = luaL_checknumber(L, 5);
+ glUniform4f(location, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glUniform1i_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLint v0 = luaL_checkinteger(L, 2);
+ glUniform1i(location, v0);
+ return 0;
+}
+
+
+int glUniform2i_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLint v0 = luaL_checkinteger(L, 2);
+ GLint v1 = luaL_checkinteger(L, 3);
+ glUniform2i(location, v0, v1);
+ return 0;
+}
+
+
+int glUniform3i_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLint v0 = luaL_checkinteger(L, 2);
+ GLint v1 = luaL_checkinteger(L, 3);
+ GLint v2 = luaL_checkinteger(L, 4);
+ glUniform3i(location, v0, v1, v2);
+ return 0;
+}
+
+
+int glUniform4i_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLint v0 = luaL_checkinteger(L, 2);
+ GLint v1 = luaL_checkinteger(L, 3);
+ GLint v2 = luaL_checkinteger(L, 4);
+ GLint v3 = luaL_checkinteger(L, 5);
+ glUniform4i(location, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glUniform1ui_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLuint v0 = luaL_checkinteger(L, 2);
+ glUniform1ui(location, v0);
+ return 0;
+}
+
+
+int glUniform2ui_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLuint v0 = luaL_checkinteger(L, 2);
+ GLuint v1 = luaL_checkinteger(L, 3);
+ glUniform2ui(location, v0, v1);
+ return 0;
+}
+
+
+int glUniform3ui_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLuint v0 = luaL_checkinteger(L, 2);
+ GLuint v1 = luaL_checkinteger(L, 3);
+ GLuint v2 = luaL_checkinteger(L, 4);
+ glUniform3ui(location, v0, v1, v2);
+ return 0;
+}
+
+
+int glUniform4ui_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLuint v0 = luaL_checkinteger(L, 2);
+ GLuint v1 = luaL_checkinteger(L, 3);
+ GLuint v2 = luaL_checkinteger(L, 4);
+ GLuint v3 = luaL_checkinteger(L, 5);
+ glUniform4ui(location, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glUniform1fv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLfloat * value = get: const GLfloat *
+ glUniform1fv(location, count, value);
+ return 0;
+}
+
+
+int glUniform2fv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLfloat * value = get: const GLfloat *
+ glUniform2fv(location, count, value);
+ return 0;
+}
+
+
+int glUniform3fv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLfloat * value = get: const GLfloat *
+ glUniform3fv(location, count, value);
+ return 0;
+}
+
+
+int glUniform4fv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLfloat * value = get: const GLfloat *
+ glUniform4fv(location, count, value);
+ return 0;
+}
+
+
+int glUniform1iv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLint * value = get: const GLint *
+ glUniform1iv(location, count, value);
+ return 0;
+}
+
+
+int glUniform2iv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLint * value = get: const GLint *
+ glUniform2iv(location, count, value);
+ return 0;
+}
+
+
+int glUniform3iv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLint * value = get: const GLint *
+ glUniform3iv(location, count, value);
+ return 0;
+}
+
+
+int glUniform4iv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLint * value = get: const GLint *
+ glUniform4iv(location, count, value);
+ return 0;
+}
+
+
+int glUniform1uiv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLuint * value = get: const GLuint *
+ glUniform1uiv(location, count, value);
+ return 0;
+}
+
+
+int glUniform2uiv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLuint * value = get: const GLuint *
+ glUniform2uiv(location, count, value);
+ return 0;
+}
+
+
+int glUniform3uiv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLuint * value = get: const GLuint *
+ glUniform3uiv(location, count, value);
+ return 0;
+}
+
+
+int glUniform4uiv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLuint * value = get: const GLuint *
+ glUniform4uiv(location, count, value);
+ return 0;
+}
+
+
+int glUniformMatrix2fv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glUniformMatrix2fv(location, count, transpose, value);
+ return 0;
+}
+
+
+int glUniformMatrix3fv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glUniformMatrix3fv(location, count, transpose, value);
+ return 0;
+}
+
+
+int glUniformMatrix4fv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glUniformMatrix4fv(location, count, transpose, value);
+ return 0;
+}
+
+
+int glUniformMatrix2x3fv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glUniformMatrix2x3fv(location, count, transpose, value);
+ return 0;
+}
+
+
+int glUniformMatrix3x2fv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glUniformMatrix3x2fv(location, count, transpose, value);
+ return 0;
+}
+
+
+int glUniformMatrix2x4fv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glUniformMatrix2x4fv(location, count, transpose, value);
+ return 0;
+}
+
+
+int glUniformMatrix4x2fv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glUniformMatrix4x2fv(location, count, transpose, value);
+ return 0;
+}
+
+
+int glUniformMatrix3x4fv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glUniformMatrix3x4fv(location, count, transpose, value);
+ return 0;
+}
+
+
+int glUniformMatrix4x3fv_bind(lua_State *L)
+{
+ GLint location = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ GLboolean transpose = get: GLboolean
+ const GLfloat * value = get: const GLfloat *
+ glUniformMatrix4x3fv(location, count, transpose, value);
+ return 0;
+}
+
+
+int glUniformSubroutinesuiv_bind(lua_State *L)
+{
+ GLenum shadertype = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLuint * indices = get: const GLuint *
+ glUniformSubroutinesuiv(shadertype, count, indices);
+ return 0;
+}
+
+
+int glUnmapBuffer_bind(lua_State *L)
+{
+ GLenum target = luaL_checkinteger(L, 1);
+ GLboolean bind_result = glUnmapBuffer(target);
+ /* push result */
+ return /* count */;
+}
+
+
+int glUseProgram_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ glUseProgram(program);
+ return 0;
+}
+
+
+int glUseProgramStages_bind(lua_State *L)
+{
+ GLuint pipeline = luaL_checkinteger(L, 1);
+ GLbitfield stages = luaL_checkinteger(L, 2);
+ GLuint program = luaL_checkinteger(L, 3);
+ glUseProgramStages(pipeline, stages, program);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/v b/src/opengl/bind/v
new file mode 100644
index 0000000..d6bb3aa
--- /dev/null
+++ b/src/opengl/bind/v
@@ -0,0 +1,76 @@
+void glValidateProgram( GLuint program);
+void glValidateProgramPipeline( GLuint pipeline);
+void glVertexAttrib1f( GLuint index, GLfloat v0);
+void glVertexAttrib1s( GLuint index, GLshort v0);
+void glVertexAttrib1d( GLuint index, GLdouble v0);
+void glVertexAttribI1i( GLuint index, GLint v0);
+void glVertexAttribI1ui( GLuint index, GLuint v0);
+void glVertexAttrib2f( GLuint index, GLfloat v0, GLfloat v1);
+void glVertexAttrib2s( GLuint index, GLshort v0, GLshort v1);
+void glVertexAttrib2d( GLuint index, GLdouble v0, GLdouble v1);
+void glVertexAttribI2i( GLuint index, GLint v0, GLint v1);
+void glVertexAttribI2ui( GLuint index, GLuint v0, GLuint v1);
+void glVertexAttrib3f( GLuint index, GLfloat v0, GLfloat v1, GLfloat v2);
+void glVertexAttrib3s( GLuint index, GLshort v0, GLshort v1, GLshort v2);
+void glVertexAttrib3d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2);
+void glVertexAttribI3i( GLuint index, GLint v0, GLint v1, GLint v2);
+void glVertexAttribI3ui( GLuint index, GLuint v0, GLuint v1, GLuint v2);
+void glVertexAttrib4f( GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+void glVertexAttrib4s( GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3);
+void glVertexAttrib4d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
+void glVertexAttrib4Nub( GLuint index, GLubyte v0, GLubyte v1, GLubyte v2, GLubyte v3);
+void glVertexAttribI4i( GLuint index, GLint v0, GLint v1, GLint v2, GLint v3);
+void glVertexAttribI4ui( GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+void glVertexAttribL1d( GLuint index, GLdouble v0);
+void glVertexAttribL2d( GLuint index, GLdouble v0, GLdouble v1);
+void glVertexAttribL3d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2);
+void glVertexAttribL4d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
+void glVertexAttrib1fv( GLuint index, const GLfloat *v);
+void glVertexAttrib1sv( GLuint index, const GLshort *v);
+void glVertexAttrib1dv( GLuint index, const GLdouble *v);
+void glVertexAttribI1iv( GLuint index, const GLint *v);
+void glVertexAttribI1uiv( GLuint index, const GLuint *v);
+void glVertexAttrib2fv( GLuint index, const GLfloat *v);
+void glVertexAttrib2sv( GLuint index, const GLshort *v);
+void glVertexAttrib2dv( GLuint index, const GLdouble *v);
+void glVertexAttribI2iv( GLuint index, const GLint *v);
+void glVertexAttribI2uiv( GLuint index, const GLuint *v);
+void glVertexAttrib3fv( GLuint index, const GLfloat *v);
+void glVertexAttrib3sv( GLuint index, const GLshort *v);
+void glVertexAttrib3dv( GLuint index, const GLdouble *v);
+void glVertexAttribI3iv( GLuint index, const GLint *v);
+void glVertexAttribI3uiv( GLuint index, const GLuint *v);
+void glVertexAttrib4fv( GLuint index, const GLfloat *v);
+void glVertexAttrib4sv( GLuint index, const GLshort *v);
+void glVertexAttrib4dv( GLuint index, const GLdouble *v);
+void glVertexAttrib4iv( GLuint index, const GLint *v);
+void glVertexAttrib4bv( GLuint index, const GLbyte *v);
+void glVertexAttrib4ubv( GLuint index, const GLubyte *v);
+void glVertexAttrib4usv( GLuint index, const GLushort *v);
+void glVertexAttrib4uiv( GLuint index, const GLuint *v);
+void glVertexAttrib4Nbv( GLuint index, const GLbyte *v);
+void glVertexAttrib4Nsv( GLuint index, const GLshort *v);
+void glVertexAttrib4Niv( GLuint index, const GLint *v);
+void glVertexAttrib4Nubv( GLuint index, const GLubyte *v);
+void glVertexAttrib4Nusv( GLuint index, const GLushort *v);
+void glVertexAttrib4Nuiv( GLuint index, const GLuint *v);
+void glVertexAttribI4bv( GLuint index, const GLbyte *v);
+void glVertexAttribI4ubv( GLuint index, const GLubyte *v);
+void glVertexAttribI4sv( GLuint index, const GLshort *v);
+void glVertexAttribI4usv( GLuint index, const GLushort *v);
+void glVertexAttribI4iv( GLuint index, const GLint *v);
+void glVertexAttribI4uiv( GLuint index, const GLuint *v);
+void glVertexAttribL1dv( GLuint index, const GLdouble *v);
+void glVertexAttribL2dv( GLuint index, const GLdouble *v);
+void glVertexAttribL3dv( GLuint index, const GLdouble *v);
+void glVertexAttribL4dv( GLuint index, const GLdouble *v);
+void glVertexAttribP1ui( GLuint index, GLenum type, GLboolean normalized, GLuint value);
+void glVertexAttribP2ui( GLuint index, GLenum type, GLboolean normalized, GLuint value);
+void glVertexAttribP3ui( GLuint index, GLenum type, GLboolean normalized, GLuint value);
+void glVertexAttribP4ui( GLuint index, GLenum type, GLboolean normalized, GLuint value);
+void glVertexAttribPointer( GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer);
+void glVertexAttribIPointer( GLuint index, GLint size, GLenum type, GLsizei stride, const void * pointer);
+void glViewport( GLint x, GLint y, GLsizei width, GLsizei height);
+void glViewportArrayv( GLuint first, GLsizei count, const GLfloat *v);
+void glViewportIndexedf( GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
+void glViewportIndexedfv( GLuint index, const GLfloat *v);
diff --git a/src/opengl/bind/v.bind b/src/opengl/bind/v.bind
new file mode 100644
index 0000000..ec35e3f
--- /dev/null
+++ b/src/opengl/bind/v.bind
@@ -0,0 +1,742 @@
+int glValidateProgram_bind(lua_State *L)
+{
+ GLuint program = luaL_checkinteger(L, 1);
+ glValidateProgram(program);
+ return 0;
+}
+
+
+int glValidateProgramPipeline_bind(lua_State *L)
+{
+ GLuint pipeline = luaL_checkinteger(L, 1);
+ glValidateProgramPipeline(pipeline);
+ return 0;
+}
+
+
+int glVertexAttrib1f_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLfloat v0 = luaL_checknumber(L, 2);
+ glVertexAttrib1f(index, v0);
+ return 0;
+}
+
+
+int glVertexAttrib1s_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLshort v0 = luaL_checkinteger(L, 2);
+ glVertexAttrib1s(index, v0);
+ return 0;
+}
+
+
+int glVertexAttrib1d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ glVertexAttrib1d(index, v0);
+ return 0;
+}
+
+
+int glVertexAttribI1i_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLint v0 = luaL_checkinteger(L, 2);
+ glVertexAttribI1i(index, v0);
+ return 0;
+}
+
+
+int glVertexAttribI1ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLuint v0 = luaL_checkinteger(L, 2);
+ glVertexAttribI1ui(index, v0);
+ return 0;
+}
+
+
+int glVertexAttrib2f_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLfloat v0 = luaL_checknumber(L, 2);
+ GLfloat v1 = luaL_checknumber(L, 3);
+ glVertexAttrib2f(index, v0, v1);
+ return 0;
+}
+
+
+int glVertexAttrib2s_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLshort v0 = luaL_checkinteger(L, 2);
+ GLshort v1 = luaL_checkinteger(L, 3);
+ glVertexAttrib2s(index, v0, v1);
+ return 0;
+}
+
+
+int glVertexAttrib2d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ GLdouble v1 = luaL_checknumber(L, 3);
+ glVertexAttrib2d(index, v0, v1);
+ return 0;
+}
+
+
+int glVertexAttribI2i_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLint v0 = luaL_checkinteger(L, 2);
+ GLint v1 = luaL_checkinteger(L, 3);
+ glVertexAttribI2i(index, v0, v1);
+ return 0;
+}
+
+
+int glVertexAttribI2ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLuint v0 = luaL_checkinteger(L, 2);
+ GLuint v1 = luaL_checkinteger(L, 3);
+ glVertexAttribI2ui(index, v0, v1);
+ return 0;
+}
+
+
+int glVertexAttrib3f_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLfloat v0 = luaL_checknumber(L, 2);
+ GLfloat v1 = luaL_checknumber(L, 3);
+ GLfloat v2 = luaL_checknumber(L, 4);
+ glVertexAttrib3f(index, v0, v1, v2);
+ return 0;
+}
+
+
+int glVertexAttrib3s_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLshort v0 = luaL_checkinteger(L, 2);
+ GLshort v1 = luaL_checkinteger(L, 3);
+ GLshort v2 = luaL_checkinteger(L, 4);
+ glVertexAttrib3s(index, v0, v1, v2);
+ return 0;
+}
+
+
+int glVertexAttrib3d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ GLdouble v1 = luaL_checknumber(L, 3);
+ GLdouble v2 = luaL_checknumber(L, 4);
+ glVertexAttrib3d(index, v0, v1, v2);
+ return 0;
+}
+
+
+int glVertexAttribI3i_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLint v0 = luaL_checkinteger(L, 2);
+ GLint v1 = luaL_checkinteger(L, 3);
+ GLint v2 = luaL_checkinteger(L, 4);
+ glVertexAttribI3i(index, v0, v1, v2);
+ return 0;
+}
+
+
+int glVertexAttribI3ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLuint v0 = luaL_checkinteger(L, 2);
+ GLuint v1 = luaL_checkinteger(L, 3);
+ GLuint v2 = luaL_checkinteger(L, 4);
+ glVertexAttribI3ui(index, v0, v1, v2);
+ return 0;
+}
+
+
+int glVertexAttrib4f_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLfloat v0 = luaL_checknumber(L, 2);
+ GLfloat v1 = luaL_checknumber(L, 3);
+ GLfloat v2 = luaL_checknumber(L, 4);
+ GLfloat v3 = luaL_checknumber(L, 5);
+ glVertexAttrib4f(index, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glVertexAttrib4s_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLshort v0 = luaL_checkinteger(L, 2);
+ GLshort v1 = luaL_checkinteger(L, 3);
+ GLshort v2 = luaL_checkinteger(L, 4);
+ GLshort v3 = luaL_checkinteger(L, 5);
+ glVertexAttrib4s(index, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glVertexAttrib4d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ GLdouble v1 = luaL_checknumber(L, 3);
+ GLdouble v2 = luaL_checknumber(L, 4);
+ GLdouble v3 = luaL_checknumber(L, 5);
+ glVertexAttrib4d(index, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glVertexAttrib4Nub_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLubyte v0 = luaL_checkinteger(L, 2);
+ GLubyte v1 = luaL_checkinteger(L, 3);
+ GLubyte v2 = luaL_checkinteger(L, 4);
+ GLubyte v3 = luaL_checkinteger(L, 5);
+ glVertexAttrib4Nub(index, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glVertexAttribI4i_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLint v0 = luaL_checkinteger(L, 2);
+ GLint v1 = luaL_checkinteger(L, 3);
+ GLint v2 = luaL_checkinteger(L, 4);
+ GLint v3 = luaL_checkinteger(L, 5);
+ glVertexAttribI4i(index, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glVertexAttribI4ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLuint v0 = luaL_checkinteger(L, 2);
+ GLuint v1 = luaL_checkinteger(L, 3);
+ GLuint v2 = luaL_checkinteger(L, 4);
+ GLuint v3 = luaL_checkinteger(L, 5);
+ glVertexAttribI4ui(index, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glVertexAttribL1d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ glVertexAttribL1d(index, v0);
+ return 0;
+}
+
+
+int glVertexAttribL2d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ GLdouble v1 = luaL_checknumber(L, 3);
+ glVertexAttribL2d(index, v0, v1);
+ return 0;
+}
+
+
+int glVertexAttribL3d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ GLdouble v1 = luaL_checknumber(L, 3);
+ GLdouble v2 = luaL_checknumber(L, 4);
+ glVertexAttribL3d(index, v0, v1, v2);
+ return 0;
+}
+
+
+int glVertexAttribL4d_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLdouble v0 = luaL_checknumber(L, 2);
+ GLdouble v1 = luaL_checknumber(L, 3);
+ GLdouble v2 = luaL_checknumber(L, 4);
+ GLdouble v3 = luaL_checknumber(L, 5);
+ glVertexAttribL4d(index, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int glVertexAttrib1fv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLfloat * v = get: const GLfloat *
+ glVertexAttrib1fv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib1sv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLshort * v = get: const GLshort *
+ glVertexAttrib1sv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib1dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttrib1dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI1iv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLint * v = get: const GLint *
+ glVertexAttribI1iv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI1uiv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLuint * v = get: const GLuint *
+ glVertexAttribI1uiv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib2fv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLfloat * v = get: const GLfloat *
+ glVertexAttrib2fv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib2sv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLshort * v = get: const GLshort *
+ glVertexAttrib2sv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib2dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttrib2dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI2iv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLint * v = get: const GLint *
+ glVertexAttribI2iv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI2uiv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLuint * v = get: const GLuint *
+ glVertexAttribI2uiv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib3fv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLfloat * v = get: const GLfloat *
+ glVertexAttrib3fv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib3sv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLshort * v = get: const GLshort *
+ glVertexAttrib3sv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib3dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttrib3dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI3iv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLint * v = get: const GLint *
+ glVertexAttribI3iv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI3uiv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLuint * v = get: const GLuint *
+ glVertexAttribI3uiv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4fv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLfloat * v = get: const GLfloat *
+ glVertexAttrib4fv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4sv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLshort * v = get: const GLshort *
+ glVertexAttrib4sv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttrib4dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4iv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLint * v = get: const GLint *
+ glVertexAttrib4iv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4bv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLbyte * v = get: const GLbyte *
+ glVertexAttrib4bv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4ubv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLubyte * v = get: const GLubyte *
+ glVertexAttrib4ubv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4usv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLushort * v = get: const GLushort *
+ glVertexAttrib4usv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4uiv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLuint * v = get: const GLuint *
+ glVertexAttrib4uiv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4Nbv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLbyte * v = get: const GLbyte *
+ glVertexAttrib4Nbv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4Nsv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLshort * v = get: const GLshort *
+ glVertexAttrib4Nsv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4Niv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLint * v = get: const GLint *
+ glVertexAttrib4Niv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4Nubv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLubyte * v = get: const GLubyte *
+ glVertexAttrib4Nubv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4Nusv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLushort * v = get: const GLushort *
+ glVertexAttrib4Nusv(index, v);
+ return 0;
+}
+
+
+int glVertexAttrib4Nuiv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLuint * v = get: const GLuint *
+ glVertexAttrib4Nuiv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI4bv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLbyte * v = get: const GLbyte *
+ glVertexAttribI4bv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI4ubv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLubyte * v = get: const GLubyte *
+ glVertexAttribI4ubv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI4sv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLshort * v = get: const GLshort *
+ glVertexAttribI4sv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI4usv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLushort * v = get: const GLushort *
+ glVertexAttribI4usv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI4iv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLint * v = get: const GLint *
+ glVertexAttribI4iv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribI4uiv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLuint * v = get: const GLuint *
+ glVertexAttribI4uiv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribL1dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttribL1dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribL2dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttribL2dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribL3dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttribL3dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribL4dv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLdouble * v = get: const GLdouble *
+ glVertexAttribL4dv(index, v);
+ return 0;
+}
+
+
+int glVertexAttribP1ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLenum type = luaL_checkinteger(L, 2);
+ GLboolean normalized = get: GLboolean
+ GLuint value = luaL_checkinteger(L, 4);
+ glVertexAttribP1ui(index, type, normalized, value);
+ return 0;
+}
+
+
+int glVertexAttribP2ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLenum type = luaL_checkinteger(L, 2);
+ GLboolean normalized = get: GLboolean
+ GLuint value = luaL_checkinteger(L, 4);
+ glVertexAttribP2ui(index, type, normalized, value);
+ return 0;
+}
+
+
+int glVertexAttribP3ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLenum type = luaL_checkinteger(L, 2);
+ GLboolean normalized = get: GLboolean
+ GLuint value = luaL_checkinteger(L, 4);
+ glVertexAttribP3ui(index, type, normalized, value);
+ return 0;
+}
+
+
+int glVertexAttribP4ui_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLenum type = luaL_checkinteger(L, 2);
+ GLboolean normalized = get: GLboolean
+ GLuint value = luaL_checkinteger(L, 4);
+ glVertexAttribP4ui(index, type, normalized, value);
+ return 0;
+}
+
+
+int glVertexAttribPointer_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLint size = luaL_checkinteger(L, 2);
+ GLenum type = luaL_checkinteger(L, 3);
+ GLboolean normalized = get: GLboolean
+ GLsizei stride = luaL_checkinteger(L, 5);
+ const void * pointer = get: const void *
+ glVertexAttribPointer(index, size, type, normalized, stride, pointer);
+ return 0;
+}
+
+
+int glVertexAttribIPointer_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLint size = luaL_checkinteger(L, 2);
+ GLenum type = luaL_checkinteger(L, 3);
+ GLsizei stride = luaL_checkinteger(L, 4);
+ const void * pointer = get: const void *
+ glVertexAttribIPointer(index, size, type, stride, pointer);
+ return 0;
+}
+
+
+int glViewport_bind(lua_State *L)
+{
+ GLint x = luaL_checkinteger(L, 1);
+ GLint y = luaL_checkinteger(L, 2);
+ GLsizei width = luaL_checkinteger(L, 3);
+ GLsizei height = luaL_checkinteger(L, 4);
+ glViewport(x, y, width, height);
+ return 0;
+}
+
+
+int glViewportArrayv_bind(lua_State *L)
+{
+ GLuint first = luaL_checkinteger(L, 1);
+ GLsizei count = luaL_checkinteger(L, 2);
+ const GLfloat * v = get: const GLfloat *
+ glViewportArrayv(first, count, v);
+ return 0;
+}
+
+
+int glViewportIndexedf_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ GLfloat x = luaL_checknumber(L, 2);
+ GLfloat y = luaL_checknumber(L, 3);
+ GLfloat w = luaL_checknumber(L, 4);
+ GLfloat h = luaL_checknumber(L, 5);
+ glViewportIndexedf(index, x, y, w, h);
+ return 0;
+}
+
+
+int glViewportIndexedfv_bind(lua_State *L)
+{
+ GLuint index = luaL_checkinteger(L, 1);
+ const GLfloat * v = get: const GLfloat *
+ glViewportIndexedfv(index, v);
+ return 0;
+}
+
+
diff --git a/src/opengl/bind/w b/src/opengl/bind/w
new file mode 100644
index 0000000..1a75379
--- /dev/null
+++ b/src/opengl/bind/w
@@ -0,0 +1 @@
+void glWaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout);
diff --git a/src/opengl/bind/w.bind b/src/opengl/bind/w.bind
new file mode 100644
index 0000000..6f5210c
--- /dev/null
+++ b/src/opengl/bind/w.bind
@@ -0,0 +1,10 @@
+int glWaitSync_bind(lua_State *L)
+{
+ GLsync sync = luaL_checkinteger(L, 1);
+ GLbitfield flags = luaL_checkinteger(L, 2);
+ GLuint64 timeout = luaL_checkinteger(L, 3);
+ glWaitSync(sync, flags, timeout);
+ return 0;
+}
+
+