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-rw-r--r--src/glfw/CMakeLists.txt11
-rw-r--r--src/glfw/bind47
-rw-r--r--src/glfw/bind.bind439
-rw-r--r--src/glfw/context.c49
-rw-r--r--src/glfw/init.c58
-rw-r--r--src/glfw/input.c586
-rw-r--r--src/glfw/monitor.c250
-rw-r--r--src/glfw/setup.c33
-rw-r--r--src/glfw/setup.h419
-rw-r--r--src/glfw/window.c588
-rw-r--r--src/miniaudio/CMakeLists.txt (renamed from src/audio/CMakeLists.txt)0
-rw-r--r--src/miniaudio/audio.h (renamed from src/audio/audio.h)0
-rw-r--r--src/miniaudio/bind (renamed from src/audio/bind)0
-rw-r--r--src/miniaudio/bind.bind (renamed from src/audio/bind.bind)0
-rw-r--r--src/miniaudio/engine.c (renamed from src/audio/engine.c)0
-rw-r--r--src/miniaudio/impl.c (renamed from src/audio/impl.c)0
-rw-r--r--src/miniaudio/setup.c (renamed from src/audio/setup.c)0
-rw-r--r--src/miniaudio/sound.c (renamed from src/audio/sound.c)0
-rw-r--r--src/miniaudio/sound_group.c (renamed from src/audio/sound_group.c)0
-rw-r--r--src/modules.h1
-rw-r--r--src/opengl/CMakeLists.txt (renamed from src/gl/CMakeLists.txt)0
-rw-r--r--src/opengl/bind.h1818
-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
-rw-r--r--src/opengl/data.c (renamed from src/gl/data.c)0
-rw-r--r--src/opengl/data.test.c (renamed from src/gl/data.test.c)0
-rw-r--r--src/opengl/drawing.c (renamed from src/gl/drawing.c)0
-rw-r--r--src/opengl/gl.c (renamed from src/gl/gl.c)0
-rw-r--r--src/opengl/gl.h (renamed from src/gl/gl.h)0
-rw-r--r--src/opengl/gl.test.c (renamed from src/gl/gl.test.c)0
-rw-r--r--src/opengl/glad/CMakeLists.txt (renamed from src/gl/glad/CMakeLists.txt)0
-rw-r--r--src/opengl/glad/include/KHR/khrplatform.h (renamed from src/gl/glad/include/KHR/khrplatform.h)0
-rw-r--r--src/opengl/glad/include/glad/glad.h (renamed from src/gl/glad/include/glad/glad.h)0
-rw-r--r--src/opengl/glad/src/glad.c (renamed from src/gl/glad/src/glad.c)0
-rw-r--r--src/opengl/notes.md (renamed from src/gl/notes.md)0
-rw-r--r--src/opengl/setup.c23
-rw-r--r--src/opengl/shader.c (renamed from src/gl/shader.c)0
-rw-r--r--src/opengl/texture.c (renamed from src/gl/texture.c)0
-rw-r--r--src/opengl/window.c (renamed from src/gl/window.c)0
-rw-r--r--src/opengl/window.test.c (renamed from src/gl/window.test.c)0
77 files changed, 9712 insertions, 0 deletions
diff --git a/src/glfw/CMakeLists.txt b/src/glfw/CMakeLists.txt
new file mode 100644
index 0000000..6637d2b
--- /dev/null
+++ b/src/glfw/CMakeLists.txt
@@ -0,0 +1,11 @@
+project(honey-engine)
+
+
+target_sources(honey PUBLIC
+ ${CMAKE_CURRENT_LIST_DIR}/setup.c
+ ${CMAKE_CURRENT_LIST_DIR}/context.c
+ ${CMAKE_CURRENT_LIST_DIR}/init.c
+ ${CMAKE_CURRENT_LIST_DIR}/input.c
+ ${CMAKE_CURRENT_LIST_DIR}/monitor.c
+ ${CMAKE_CURRENT_LIST_DIR}/window.c
+)
diff --git a/src/glfw/bind b/src/glfw/bind
new file mode 100644
index 0000000..ce1aace
--- /dev/null
+++ b/src/glfw/bind
@@ -0,0 +1,47 @@
+void glfwDefaultWindowHints ()
+void glfwWindowHint (int hint, int value)
+void glfwWindowHintString (int hint, const char *value)
+GLFWwindow * glfwCreateWindow (int width, int height, const char *title, GLFWmonitor *monitor, GLFWwindow *share)
+void glfwDestroyWindow (GLFWwindow *window)
+int glfwWindowShouldClose (GLFWwindow *window)
+void glfwSetWindowShouldClose (GLFWwindow *window, int value)
+void glfwSetWindowTitle (GLFWwindow *window, const char *title)
+void glfwSetWindowIcon (GLFWwindow *window, int count, const GLFWimage *images)
+void glfwGetWindowPos (GLFWwindow *window, int *xpos, int *ypos)
+void glfwSetWindowPos (GLFWwindow *window, int xpos, int ypos)
+void glfwGetWindowSize (GLFWwindow *window, int *width, int *height)
+void glfwSetWindowSizeLimits (GLFWwindow *window, int minwidth, int minheight, int maxwidth, int maxheight)
+void glfwSetWindowAspectRatio (GLFWwindow *window, int numer, int denom)
+void glfwSetWindowSize (GLFWwindow *window, int width, int height)
+void glfwGetFramebufferSize (GLFWwindow *window, int *width, int *height)
+void glfwGetWindowFrameSize (GLFWwindow *window, int *left, int *top, int *right, int *bottom)
+void glfwGetWindowContentScale (GLFWwindow *window, float *xscale, float *yscale)
+float glfwGetWindowOpacity (GLFWwindow *window)
+void glfwSetWindowOpacity (GLFWwindow *window, float opacity)
+void glfwIconifyWindow (GLFWwindow *window)
+void glfwRestoreWindow (GLFWwindow *window)
+void glfwMaximizeWindow (GLFWwindow *window)
+void glfwShowWindow (GLFWwindow *window)
+void glfwHideWindow (GLFWwindow *window)
+void glfwFocusWindow (GLFWwindow *window)
+void glfwRequestWindowAttention (GLFWwindow *window)
+GLFWmonitor * glfwGetWindowMonitor (GLFWwindow *window)
+void glfwSetWindowMonitor (GLFWwindow *window, GLFWmonitor *monitor, int xpos, int ypos, int width, int height, int refreshRate)
+int glfwGetWindowAttrib (GLFWwindow *window, int attrib)
+void glfwSetWindowAttrib (GLFWwindow *window, int attrib, int value)
+void glfwSetWindowUserPointer (GLFWwindow *window, void *pointer)
+void * glfwGetWindowUserPointer (GLFWwindow *window)
+GLFWwindowposfun glfwSetWindowPosCallback (GLFWwindow *window, GLFWwindowposfun callback)
+GLFWwindowsizefun glfwSetWindowSizeCallback (GLFWwindow *window, GLFWwindowsizefun callback)
+GLFWwindowclosefun glfwSetWindowCloseCallback (GLFWwindow *window, GLFWwindowclosefun callback)
+GLFWwindowrefreshfun glfwSetWindowRefreshCallback (GLFWwindow *window, GLFWwindowrefreshfun callback)
+GLFWwindowfocusfun glfwSetWindowFocusCallback (GLFWwindow *window, GLFWwindowfocusfun callback)
+GLFWwindowiconifyfun glfwSetWindowIconifyCallback (GLFWwindow *window, GLFWwindowiconifyfun callback)
+GLFWwindowmaximizefun glfwSetWindowMaximizeCallback (GLFWwindow *window, GLFWwindowmaximizefun callback)
+GLFWframebuffersizefun glfwSetFramebufferSizeCallback (GLFWwindow *window, GLFWframebuffersizefun callback)
+GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback (GLFWwindow *window, GLFWwindowcontentscalefun callback)
+void glfwPollEvents ()
+void glfwWaitEvents ()
+void glfwWaitEventsTimeout (double timeout)
+void glfwPostEmptyEvent ()
+void glfwSwapBuffers (GLFWwindow *window)
diff --git a/src/glfw/bind.bind b/src/glfw/bind.bind
new file mode 100644
index 0000000..b75587a
--- /dev/null
+++ b/src/glfw/bind.bind
@@ -0,0 +1,439 @@
+int glfwDefaultWindowHints_bind(lua_State *L)
+{
+ glfwDefaultWindowHints();
+ return 0;
+}
+
+
+int glfwWindowHint_bind(lua_State *L)
+{
+ int hint = luaL_checkinteger(L, 1);
+ int value = luaL_checkinteger(L, 2);
+ glfwWindowHint(hint, value);
+ return 0;
+}
+
+
+int glfwWindowHintString_bind(lua_State *L)
+{
+ int hint = luaL_checkinteger(L, 1);
+ const char * value = luaL_checkstring(L, 2);
+ glfwWindowHintString(hint, value);
+ return 0;
+}
+
+
+int glfwCreateWindow_bind(lua_State *L)
+{
+ int width = luaL_checkinteger(L, 1);
+ int height = luaL_checkinteger(L, 2);
+ const char * title = luaL_checkstring(L, 3);
+ GLFWmonitor * monitor = get: GLFWmonitor *
+ GLFWwindow * share = get: GLFWwindow *
+ GLFWwindow * bind_result = glfwCreateWindow(width, height, title, monitor, share);
+ /* push result */
+ return /* count */;
+}
+
+
+int glfwDestroyWindow_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ glfwDestroyWindow(window);
+ return 0;
+}
+
+
+int glfwWindowShouldClose_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ int bind_result = glfwWindowShouldClose(window);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glfwSetWindowShouldClose_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ int value = luaL_checkinteger(L, 2);
+ glfwSetWindowShouldClose(window, value);
+ return 0;
+}
+
+
+int glfwSetWindowTitle_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ const char * title = luaL_checkstring(L, 2);
+ glfwSetWindowTitle(window, title);
+ return 0;
+}
+
+
+int glfwSetWindowIcon_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ int count = luaL_checkinteger(L, 2);
+ const GLFWimage * images = get: const GLFWimage *
+ glfwSetWindowIcon(window, count, images);
+ return 0;
+}
+
+
+int glfwGetWindowPos_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ int * xpos = get: int *
+ int * ypos = get: int *
+ glfwGetWindowPos(window, xpos, ypos);
+ return 0;
+}
+
+
+int glfwSetWindowPos_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ int xpos = luaL_checkinteger(L, 2);
+ int ypos = luaL_checkinteger(L, 3);
+ glfwSetWindowPos(window, xpos, ypos);
+ return 0;
+}
+
+
+int glfwGetWindowSize_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ int * width = get: int *
+ int * height = get: int *
+ glfwGetWindowSize(window, width, height);
+ return 0;
+}
+
+
+int glfwSetWindowSizeLimits_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ int minwidth = luaL_checkinteger(L, 2);
+ int minheight = luaL_checkinteger(L, 3);
+ int maxwidth = luaL_checkinteger(L, 4);
+ int maxheight = luaL_checkinteger(L, 5);
+ glfwSetWindowSizeLimits(window, minwidth, minheight, maxwidth, maxheight);
+ return 0;
+}
+
+
+int glfwSetWindowAspectRatio_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ int numer = luaL_checkinteger(L, 2);
+ int denom = luaL_checkinteger(L, 3);
+ glfwSetWindowAspectRatio(window, numer, denom);
+ return 0;
+}
+
+
+int glfwSetWindowSize_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ int width = luaL_checkinteger(L, 2);
+ int height = luaL_checkinteger(L, 3);
+ glfwSetWindowSize(window, width, height);
+ return 0;
+}
+
+
+int glfwGetFramebufferSize_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ int * width = get: int *
+ int * height = get: int *
+ glfwGetFramebufferSize(window, width, height);
+ return 0;
+}
+
+
+int glfwGetWindowFrameSize_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ int * left = get: int *
+ int * top = get: int *
+ int * right = get: int *
+ int * bottom = get: int *
+ glfwGetWindowFrameSize(window, left, top, right, bottom);
+ return 0;
+}
+
+
+int glfwGetWindowContentScale_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ float * xscale = get: float *
+ float * yscale = get: float *
+ glfwGetWindowContentScale(window, xscale, yscale);
+ return 0;
+}
+
+
+int glfwGetWindowOpacity_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ float bind_result = glfwGetWindowOpacity(window);
+ lua_pushnumber(L, bind_result);
+ return 1;
+}
+
+
+int glfwSetWindowOpacity_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ float opacity = luaL_checknumber(L, 2);
+ glfwSetWindowOpacity(window, opacity);
+ return 0;
+}
+
+
+int glfwIconifyWindow_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ glfwIconifyWindow(window);
+ return 0;
+}
+
+
+int glfwRestoreWindow_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ glfwRestoreWindow(window);
+ return 0;
+}
+
+
+int glfwMaximizeWindow_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ glfwMaximizeWindow(window);
+ return 0;
+}
+
+
+int glfwShowWindow_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ glfwShowWindow(window);
+ return 0;
+}
+
+
+int glfwHideWindow_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ glfwHideWindow(window);
+ return 0;
+}
+
+
+int glfwFocusWindow_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ glfwFocusWindow(window);
+ return 0;
+}
+
+
+int glfwRequestWindowAttention_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ glfwRequestWindowAttention(window);
+ return 0;
+}
+
+
+int glfwGetWindowMonitor_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ GLFWmonitor * bind_result = glfwGetWindowMonitor(window);
+ /* push result */
+ return /* count */;
+}
+
+
+int glfwSetWindowMonitor_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ GLFWmonitor * monitor = get: GLFWmonitor *
+ int xpos = luaL_checkinteger(L, 3);
+ int ypos = luaL_checkinteger(L, 4);
+ int width = luaL_checkinteger(L, 5);
+ int height = luaL_checkinteger(L, 6);
+ int refreshRate = luaL_checkinteger(L, 7);
+ glfwSetWindowMonitor(window, monitor, xpos, ypos, width, height, refreshRate);
+ return 0;
+}
+
+
+int glfwGetWindowAttrib_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ int attrib = luaL_checkinteger(L, 2);
+ int bind_result = glfwGetWindowAttrib(window, attrib);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glfwSetWindowAttrib_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ int attrib = luaL_checkinteger(L, 2);
+ int value = luaL_checkinteger(L, 3);
+ glfwSetWindowAttrib(window, attrib, value);
+ return 0;
+}
+
+
+int glfwSetWindowUserPointer_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ void * pointer = get: void *
+ glfwSetWindowUserPointer(window, pointer);
+ return 0;
+}
+
+
+int glfwGetWindowUserPointer_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ void * bind_result = glfwGetWindowUserPointer(window);
+ /* push result */
+ return /* count */;
+}
+
+
+int glfwSetWindowPosCallback_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ GLFWwindowposfun callback = get: GLFWwindowposfun
+ GLFWwindowposfun bind_result = glfwSetWindowPosCallback(window, callback);
+ /* push result */
+ return /* count */;
+}
+
+
+int glfwSetWindowSizeCallback_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ GLFWwindowsizefun callback = get: GLFWwindowsizefun
+ GLFWwindowsizefun bind_result = glfwSetWindowSizeCallback(window, callback);
+ /* push result */
+ return /* count */;
+}
+
+
+int glfwSetWindowCloseCallback_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ GLFWwindowclosefun callback = get: GLFWwindowclosefun
+ GLFWwindowclosefun bind_result = glfwSetWindowCloseCallback(window, callback);
+ /* push result */
+ return /* count */;
+}
+
+
+int glfwSetWindowRefreshCallback_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ GLFWwindowrefreshfun callback = get: GLFWwindowrefreshfun
+ GLFWwindowrefreshfun bind_result = glfwSetWindowRefreshCallback(window, callback);
+ /* push result */
+ return /* count */;
+}
+
+
+int glfwSetWindowFocusCallback_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ GLFWwindowfocusfun callback = get: GLFWwindowfocusfun
+ GLFWwindowfocusfun bind_result = glfwSetWindowFocusCallback(window, callback);
+ /* push result */
+ return /* count */;
+}
+
+
+int glfwSetWindowIconifyCallback_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ GLFWwindowiconifyfun callback = get: GLFWwindowiconifyfun
+ GLFWwindowiconifyfun bind_result = glfwSetWindowIconifyCallback(window, callback);
+ /* push result */
+ return /* count */;
+}
+
+
+int glfwSetWindowMaximizeCallback_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ GLFWwindowmaximizefun callback = get: GLFWwindowmaximizefun
+ GLFWwindowmaximizefun bind_result = glfwSetWindowMaximizeCallback(window, callback);
+ /* push result */
+ return /* count */;
+}
+
+
+int glfwSetFramebufferSizeCallback_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ GLFWframebuffersizefun callback = get: GLFWframebuffersizefun
+ GLFWframebuffersizefun bind_result = glfwSetFramebufferSizeCallback(window, callback);
+ /* push result */
+ return /* count */;
+}
+
+
+int glfwSetWindowContentScaleCallback_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ GLFWwindowcontentscalefun callback = get: GLFWwindowcontentscalefun
+ GLFWwindowcontentscalefun bind_result = glfwSetWindowContentScaleCallback(window, callback);
+ /* push result */
+ return /* count */;
+}
+
+
+int glfwPollEvents_bind(lua_State *L)
+{
+ glfwPollEvents();
+ return 0;
+}
+
+
+int glfwWaitEvents_bind(lua_State *L)
+{
+ glfwWaitEvents();
+ return 0;
+}
+
+
+int glfwWaitEventsTimeout_bind(lua_State *L)
+{
+ double timeout = luaL_checknumber(L, 1);
+ glfwWaitEventsTimeout(timeout);
+ return 0;
+}
+
+
+int glfwPostEmptyEvent_bind(lua_State *L)
+{
+ glfwPostEmptyEvent();
+ return 0;
+}
+
+
+int glfwSwapBuffers_bind(lua_State *L)
+{
+ GLFWwindow * window = get: GLFWwindow *
+ glfwSwapBuffers(window);
+ return 0;
+}
+
+
diff --git a/src/glfw/context.c b/src/glfw/context.c
new file mode 100644
index 0000000..e22533e
--- /dev/null
+++ b/src/glfw/context.c
@@ -0,0 +1,49 @@
+#include <lua.h>
+#include <lauxlib.h>
+#include <GLFW/glfw3.h>
+#include "setup.h"
+
+
+int glfwMakeContextCurrent_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ glfwMakeContextCurrent(*window);
+ return 0;
+}
+
+
+int glfwGetCurrentContext_bind(lua_State *L)
+{
+ GLFWwindow * bind_result = glfwGetCurrentContext();
+ struct h_glfw_window_data_t *data = glfwGetWindowUserPointer(bind_result);
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ return 1;
+}
+
+
+int glfwSwapInterval_bind(lua_State *L)
+{
+ int interval = luaL_checkinteger(L, 1);
+ glfwSwapInterval(interval);
+ return 0;
+}
+
+
+int glfwExtensionSupported_bind(lua_State *L)
+{
+ const char * extension = luaL_checkstring(L, 1);
+ int bind_result = glfwExtensionSupported(extension);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glfwGetProcAddress_bind(lua_State *L)
+{
+ const char * procname = luaL_checkstring(L, 1);
+ GLFWglproc bind_result = glfwGetProcAddress(procname);
+ lua_pushlightuserdata(L, bind_result);
+ return 1;
+}
+
+
diff --git a/src/glfw/init.c b/src/glfw/init.c
new file mode 100644
index 0000000..6d91d28
--- /dev/null
+++ b/src/glfw/init.c
@@ -0,0 +1,58 @@
+#include <lua.h>
+#include <lauxlib.h>
+#include <glad/glad.h>
+#include <GLFW/glfw3.h>
+#include "setup.h"
+
+
+int glfwInit_bind(lua_State *L)
+{
+ int bind_result = glfwInit();
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glfwTerminate_bind(lua_State *L)
+{
+ glfwTerminate();
+ return 0;
+}
+
+
+int glfwInitHint_bind(lua_State *L)
+{
+ int hint = luaL_checkinteger(L, 1);
+ int value = luaL_checkinteger(L, 2);
+ glfwInitHint(hint, value);
+ return 0;
+}
+
+
+int glfwGetVersion_bind(lua_State *L)
+{
+ int major, minor, rev;
+ glfwGetVersion(&major, &minor, &rev);
+ lua_pushinteger(L, major);
+ lua_pushinteger(L, minor);
+ lua_pushinteger(L, rev);
+ return 3;
+}
+
+
+int glfwGetVersionString_bind(lua_State *L)
+{
+ const char * bind_result = glfwGetVersionString();
+ lua_pushstring(L, bind_result);
+ return 1;
+}
+
+
+int glfwGetError_bind(lua_State *L)
+{
+ const char * description;
+ int bind_result = glfwGetError(&description);
+ lua_pushinteger(L, bind_result);
+ lua_pushstring(L, description);
+ return 2;
+}
diff --git a/src/glfw/input.c b/src/glfw/input.c
new file mode 100644
index 0000000..4233d56
--- /dev/null
+++ b/src/glfw/input.c
@@ -0,0 +1,586 @@
+#include <lua.h>
+#include <lauxlib.h>
+#include <GLFW/glfw3.h>
+#include "setup.h"
+
+
+int glfwGetInputMode_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int mode = luaL_checkinteger(L, 2);
+ int bind_result = glfwGetInputMode(*window, mode);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glfwSetInputMode_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int mode = luaL_checkinteger(L, 2);
+ int value = luaL_checkinteger(L, 3);
+ glfwSetInputMode(*window, mode, value);
+ return 0;
+}
+
+
+int glfwRawMouseMotionSupported_bind(lua_State *L)
+{
+ int bind_result = glfwRawMouseMotionSupported();
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glfwGetKeyName_bind(lua_State *L)
+{
+ int key = luaL_checkinteger(L, 1);
+ int scancode = luaL_checkinteger(L, 2);
+ const char * bind_result = glfwGetKeyName(key, scancode);
+ lua_pushstring(L, bind_result);
+ return 1;
+}
+
+
+int glfwGetKeyScancode_bind(lua_State *L)
+{
+ int key = luaL_checkinteger(L, 1);
+ int bind_result = glfwGetKeyScancode(key);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glfwGetKey_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int key = luaL_checkinteger(L, 2);
+ int bind_result = glfwGetKey(*window, key);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glfwGetMouseButton_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int button = luaL_checkinteger(L, 2);
+ int bind_result = glfwGetMouseButton(*window, button);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glfwGetCursorPos_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ double xpos, ypos;
+ glfwGetCursorPos(*window, &xpos, &ypos);
+ lua_pushnumber(L, xpos);
+ lua_pushnumber(L, ypos);
+ return 2;
+}
+
+
+int glfwSetCursorPos_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ double xpos = luaL_checknumber(L, 2);
+ double ypos = luaL_checknumber(L, 3);
+ glfwSetCursorPos(*window, xpos, ypos);
+ return 0;
+}
+
+
+static GLFWcursor ** create_cursor(lua_State *L)
+{
+ GLFWcursor **cursor = lua_newuserdata(L, sizeof(GLFWcursor *));
+ luaL_getmetatable(L, glfw_cursor_tname);
+ lua_setmetatable(L, -2);
+}
+
+int glfwCreateCursor_bind(lua_State *L)
+{
+ const GLFWimage * image = lua_touserdata(L, 1);
+ int xhot = luaL_checkinteger(L, 2);
+ int yhot = luaL_checkinteger(L, 3);
+
+ GLFWcursor **cursor = create_cursor(L);
+ *cursor = glfwCreateCursor(image, xhot, yhot);
+ return 1;
+}
+
+
+int glfwCreateStandardCursor_bind(lua_State *L)
+{
+ int shape = luaL_checkinteger(L, 1);
+ GLFWcursor **cursor = create_cursor(L);
+ *cursor = glfwCreateStandardCursor(shape);
+ return 1;
+}
+
+
+int glfwDestroyCursor_bind(lua_State *L)
+{
+ GLFWcursor ** cursor = luaL_checkudata(L, 1, glfw_cursor_tname);
+ glfwDestroyCursor(*cursor);
+ return 0;
+}
+
+
+int glfwSetCursor_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ GLFWcursor ** cursor = luaL_checkudata(L, 2, glfw_cursor_tname);
+ glfwSetCursor(*window, *cursor);
+ return 0;
+}
+
+
+/* helpers for creating callback setter binds */
+static GLFWwindow ** check_callback_args(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int type = lua_type(L, 2);
+ if (type == LUA_TNIL || type == LUA_TFUNCTION) {
+ return window;
+ }
+ else {
+ luaL_typerror(L, 2, "nil or function");
+ }
+}
+
+#define SET_CALLBACK(L, win, setter, cb, key) \
+do { \
+ /* get window data */ \
+ struct h_glfw_window_data_t *data = glfwGetWindowUserPointer(win); \
+ \
+ /* push old callback */ \
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->key); \
+ \
+ /* set new callback */ \
+ if (lua_isnil(L, 2)) { \
+ /* new "callback" is nil, unset */ \
+ setter(win, NULL); \
+ data->key = LUA_NOREF; \
+ } \
+ else { \
+ /* new callback is function */ \
+ setter(win, cb); \
+ lua_pushvalue(L, 2); \
+ data->key = luaL_ref(L, LUA_REGISTRYINDEX); \
+ } \
+} while(0)
+
+#define RETRIEVE_CALLBACK(win, key) \
+struct h_glfw_window_data_t *data = glfwGetWindowUserPointer(win); \
+if (data->key == LUA_NOREF) { return; } \
+lua_State *L = data->L; \
+lua_rawgeti(L, LUA_REGISTRYINDEX, data->key);
+
+
+static void h_key_cb(
+ GLFWwindow *window,
+ int key, int scancode,
+ int action, int mods)
+{
+ RETRIEVE_CALLBACK(window, key_cb_ref);
+ /* push arguments */
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_pushinteger(L, key);
+ lua_pushinteger(L, scancode);
+ lua_pushinteger(L, action);
+ lua_pushinteger(L, mods);
+ /* call */
+ lua_call(L, 5, 0);
+}
+int glfwSetKeyCallback_bind(lua_State *L)
+{
+ GLFWwindow **window = check_callback_args(L);
+ SET_CALLBACK(
+ L, *window,
+ glfwSetKeyCallback,
+ h_key_cb, key_cb_ref
+ );
+ return 1;
+}
+
+
+static void h_char_cb(GLFWwindow *window, unsigned int codepoint)
+{
+ RETRIEVE_CALLBACK(window, char_cb_ref);
+ /* push arguments */
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_pushinteger(L, codepoint);
+ /* call */
+ lua_call(L, 2, 0);
+}
+int glfwSetCharCallback_bind(lua_State *L)
+{
+ GLFWwindow **window = check_callback_args(L);
+ SET_CALLBACK(
+ L, *window,
+ glfwSetCharCallback,
+ h_char_cb, char_cb_ref
+ );
+ return 1;
+}
+
+
+static void h_char_mods_cb(GLFWwindow *window, unsigned int codepoint, int mods)
+{
+ RETRIEVE_CALLBACK(window, char_mods_cb_ref);
+ /* push arguments */
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_pushinteger(L, codepoint);
+ lua_pushinteger(L, mods);
+ /* call */
+ lua_call(L, 3, 0);
+}
+int glfwSetCharModsCallback_bind(lua_State *L)
+{
+ GLFWwindow **window = check_callback_args(L);
+ SET_CALLBACK(
+ L, *window,
+ glfwSetCharModsCallback,
+ h_char_mods_cb, char_mods_cb_ref
+ );
+ return 1;
+}
+
+
+static void h_mouse_button_cb(GLFWwindow *window, int button, int action, int mods)
+{
+ RETRIEVE_CALLBACK(window, char_mods_cb_ref);
+ /* push arguments */
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_pushinteger(L, button);
+ lua_pushinteger(L, action);
+ lua_pushinteger(L, mods);
+ /* call */
+ lua_call(L, 4, 0);
+}
+int glfwSetMouseButtonCallback_bind(lua_State *L)
+{
+ GLFWwindow **window = check_callback_args(L);
+ SET_CALLBACK(
+ L, *window,
+ glfwSetMouseButtonCallback,
+ h_mouse_button_cb, mouse_button_cb_ref
+ );
+ return 1;
+}
+
+
+static void h_cursor_pos_cb(GLFWwindow *window, double xpos, double ypos)
+{
+ RETRIEVE_CALLBACK(window, cursor_pos_cb_ref);
+ /* push_arguments */
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_pushnumber(L, xpos);
+ lua_pushnumber(L, ypos);
+ /* call */
+ lua_call(L, 3, 0);
+}
+int glfwSetCursorPosCallback_bind(lua_State *L)
+{
+ GLFWwindow **window = check_callback_args(L);
+ SET_CALLBACK(
+ L, *window,
+ glfwSetCursorPosCallback,
+ h_cursor_pos_cb, cursor_pos_cb_ref
+ );
+ return 1;
+}
+
+
+static void h_cursor_enter_cb(GLFWwindow *window, int entered)
+{
+ RETRIEVE_CALLBACK(window, cursor_enter_cb_ref);
+ /* push_arguments */
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_pushinteger(L, entered);
+ /* call */
+ lua_call(L, 2, 0);
+}
+int glfwSetCursorEnterCallback_bind(lua_State *L)
+{
+ GLFWwindow **window = check_callback_args(L);
+ SET_CALLBACK(
+ L, *window,
+ glfwSetCursorEnterCallback,
+ h_cursor_enter_cb, cursor_enter_cb_ref
+ );
+ return 1;
+}
+
+
+static void h_scroll_cb(GLFWwindow *window, double xoffset, double yoffset)
+{
+ RETRIEVE_CALLBACK(window, scroll_cb_ref);
+ /* push_arguments */
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_pushnumber(L, xoffset);
+ lua_pushnumber(L, yoffset);
+ /* call */
+ lua_call(L, 3, 0);
+
+}
+int glfwSetScrollCallback_bind(lua_State *L)
+{
+ GLFWwindow **window = check_callback_args(L);
+ SET_CALLBACK(
+ L, *window,
+ glfwSetScrollCallback,
+ h_scroll_cb, scroll_cb_ref
+ );
+ return 1;
+}
+
+
+static void h_drop_cb(GLFWwindow *window, int path_count, const char **paths)
+{
+ RETRIEVE_CALLBACK(window, drop_cb_ref);
+ /* push_arguments */
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_createtable(L, path_count, 0);
+ int tbl = lua_gettop(L);
+ for (int i=0; i<path_count; i++) {
+ lua_pushstring(L, paths[i]);
+ lua_rawseti(L, tbl, i+1);
+ }
+ /* call */
+ lua_call(L, 2, 0);
+
+}
+int glfwSetDropCallback_bind(lua_State *L)
+{
+ GLFWwindow **window = check_callback_args(L);
+ SET_CALLBACK(
+ L, *window,
+ glfwSetDropCallback,
+ h_drop_cb, drop_cb_ref
+ );
+ return 1;
+}
+
+
+int glfwJoystickPresent_bind(lua_State *L)
+{
+ int jid = luaL_checkinteger(L, 1);
+ int bind_result = glfwJoystickPresent(jid);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glfwGetJoystickAxes_bind(lua_State *L)
+{
+ int jid = luaL_checkinteger(L, 1);
+ int count;
+ const float * bind_result = glfwGetJoystickAxes(jid, &count);
+
+ lua_createtable(L, count, 0);
+ int tbl = lua_gettop(L);
+ for (int i=0; i<count; i++) {
+ lua_pushnumber(L, bind_result[i]);
+ lua_rawseti(L, tbl, i+1);
+ }
+ return 1;
+}
+
+
+int glfwGetJoystickButtons_bind(lua_State *L)
+{
+ int jid = luaL_checkinteger(L, 1);
+ int count;
+ const unsigned char * bind_result = glfwGetJoystickButtons(jid, &count);
+
+ lua_createtable(L, count, 0);
+ int tbl = lua_gettop(L);
+ for (int i=0; i<count; i++) {
+ lua_pushinteger(L, bind_result[i]);
+ lua_rawseti(L, tbl, i+1);
+ }
+ return 1;
+}
+
+
+int glfwGetJoystickHats_bind(lua_State *L)
+{
+ int jid = luaL_checkinteger(L, 1);
+ int count;
+ const unsigned char * bind_result = glfwGetJoystickHats(jid, &count);
+
+ lua_createtable(L, count, 0);
+ int tbl = lua_gettop(L);
+ for (int i=0; i<count; i++) {
+ lua_pushinteger(L, bind_result[i]);
+ lua_rawseti(L, tbl, i+1);
+ }
+ return 1;
+}
+
+
+int glfwGetJoystickName_bind(lua_State *L)
+{
+ int jid = luaL_checkinteger(L, 1);
+ const char * bind_result = glfwGetJoystickName(jid);
+ lua_pushstring(L, bind_result);
+ return 1;
+}
+
+
+int glfwGetJoystickGUID_bind(lua_State *L)
+{
+ int jid = luaL_checkinteger(L, 1);
+ const char * bind_result = glfwGetJoystickGUID(jid);
+ lua_pushstring(L, bind_result);
+ return 1;
+}
+
+
+int glfwJoystickIsGamepad_bind(lua_State *L)
+{
+ int jid = luaL_checkinteger(L, 1);
+ int bind_result = glfwJoystickIsGamepad(jid);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+struct h_js_data_t {
+ lua_State *L;
+ int cb_ref;
+} static h_js_data = { NULL, LUA_NOREF };
+static void h_joystick_cb(int jid, int event)
+{
+ if (h_js_data.cb_ref == LUA_NOREF) { return; }
+
+ lua_State *L = h_js_data.L;
+ lua_rawgeti(L, LUA_REGISTRYINDEX, h_js_data.cb_ref);
+ lua_pushinteger(L, jid);
+ lua_pushinteger(L, event);
+ lua_call(L, 2, 0);
+}
+int glfwSetJoystickCallback_bind(lua_State *L)
+{
+ int type = lua_type(L, 1);
+ if (type != LUA_TNIL && type != LUA_TFUNCTION) {
+ return luaL_typerror(L, 1, "function or nil");
+ }
+
+ /* push old cb */
+ h_js_data.L = L;
+ lua_rawgeti(L, LUA_REGISTRYINDEX, h_js_data.cb_ref);
+
+ /* set new cb */
+ if (type == LUA_TNIL) {
+ glfwSetJoystickCallback(NULL);
+ h_js_data.cb_ref = LUA_NOREF;
+ }
+ else {
+ glfwSetJoystickCallback(h_joystick_cb);
+ lua_pushvalue(L, 1);
+ h_js_data.cb_ref = luaL_ref(L, LUA_REGISTRYINDEX);
+ }
+
+ return 1;
+}
+
+
+int glfwUpdateGamepadMappings_bind(lua_State *L)
+{
+ const char * string = luaL_checkstring(L, 1);
+ int bind_result = glfwUpdateGamepadMappings(string);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glfwGetGamepadName_bind(lua_State *L)
+{
+ int jid = luaL_checkinteger(L, 1);
+ const char * bind_result = glfwGetGamepadName(jid);
+ lua_pushstring(L, bind_result);
+ return 1;
+}
+
+
+int glfwGetGamepadState_bind(lua_State *L)
+{
+ int jid = luaL_checkinteger(L, 1);
+ GLFWgamepadstate state;
+ int bind_result = glfwGetGamepadState(jid, &state);
+ lua_pushinteger(L, bind_result);
+ if (bind_result == GLFW_FALSE) {
+ lua_pushnil(L);
+ lua_pushnil(L);
+ }
+ else {
+ lua_createtable(L, 15, 0);
+ int buttons = lua_gettop(L);
+ for (int i=0; i<15; i++) {
+ lua_pushinteger(L, state.buttons[i]);
+ lua_rawseti(L, buttons, i+1);
+ }
+ lua_createtable(L, 6, 0);
+ int axes = lua_gettop(L);
+ for (int i=0; i<6; i++) {
+ lua_pushnumber(L, state.axes[i]);
+ lua_rawseti(L, axes, i+1);
+ }
+ }
+
+ return 3;
+}
+
+
+int glfwSetClipboardString_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ const char * string = luaL_checkstring(L, 2);
+ glfwSetClipboardString(*window, string);
+ return 0;
+}
+
+
+int glfwGetClipboardString_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ const char * bind_result = glfwGetClipboardString(*window);
+ lua_pushstring(L, bind_result);
+ return 1;
+}
+
+
+int glfwGetTime_bind(lua_State *L)
+{
+ double bind_result = glfwGetTime();
+ lua_pushnumber(L, bind_result);
+ return 1;
+}
+
+
+int glfwSetTime_bind(lua_State *L)
+{
+ double time = luaL_checknumber(L, 1);
+ glfwSetTime(time);
+ return 0;
+}
+
+
+int glfwGetTimerValue_bind(lua_State *L)
+{
+ uint64_t bind_result = glfwGetTimerValue();
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glfwGetTimerFrequency_bind(lua_State *L)
+{
+ uint64_t bind_result = glfwGetTimerFrequency();
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
diff --git a/src/glfw/monitor.c b/src/glfw/monitor.c
new file mode 100644
index 0000000..0f1b3fc
--- /dev/null
+++ b/src/glfw/monitor.c
@@ -0,0 +1,250 @@
+#include <stdlib.h>
+#include <lua.h>
+#include <lauxlib.h>
+#include <GLFW/glfw3.h>
+#include "setup.h"
+
+
+GLFWmonitor ** create_monitor(lua_State *L)
+{
+ GLFWmonitor ** monitor = lua_newuserdata(L, sizeof(GLFWmonitor *));
+ luaL_getmetatable(L, glfw_monitor_tname);
+ lua_setmetatable(L, -2);
+ return monitor;
+}
+
+int glfwGetMonitors_bind(lua_State *L)
+{
+ int count;
+ GLFWmonitor ** bind_result = glfwGetMonitors(&count);
+ lua_createtable(L, count, 0);
+ int tbl = lua_gettop(L);
+ for (int i=0; i<count; i++) {
+ GLFWmonitor **monitor = create_monitor(L);
+ *monitor = bind_result[i];
+ lua_rawseti(L, tbl, i+1);
+ }
+ return 1;
+}
+
+
+int glfwGetPrimaryMonitor_bind(lua_State *L)
+{
+ GLFWmonitor **monitor = create_monitor(L);
+ *monitor = glfwGetPrimaryMonitor();
+ return 1;
+}
+
+
+int glfwGetMonitorPos_bind(lua_State *L)
+{
+ GLFWmonitor * monitor = luaL_checkudata(L, 1, glfw_monitor_tname);
+ int xpos, ypos;
+ glfwGetMonitorPos(monitor, &xpos, &ypos);
+ lua_pushinteger(L, xpos);
+ lua_pushinteger(L, ypos);
+ return 2;
+}
+
+
+int glfwGetMonitorWorkarea_bind(lua_State *L)
+{
+ GLFWmonitor * monitor = luaL_checkudata(L, 1, glfw_monitor_tname);
+ int xpos, ypos, width, height;
+ glfwGetMonitorWorkarea(monitor, &xpos, &ypos, &width, &height);
+ lua_pushinteger(L, xpos);
+ lua_pushinteger(L, ypos);
+ lua_pushinteger(L, width);
+ lua_pushinteger(L, height);
+ return 4;
+}
+
+
+int glfwGetMonitorPhysicalSize_bind(lua_State *L)
+{
+ GLFWmonitor * monitor = luaL_checkudata(L, 1, glfw_monitor_tname);
+ int widthMM, heightMM;
+ glfwGetMonitorPhysicalSize(monitor, &widthMM, &heightMM);
+ lua_pushinteger(L, widthMM);
+ lua_pushinteger(L, heightMM);
+ return 2;
+}
+
+
+int glfwGetMonitorContentScale_bind(lua_State *L)
+{
+ GLFWmonitor * monitor = luaL_checkudata(L, 1, glfw_monitor_tname);
+ float xscale, yscale;
+ glfwGetMonitorContentScale(monitor, &xscale, &yscale);
+ lua_pushnumber(L, xscale);
+ lua_pushnumber(L, yscale);
+ return 2;
+}
+
+
+int glfwGetMonitorName_bind(lua_State *L)
+{
+ GLFWmonitor * monitor = luaL_checkudata(L, 1, glfw_monitor_tname);
+ const char * bind_result = glfwGetMonitorName(monitor);
+ lua_pushstring(L, bind_result);
+ return 1;
+}
+
+
+struct h_glfw_monitor_data_t {
+ lua_State *L;
+ int cb_ref;
+} static h_monitor_data = { NULL, LUA_NOREF };
+static void h_monitor_cb(GLFWmonitor *monitor, int event)
+{
+ if (h_monitor_data.cb_ref == LUA_NOREF) { return; }
+
+ lua_State *L = h_monitor_data.L;
+ lua_rawgeti(L, LUA_REGISTRYINDEX, h_monitor_data.cb_ref);
+ GLFWmonitor **m = create_monitor(L);
+ *m = monitor;
+ lua_pushinteger(L, event);
+ lua_call(L, 2, 0);
+}
+
+int glfwSetMonitorCallback_bind(lua_State *L)
+{
+ int type = lua_type(L, 1);
+ if (type != LUA_TNIL && type != LUA_TFUNCTION) {
+ return luaL_typerror(L, 1, "function or nil");
+ }
+
+ /* push old cb */
+ h_monitor_data.L = L;
+ lua_rawgeti(L, LUA_REGISTRYINDEX, h_monitor_data.cb_ref);
+
+ /* set new cb */
+ if (type == LUA_TNIL) {
+ glfwSetMonitorCallback(NULL);
+ h_monitor_data.cb_ref = LUA_NOREF;
+ }
+ else {
+ glfwSetMonitorCallback(h_monitor_cb);
+ lua_pushvalue(L, 1);
+ h_monitor_data.cb_ref = luaL_ref(L, LUA_REGISTRYINDEX);
+ }
+
+ return 1;
+}
+
+
+static void push_vidmode(lua_State *L, GLFWvidmode mode)
+{
+ lua_createtable(L, 0, 6);
+ int tbl = lua_gettop(L);
+
+ lua_pushinteger(L, mode.width);
+ lua_setfield(L, tbl, "width");
+ lua_pushinteger(L, mode.height);
+ lua_setfield(L, tbl, "height");
+ lua_pushinteger(L, mode.redBits);
+ lua_setfield(L, tbl, "redBits");
+ lua_pushinteger(L, mode.greenBits);
+ lua_setfield(L, tbl, "greenBits");
+ lua_pushinteger(L, mode.blueBits);
+ lua_setfield(L, tbl, "blueBits");
+ lua_pushinteger(L, mode.refreshRate);
+ lua_setfield(L, tbl, "refreshRate");
+}
+int glfwGetVideoModes_bind(lua_State *L)
+{
+ GLFWmonitor * monitor = luaL_checkudata(L, 1, glfw_monitor_tname);
+ int count;
+ const GLFWvidmode * bind_result = glfwGetVideoModes(monitor, &count);
+
+ lua_createtable(L, count, 0);
+ int tbl = lua_gettop(L);
+ for (int i=0; i<count; i++) {
+ push_vidmode(L, bind_result[i]);
+ lua_rawseti(L, tbl, i+1);
+ }
+ return 1;
+}
+
+
+int glfwGetVideoMode_bind(lua_State *L)
+{
+ GLFWmonitor * monitor = luaL_checkudata(L, 1, glfw_monitor_tname);
+ const GLFWvidmode * bind_result = glfwGetVideoMode(monitor);
+ push_vidmode(L, *bind_result);
+ return 1;
+}
+
+
+int glfwSetGamma_bind(lua_State *L)
+{
+ GLFWmonitor * monitor = luaL_checkudata(L, 1, glfw_monitor_tname);
+ float gamma = luaL_checknumber(L, 2);
+ glfwSetGamma(monitor, gamma);
+ return 0;
+}
+
+
+int glfwGetGammaRamp_bind(lua_State *L)
+{
+ GLFWmonitor * monitor = luaL_checkudata(L, 1, glfw_monitor_tname);
+ const GLFWgammaramp * ramp = glfwGetGammaRamp(monitor);
+ lua_createtable(L, ramp->size, 0);
+ int ramp_tbl = lua_gettop(L);
+ for (int i=0; i<ramp->size; i++) {
+ lua_createtable(L, 3, 0);
+ int tbl = lua_gettop(L);
+ lua_pushinteger(L, ramp->red[i]);
+ lua_rawseti(L, tbl, 1);
+ lua_pushinteger(L, ramp->green[i]);
+ lua_rawseti(L, tbl, 2);
+ lua_pushinteger(L, ramp->blue[i]);
+ lua_rawseti(L, tbl, 3);
+ lua_rawseti(L, ramp_tbl, i+1);
+ }
+
+ return 1;
+}
+
+
+int glfwSetGammaRamp_bind(lua_State *L)
+{
+ GLFWmonitor * monitor = luaL_checkudata(L, 1, glfw_monitor_tname);
+ luaL_checktype(L, 2, LUA_TTABLE);
+
+ GLFWgammaramp ramp = { NULL, NULL, NULL, 0 };
+ size_t len = lua_objlen(L, 2);
+ ramp.red = malloc(len * sizeof(unsigned short));
+ ramp.green = malloc(len * sizeof(unsigned short));
+ ramp.blue = malloc(len * sizeof(unsigned short));
+ ramp.size = len;
+ if (
+ ramp.red == NULL ||
+ ramp.green == NULL ||
+ ramp.blue == NULL
+ ) {
+ return luaL_error(
+ L,
+ "failed to allocate one or more gamma ramp "
+ "color buffers of %lu bytes each",
+ len * sizeof(unsigned short)
+ );
+ }
+
+ for (int i=0; i<len; i++) {
+ lua_rawgeti(L, 2, i+1);
+ int tbl = lua_gettop(L);
+ lua_rawgeti(L, tbl, 1);
+ ramp.red[i] = lua_tonumber(L, -1);
+ lua_rawgeti(L, tbl, 2);
+ ramp.green[i] = lua_tonumber(L, -1);
+ lua_rawgeti(L, tbl, 3);
+ ramp.blue[i] = lua_tonumber(L, -1);
+ lua_pop(L, 4);
+ }
+
+ glfwSetGammaRamp(monitor, &ramp);
+ return 0;
+}
+
+
diff --git a/src/glfw/setup.c b/src/glfw/setup.c
new file mode 100644
index 0000000..0abab35
--- /dev/null
+++ b/src/glfw/setup.c
@@ -0,0 +1,33 @@
+#include <lua.h>
+#include <lauxlib.h>
+#include "util/util.h"
+#include "setup.h"
+
+
+#define X(str, mt) const char *glfw_ ## mt ## _tname = str;
+H_GLFW_METATABLES
+#undef X
+
+
+void setup_glfw(lua_State *L, int honey_tbl)
+{
+ /* create metatables */
+ #define X(str, mt) luaL_newmetatable(L, glfw_ ## mt ## _tname); lua_pop(L, 1);
+ H_GLFW_METATABLES
+ #undef X
+
+ struct honey_tbl_t tbl[] = {
+ #define X(name, val) H_INT(name, val),
+ H_GLFW_ENUM
+ #undef X
+
+ #define X(name, func) H_FUNC(name, func),
+ H_GLFW_FUNCTIONS
+ #undef X
+
+ H_END
+ };
+
+ create_table(L, tbl);
+ lua_setfield(L, honey_tbl, "glfw");
+}
diff --git a/src/glfw/setup.h b/src/glfw/setup.h
new file mode 100644
index 0000000..1b30728
--- /dev/null
+++ b/src/glfw/setup.h
@@ -0,0 +1,419 @@
+#ifndef HONEY_GLFW_SETUP_H
+#define HONEY_GLFW_SETUP_H
+
+#include <lua.h>
+#include <GLFW/glfw3.h>
+
+struct h_glfw_window_data_t {
+ lua_State *L;
+ int self_ref;
+
+ /* callbacks */
+ int key_cb_ref;
+ int char_cb_ref;
+ int char_mods_cb_ref;
+ int mouse_button_cb_ref;
+ int cursor_pos_cb_ref;
+ int cursor_enter_cb_ref;
+ int scroll_cb_ref;
+ int drop_cb_ref;
+ int pos_cb_ref;
+ int size_cb_ref;
+ int close_cb_ref;
+ int refresh_cb_ref;
+ int focus_cb_ref;
+ int iconify_cb_ref;
+ int maximize_cb_ref;
+ int framebuffer_size_cb_ref;
+ int content_scale_cb_ref;
+};
+
+
+GLFWmonitor ** create_monitor(lua_State *L);
+
+
+#define H_GLFW_METATABLES \
+ X("glfw.window", window) \
+ X("glfw.cursor", cursor) \
+ X("glfw.monitor", monitor) \
+
+#define X(str, name) extern const char *glfw_ ## name ## _tname;
+H_GLFW_METATABLES
+#undef X
+
+
+#define H_GLFW_FUNCTIONS \
+ /* context */ \
+ X("MakeContextCurrent", glfwMakeContextCurrent_bind) \
+ X("GetCurrentContext", glfwGetCurrentContext_bind) \
+ X("SwapInterval", glfwSwapInterval_bind) \
+ X("ExtensionSupported", glfwExtensionSupported_bind) \
+ X("GetProcAddress", glfwGetProcAddress_bind) \
+\
+ /* setup/error */ \
+ X("Init", glfwInit_bind) \
+ X("Terminate", glfwTerminate_bind) \
+ X("InitHint", glfwInitHint_bind) \
+ X("GetVersion", glfwGetVersion_bind) \
+ X("GetVersionString", glfwGetVersionString_bind) \
+ X("GetError", glfwGetError_bind) \
+\
+ /* input */ \
+ X("GetInputMode", glfwGetInputMode_bind) \
+ X("SetInputMode", glfwSetInputMode_bind) \
+ X("RawMouseMotionSupported", glfwRawMouseMotionSupported_bind) \
+ X("GetKeyName", glfwGetKeyName_bind) \
+ X("GetKeyScancode", glfwGetKeyScancode_bind) \
+ X("GetKey", glfwGetKey_bind) \
+ X("GetMouseButton", glfwGetMouseButton_bind) \
+ X("GetCursorPos", glfwGetCursorPos_bind) \
+ X("SetCursorPos", glfwSetCursorPos_bind) \
+ X("CreateCursor", glfwCreateCursor_bind) \
+ X("CreateStandardCursor", glfwCreateStandardCursor_bind) \
+ X("DestroyCursor", glfwDestroyCursor_bind) \
+ X("SetCursor", glfwSetCursor_bind) \
+ X("SetKeyCallback", glfwSetKeyCallback_bind) \
+ X("SetCharCallback", glfwSetCharCallback_bind) \
+ X("SetCharModsCallback", glfwSetCharModsCallback_bind) \
+ X("SetMouseButtonCallback", glfwSetMouseButtonCallback_bind) \
+ X("SetCursorPosCallback", glfwSetCursorPosCallback_bind) \
+ X("SetCursorEnterCallback", glfwSetCursorEnterCallback_bind) \
+ X("SetScrollCallback", glfwSetScrollCallback_bind) \
+ X("SetDropCallback", glfwSetDropCallback_bind) \
+ X("JoystickPresent", glfwJoystickPresent_bind) \
+ X("GetJoystickAxes", glfwGetJoystickAxes_bind) \
+ X("GetJoystickButtons", glfwGetJoystickButtons_bind) \
+ X("GetJoystickHats", glfwGetJoystickHats_bind) \
+ X("GetJoystickName", glfwGetJoystickName_bind) \
+ X("GetJoystickGUID", glfwGetJoystickGUID_bind) \
+ X("JoystickIsGamepad", glfwJoystickIsGamepad_bind) \
+ X("SetJoystickCallback", glfwSetJoystickCallback_bind) \
+ X("UpdateGamepadMappings", glfwUpdateGamepadMappings_bind) \
+ X("GetGamepadName", glfwGetGamepadName_bind) \
+ X("GetGamepadState", glfwGetGamepadState_bind) \
+ X("SetClipboardString", glfwSetClipboardString_bind) \
+ X("GetClipboardString", glfwGetClipboardString_bind) \
+ X("GetTime", glfwGetTime_bind) \
+ X("SetTime", glfwSetTime_bind) \
+ X("GetTimerValue", glfwGetTimerValue_bind) \
+ X("GetTimerFrequency", glfwGetTimerFrequency_bind) \
+\
+ /* monitor */ \
+ X("GetMonitors", glfwGetMonitors_bind) \
+ X("GetPrimaryMonitor", glfwGetPrimaryMonitor_bind) \
+ X("GetMonitorPos", glfwGetMonitorPos_bind) \
+ X("GetMonitorWorkarea", glfwGetMonitorWorkarea_bind) \
+ X("GetMonitorPhysicalSize", glfwGetMonitorPhysicalSize_bind) \
+ X("GetMonitorContentScale", glfwGetMonitorContentScale_bind) \
+ X("GetMonitorName", glfwGetMonitorName_bind) \
+ X("SetMonitorCallback", glfwSetMonitorCallback_bind) \
+ X("GetVideoModes", glfwGetVideoModes_bind) \
+ X("GetVideoMode", glfwGetVideoMode_bind) \
+ X("SetGamma", glfwSetGamma_bind) \
+ X("GetGammaRamp", glfwGetGammaRamp_bind) \
+ X("SetGammaRamp", glfwSetGammaRamp_bind) \
+\
+ /* window */ \
+ X("DefaultWindowHints", glfwDefaultWindowHints_bind) \
+ X("WindowHint", glfwWindowHint_bind) \
+ X("WindowHintString", glfwWindowHintString_bind) \
+ X("CreateWindow", glfwCreateWindow_bind) \
+ X("DestroyWindow", glfwDestroyWindow_bind) \
+ X("WindowShouldClose", glfwWindowShouldClose_bind) \
+ X("SetWindowShouldClose", glfwSetWindowShouldClose_bind) \
+ X("SetWindowTitle", glfwSetWindowTitle_bind) \
+ X("SetWindowIcon", glfwSetWindowIcon_bind) \
+ X("GetWindowPos", glfwGetWindowPos_bind) \
+ X("SetWindowPos", glfwSetWindowPos_bind) \
+ X("GetWindowSize", glfwGetWindowSize_bind) \
+ X("SetWindowSizeLimits", glfwSetWindowSizeLimits_bind) \
+ X("SetWindowAspectRatio", glfwSetWindowAspectRatio_bind) \
+ X("SetWindowSize", glfwSetWindowSize_bind) \
+ X("GetFramebufferSize", glfwGetFramebufferSize_bind) \
+ X("GetWindowFrameSize", glfwGetWindowFrameSize_bind) \
+ X("GetWindowContentScale", glfwGetWindowContentScale_bind) \
+ X("GetWindowOpacity", glfwGetWindowOpacity_bind) \
+ X("SetWindowOpacity", glfwSetWindowOpacity_bind) \
+ X("IconifyWindow", glfwIconifyWindow_bind) \
+ X("RestoreWindow", glfwRestoreWindow_bind) \
+ X("MaximizeWindow", glfwMaximizeWindow_bind) \
+ X("ShowWindow", glfwShowWindow_bind) \
+ X("HideWindow", glfwHideWindow_bind) \
+ X("FocusWindow", glfwFocusWindow_bind) \
+ X("RequestWindowAttention", glfwRequestWindowAttention_bind) \
+ X("GetWindowMonitor", glfwGetWindowMonitor_bind) \
+ X("SetWindowMonitor", glfwSetWindowMonitor_bind) \
+ X("GetWindowAttrib", glfwGetWindowAttrib_bind) \
+ X("SetWindowAttrib", glfwSetWindowAttrib_bind) \
+ X("SetWindowPosCallback", glfwSetWindowPosCallback_bind) \
+ X("SetWindowSizeCallback", glfwSetWindowSizeCallback_bind) \
+ X("SetWindowCloseCallback", glfwSetWindowCloseCallback_bind) \
+ X("SetWindowRefreshCallback", glfwSetWindowRefreshCallback_bind) \
+ X("SetWindowFocusCallback", glfwSetWindowFocusCallback_bind) \
+ X("SetWindowIconifyCallback", glfwSetWindowIconifyCallback_bind) \
+ X("SetWindowMaximizeCallback", glfwSetWindowMaximizeCallback_bind) \
+ X("SetFramebufferSizeCallback", glfwSetFramebufferSizeCallback_bind) \
+ X("SetWindowContentScaleCallback", glfwSetWindowContentScaleCallback_bind) \
+ X("PollEvents", glfwPollEvents_bind) \
+ X("WaitEvents", glfwWaitEvents_bind) \
+ X("WaitEventsTimeout", glfwWaitEventsTimeout_bind) \
+ X("PostEmptyEvent", glfwPostEmptyEvent_bind) \
+ X("SwapBuffers", glfwSwapBuffers_bind) \
+
+
+#define X(name, func) int func(lua_State *L);
+H_GLFW_FUNCTIONS
+#undef X
+
+
+#define H_GLFW_ENUM \
+ X("FOCUSED", GLFW_FOCUSED) \
+ X("ICONIFIED", GLFW_ICONIFIED) \
+ X("RESIZABLE", GLFW_RESIZABLE) \
+ X("VISIBLE", GLFW_VISIBLE) \
+ X("DECORATED", GLFW_DECORATED) \
+ X("GLFW_AUTO_ICONIFY", GLFW_AUTO_ICONIFY) \
+ X("FLOATING", GLFW_FLOATING) \
+ X("MAXIMIZED", GLFW_MAXIMIZED) \
+ X("CENTER_CURSOR", GLFW_CENTER_CURSOR) \
+ X("TRANSPARENT_FRAMEBUFFER", GLFW_TRANSPARENT_FRAMEBUFFER) \
+ X("HOVERED", GLFW_HOVERED) \
+ X("FOCUS_ON_SHOW", GLFW_FOCUS_ON_SHOW) \
+ X("RED_BITS", GLFW_RED_BITS) \
+ X("GREEN_BITS", GLFW_GREEN_BITS) \
+ X("BLUE_BITS", GLFW_BLUE_BITS) \
+ X("ALPHA_BITS", GLFW_ALPHA_BITS) \
+ X("DEPTH_BITS", GLFW_DEPTH_BITS) \
+ X("STENCIL_BITS", GLFW_STENCIL_BITS) \
+ X("ACCUM_RED_BITS", GLFW_ACCUM_RED_BITS) \
+ X("ACCUM_GREEN_BITS", GLFW_ACCUM_GREEN_BITS) \
+ X("ACCUM_BLUE_BITS", GLFW_ACCUM_BLUE_BITS) \
+ X("ACCUM_ALPHA_BITS", GLFW_ACCUM_ALPHA_BITS) \
+ X("AUX_BUFFERS", GLFW_AUX_BUFFERS) \
+ X("STEREO", GLFW_STEREO) \
+ X("SAMPLES", GLFW_SAMPLES) \
+ X("SRGB_CAPABLE", GLFW_SRGB_CAPABLE) \
+ X("REFRESH_RATE", GLFW_REFRESH_RATE) \
+ X("DOUBLEBUFFER", GLFW_DOUBLEBUFFER) \
+ X("CLIENT_API", GLFW_CLIENT_API) \
+ X("CONTEXT_VERSION_MAJOR", GLFW_CONTEXT_VERSION_MAJOR) \
+ X("CONTEXT_VERSION_MINOR", GLFW_CONTEXT_VERSION_MINOR) \
+ X("CONTEXT_REVISION", GLFW_CONTEXT_REVISION) \
+ X("CONTEXT_ROBUSTNESS", GLFW_CONTEXT_ROBUSTNESS) \
+ X("OPENGL_FORWARD_COMPAT", GLFW_OPENGL_FORWARD_COMPAT) \
+ X("OPENGL_DEBUG_CONTEXT", GLFW_OPENGL_DEBUG_CONTEXT) \
+ X("OPENGL_PROFILE", GLFW_OPENGL_PROFILE) \
+ X("CONTEXT_RELEASE_BEHAVIOR", GLFW_CONTEXT_RELEASE_BEHAVIOR) \
+ X("CONTEXT_NO_ERROR", GLFW_CONTEXT_NO_ERROR) \
+ X("CONTEXT_CREATION_API", GLFW_CONTEXT_CREATION_API) \
+ X("SCALE_TO_MONITOR", GLFW_SCALE_TO_MONITOR) \
+ X("COCOA_RETINA_FRAMEBUFFER", GLFW_COCOA_RETINA_FRAMEBUFFER) \
+ X("COCOA_FRAME_NAME", GLFW_COCOA_FRAME_NAME) \
+ X("COCOA_GRAPHICS_SWITCHING", GLFW_COCOA_GRAPHICS_SWITCHING) \
+ X("X11_CLASS_NAME", GLFW_X11_CLASS_NAME) \
+ X("X11_INSTANCE_NAME", GLFW_X11_INSTANCE_NAME) \
+ X("GAMEPAD_AXIS_LEFT_X", GLFW_GAMEPAD_AXIS_LEFT_X) \
+ X("GAMEPAD_AXIS_LEFT_Y", GLFW_GAMEPAD_AXIS_LEFT_Y) \
+ X("GAMEPAD_AXIS_RIGHT_X", GLFW_GAMEPAD_AXIS_RIGHT_X) \
+ X("GAMEPAD_AXIS_RIGHT_Y", GLFW_GAMEPAD_AXIS_RIGHT_Y) \
+ X("GAMEPAD_AXIS_LEFT_TRIGGER", GLFW_GAMEPAD_AXIS_LEFT_TRIGGER) \
+ X("GAMEPAD_AXIS_RIGHT_TRIGGER", GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER) \
+ X("GAMEPAD_AXIS_LAST", GLFW_GAMEPAD_AXIS_LAST) \
+ X("GAMEPAD_AXIS_LEFT_X", GLFW_GAMEPAD_AXIS_LEFT_X) \
+ X("GAMEPAD_AXIS_LEFT_Y", GLFW_GAMEPAD_AXIS_LEFT_Y) \
+ X("GAMEPAD_AXIS_RIGHT_X", GLFW_GAMEPAD_AXIS_RIGHT_X) \
+ X("GAMEPAD_AXIS_RIGHT_Y", GLFW_GAMEPAD_AXIS_RIGHT_Y) \
+ X("GAMEPAD_AXIS_LEFT_TRIGGER", GLFW_GAMEPAD_AXIS_LEFT_TRIGGER) \
+ X("GAMEPAD_AXIS_RIGHT_TRIGGER", GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER) \
+ X("GAMEPAD_AXIS_LAST", GLFW_GAMEPAD_AXIS_LAST) \
+ X("HAT_CENTERED", GLFW_HAT_CENTERED) \
+ X("HAT_UP", GLFW_HAT_UP) \
+ X("HAT_RIGHT", GLFW_HAT_RIGHT) \
+ X("HAT_DOWN", GLFW_HAT_DOWN) \
+ X("HAT_LEFT", GLFW_HAT_LEFT) \
+ X("HAT_RIGHT_UP", GLFW_HAT_RIGHT_UP) \
+ X("HAT_RIGHT_DOWN", GLFW_HAT_RIGHT_DOWN) \
+ X("HAT_LEFT_UP", GLFW_HAT_LEFT_UP) \
+ X("HAT_LEFT_DOWN", GLFW_HAT_LEFT_DOWN) \
+ X("JOYSTICK_1", GLFW_JOYSTICK_1) \
+ X("JOYSTICK_2", GLFW_JOYSTICK_2) \
+ X("JOYSTICK_3", GLFW_JOYSTICK_3) \
+ X("JOYSTICK_4", GLFW_JOYSTICK_4) \
+ X("JOYSTICK_5", GLFW_JOYSTICK_5) \
+ X("JOYSTICK_6", GLFW_JOYSTICK_6) \
+ X("JOYSTICK_7", GLFW_JOYSTICK_7) \
+ X("JOYSTICK_8", GLFW_JOYSTICK_8) \
+ X("JOYSTICK_9", GLFW_JOYSTICK_9) \
+ X("JOYSTICK_10", GLFW_JOYSTICK_10) \
+ X("JOYSTICK_11", GLFW_JOYSTICK_11) \
+ X("JOYSTICK_12", GLFW_JOYSTICK_12) \
+ X("JOYSTICK_13", GLFW_JOYSTICK_13) \
+ X("JOYSTICK_14", GLFW_JOYSTICK_14) \
+ X("JOYSTICK_15", GLFW_JOYSTICK_15) \
+ X("JOYSTICK_16", GLFW_JOYSTICK_16) \
+ X("JOYSTICK_LAST", GLFW_JOYSTICK_LAST) \
+ X("KEY_UNKNOWN", GLFW_KEY_UNKNOWN) \
+ X("KEY_SPACE", GLFW_KEY_SPACE) \
+ X("KEY_APOSTROPHE", GLFW_KEY_APOSTROPHE) \
+ X("KEY_COMMA", GLFW_KEY_COMMA) \
+ X("KEY_MINUS", GLFW_KEY_MINUS) \
+ X("KEY_PERIOD", GLFW_KEY_PERIOD) \
+ X("KEY_SLASH", GLFW_KEY_SLASH) \
+ X("KEY_0", GLFW_KEY_0) \
+ X("KEY_1", GLFW_KEY_1) \
+ X("KEY_2", GLFW_KEY_2) \
+ X("KEY_3", GLFW_KEY_3) \
+ X("KEY_4", GLFW_KEY_4) \
+ X("KEY_5", GLFW_KEY_5) \
+ X("KEY_6", GLFW_KEY_6) \
+ X("KEY_7", GLFW_KEY_7) \
+ X("KEY_8", GLFW_KEY_8) \
+ X("KEY_9", GLFW_KEY_9) \
+ X("KEY_SEMICOLON", GLFW_KEY_SEMICOLON) \
+ X("KEY_EQUAL", GLFW_KEY_EQUAL) \
+ X("KEY_A", GLFW_KEY_A) \
+ X("KEY_B", GLFW_KEY_B) \
+ X("KEY_C", GLFW_KEY_C) \
+ X("KEY_D", GLFW_KEY_D) \
+ X("KEY_E", GLFW_KEY_E) \
+ X("KEY_F", GLFW_KEY_F) \
+ X("KEY_G", GLFW_KEY_G) \
+ X("KEY_H", GLFW_KEY_H) \
+ X("KEY_I", GLFW_KEY_I) \
+ X("KEY_J", GLFW_KEY_J) \
+ X("KEY_K", GLFW_KEY_K) \
+ X("KEY_L", GLFW_KEY_L) \
+ X("KEY_M", GLFW_KEY_M) \
+ X("KEY_N", GLFW_KEY_N) \
+ X("KEY_O", GLFW_KEY_O) \
+ X("KEY_P", GLFW_KEY_P) \
+ X("KEY_Q", GLFW_KEY_Q) \
+ X("KEY_R", GLFW_KEY_R) \
+ X("KEY_S", GLFW_KEY_S) \
+ X("KEY_T", GLFW_KEY_T) \
+ X("KEY_U", GLFW_KEY_U) \
+ X("KEY_V", GLFW_KEY_V) \
+ X("KEY_W", GLFW_KEY_W) \
+ X("KEY_X", GLFW_KEY_X) \
+ X("KEY_Y", GLFW_KEY_Y) \
+ X("KEY_Z", GLFW_KEY_Z) \
+ X("KEY_LEFT_BRACKET", GLFW_KEY_LEFT_BRACKET) \
+ X("KEY_BACKSLASH", GLFW_KEY_BACKSLASH) \
+ X("KEY_RIGHT_BRACKET", GLFW_KEY_RIGHT_BRACKET) \
+ X("KEY_GRAVE_ACCENT", GLFW_KEY_GRAVE_ACCENT) \
+ X("KEY_WORLD_1", GLFW_KEY_WORLD_1) \
+ X("KEY_WORLD_2", GLFW_KEY_WORLD_2) \
+ X("KEY_ESCAPE", GLFW_KEY_ESCAPE) \
+ X("KEY_ENTER", GLFW_KEY_ENTER) \
+ X("KEY_TAB", GLFW_KEY_TAB) \
+ X("KEY_BACKSPACE", GLFW_KEY_BACKSPACE) \
+ X("KEY_INSERT", GLFW_KEY_INSERT) \
+ X("KEY_DELETE", GLFW_KEY_DELETE) \
+ X("KEY_RIGHT", GLFW_KEY_RIGHT) \
+ X("KEY_LEFT", GLFW_KEY_LEFT) \
+ X("KEY_DOWN", GLFW_KEY_DOWN) \
+ X("KEY_UP", GLFW_KEY_UP) \
+ X("KEY_PAGE_UP", GLFW_KEY_PAGE_UP) \
+ X("KEY_PAGE_DOWN", GLFW_KEY_PAGE_DOWN) \
+ X("KEY_HOME", GLFW_KEY_HOME) \
+ X("KEY_END", GLFW_KEY_END) \
+ X("KEY_CAPS_LOCK", GLFW_KEY_CAPS_LOCK) \
+ X("KEY_SCROLL_LOCK", GLFW_KEY_SCROLL_LOCK) \
+ X("KEY_NUM_LOCK", GLFW_KEY_NUM_LOCK) \
+ X("KEY_PRINT_SCREEN", GLFW_KEY_PRINT_SCREEN) \
+ X("KEY_PAUSE", GLFW_KEY_PAUSE) \
+ X("KEY_F1", GLFW_KEY_F1) \
+ X("KEY_F2", GLFW_KEY_F2) \
+ X("KEY_F3", GLFW_KEY_F3) \
+ X("KEY_F4", GLFW_KEY_F4) \
+ X("KEY_F5", GLFW_KEY_F5) \
+ X("KEY_F6", GLFW_KEY_F6) \
+ X("KEY_F7", GLFW_KEY_F7) \
+ X("KEY_F8", GLFW_KEY_F8) \
+ X("KEY_F9", GLFW_KEY_F9) \
+ X("KEY_F10", GLFW_KEY_F10) \
+ X("KEY_F11", GLFW_KEY_F11) \
+ X("KEY_F12", GLFW_KEY_F12) \
+ X("KEY_F13", GLFW_KEY_F13) \
+ X("KEY_F14", GLFW_KEY_F14) \
+ X("KEY_F15", GLFW_KEY_F15) \
+ X("KEY_F16", GLFW_KEY_F16) \
+ X("KEY_F17", GLFW_KEY_F17) \
+ X("KEY_F18", GLFW_KEY_F18) \
+ X("KEY_F19", GLFW_KEY_F19) \
+ X("KEY_F20", GLFW_KEY_F20) \
+ X("KEY_F21", GLFW_KEY_F21) \
+ X("KEY_F22", GLFW_KEY_F22) \
+ X("KEY_F23", GLFW_KEY_F23) \
+ X("KEY_F24", GLFW_KEY_F24) \
+ X("KEY_F25", GLFW_KEY_F25) \
+ X("KEY_KP_0", GLFW_KEY_KP_0) \
+ X("KEY_KP_1", GLFW_KEY_KP_1) \
+ X("KEY_KP_2", GLFW_KEY_KP_2) \
+ X("KEY_KP_3", GLFW_KEY_KP_3) \
+ X("KEY_KP_4", GLFW_KEY_KP_4) \
+ X("KEY_KP_5", GLFW_KEY_KP_5) \
+ X("KEY_KP_6", GLFW_KEY_KP_6) \
+ X("KEY_KP_7", GLFW_KEY_KP_7) \
+ X("KEY_KP_8", GLFW_KEY_KP_8) \
+ X("KEY_KP_9", GLFW_KEY_KP_9) \
+ X("KEY_KP_DECIMAL", GLFW_KEY_KP_DECIMAL) \
+ X("KEY_KP_DIVIDE", GLFW_KEY_KP_DIVIDE) \
+ X("KEY_KP_MULTIPLY", GLFW_KEY_KP_MULTIPLY) \
+ X("KEY_KP_SUBTRACT", GLFW_KEY_KP_SUBTRACT) \
+ X("KEY_KP_ADD", GLFW_KEY_KP_ADD) \
+ X("KEY_KP_ENTER", GLFW_KEY_KP_ENTER) \
+ X("KEY_KP_EQUAL", GLFW_KEY_KP_EQUAL) \
+ X("KEY_LEFT_SHIFT", GLFW_KEY_LEFT_SHIFT) \
+ X("KEY_LEFT_CONTROL", GLFW_KEY_LEFT_CONTROL) \
+ X("KEY_LEFT_ALT", GLFW_KEY_LEFT_ALT) \
+ X("KEY_LEFT_SUPER", GLFW_KEY_LEFT_SUPER) \
+ X("KEY_RIGHT_SHIFT", GLFW_KEY_RIGHT_SHIFT) \
+ X("KEY_RIGHT_CONTROL", GLFW_KEY_RIGHT_CONTROL) \
+ X("KEY_RIGHT_ALT", GLFW_KEY_RIGHT_ALT) \
+ X("KEY_RIGHT_SUPER", GLFW_KEY_RIGHT_SUPER) \
+ X("KEY_MENU", GLFW_KEY_MENU) \
+ X("KEY_LAST", GLFW_KEY_LAST) \
+ X("MOD_SHIFT", GLFW_MOD_SHIFT) \
+ X("MOD_CONTROL", GLFW_MOD_CONTROL) \
+ X("MOD_ALT", GLFW_MOD_ALT) \
+ X("MOD_SUPER", GLFW_MOD_SUPER) \
+ X("MOD_CAPS_LOCK", GLFW_MOD_CAPS_LOCK) \
+ X("MOD_NUM_LOCK", GLFW_MOD_NUM_LOCK) \
+ X("MOUSE_BUTTON_1", GLFW_MOUSE_BUTTON_1) \
+ X("MOUSE_BUTTON_2", GLFW_MOUSE_BUTTON_2) \
+ X("MOUSE_BUTTON_3", GLFW_MOUSE_BUTTON_3) \
+ X("MOUSE_BUTTON_4", GLFW_MOUSE_BUTTON_4) \
+ X("MOUSE_BUTTON_5", GLFW_MOUSE_BUTTON_5) \
+ X("MOUSE_BUTTON_6", GLFW_MOUSE_BUTTON_6) \
+ X("MOUSE_BUTTON_7", GLFW_MOUSE_BUTTON_7) \
+ X("MOUSE_BUTTON_8", GLFW_MOUSE_BUTTON_8) \
+ X("MOUSE_BUTTON_LAST", GLFW_MOUSE_BUTTON_LAST) \
+ X("MOUSE_BUTTON_LEFT", GLFW_MOUSE_BUTTON_LEFT) \
+ X("MOUSE_BUTTON_RIGHT", GLFW_MOUSE_BUTTON_RIGHT) \
+ X("MOUSE_BUTTON_MIDDLE", GLFW_MOUSE_BUTTON_MIDDLE) \
+ X("ARROW_CURSOR", GLFW_ARROW_CURSOR) \
+ X("IBEAM_CURSOR", GLFW_IBEAM_CURSOR) \
+ X("CROSSHAIR_CURSOR", GLFW_CROSSHAIR_CURSOR) \
+ X("HAND_CURSOR", GLFW_HAND_CURSOR) \
+ X("HRESIZE_CURSOR", GLFW_HRESIZE_CURSOR) \
+ X("VRESIZE_CURSOR", GLFW_VRESIZE_CURSOR) \
+ X("TRUE", GLFW_TRUE) \
+ X("FALSE", GLFW_FALSE) \
+ X("JOYSTICK_HAT_BUTTONS", GLFW_JOYSTICK_HAT_BUTTONS) \
+ X("COCOA_CHDIR_RESOURCES", GLFW_COCOA_CHDIR_RESOURCES) \
+ X("COCOA_MENUBAR", GLFW_COCOA_MENUBAR) \
+ X("NO_ERROR", GLFW_NO_ERROR) \
+ X("NOT_INITIALIZED", GLFW_NOT_INITIALIZED) \
+ X("NO_CURRENT_CONTEXT", GLFW_NO_CURRENT_CONTEXT) \
+ X("INVALID_ENUM", GLFW_INVALID_ENUM) \
+ X("INVALID_VALUE", GLFW_INVALID_VALUE) \
+ X("OUT_OF_MEMORY", GLFW_OUT_OF_MEMORY) \
+ X("API_UNAVAILABLE", GLFW_API_UNAVAILABLE) \
+ X("VERSION_UNAVAILABLE", GLFW_VERSION_UNAVAILABLE) \
+ X("PLATFORM_ERROR", GLFW_PLATFORM_ERROR) \
+ X("FORMAT_UNAVAILABLE", GLFW_FORMAT_UNAVAILABLE) \
+ X("NO_WINDOW_CONTEXT", GLFW_NO_WINDOW_CONTEXT) \
+
+
+#endif
diff --git a/src/glfw/window.c b/src/glfw/window.c
new file mode 100644
index 0000000..1aafeb4
--- /dev/null
+++ b/src/glfw/window.c
@@ -0,0 +1,588 @@
+#include <lua.h>
+#include <lauxlib.h>
+#include <GLFW/glfw3.h>
+#include "setup.h"
+
+
+struct window_data_t {
+ GLFWwindow * window;
+ struct h_glfw_window_data_t data;
+};
+GLFWwindow ** create_window(lua_State *L)
+{
+ /* allocate userdata memory */
+ struct window_data_t *d = lua_newuserdata(L, sizeof(struct window_data_t));
+ GLFWwindow ** window = &(d->window);
+
+ /* set metatable */
+ int self = lua_gettop(L);
+ luaL_getmetatable(L, glfw_window_tname);
+ lua_setmetatable(L, -2);
+
+ /* configure window data struct */
+ d->data.L = L;
+ lua_pushvalue(L, self);
+ d->data.self_ref = luaL_ref(L, LUA_REGISTRYINDEX);
+
+ d->data.key_cb_ref = LUA_NOREF;
+ d->data.char_cb_ref = LUA_NOREF;
+ d->data.char_mods_cb_ref = LUA_NOREF;
+ d->data.mouse_button_cb_ref = LUA_NOREF;
+ d->data.cursor_pos_cb_ref = LUA_NOREF;
+ d->data.cursor_enter_cb_ref = LUA_NOREF;
+ d->data.scroll_cb_ref = LUA_NOREF;
+ d->data.drop_cb_ref = LUA_NOREF;
+ d->data.pos_cb_ref = LUA_NOREF;
+ d->data.size_cb_ref = LUA_NOREF;
+ d->data.close_cb_ref = LUA_NOREF;
+ d->data.refresh_cb_ref = LUA_NOREF;
+ d->data.focus_cb_ref = LUA_NOREF;
+ d->data.iconify_cb_ref = LUA_NOREF;
+ d->data.maximize_cb_ref = LUA_NOREF;
+ d->data.framebuffer_size_cb_ref = LUA_NOREF;
+ d->data.content_scale_cb_ref = LUA_NOREF;
+
+ glfwSetWindowUserPointer(*window, &(d->data));
+
+ return window;
+}
+
+
+int glfwDefaultWindowHints_bind(lua_State *L)
+{
+ glfwDefaultWindowHints();
+ return 0;
+}
+
+
+int glfwWindowHint_bind(lua_State *L)
+{
+ int hint = luaL_checkinteger(L, 1);
+ int value = luaL_checkinteger(L, 2);
+ glfwWindowHint(hint, value);
+ return 0;
+}
+
+
+int glfwWindowHintString_bind(lua_State *L)
+{
+ int hint = luaL_checkinteger(L, 1);
+ const char * value = luaL_checkstring(L, 2);
+ glfwWindowHintString(hint, value);
+ return 0;
+}
+
+
+int glfwCreateWindow_bind(lua_State *L)
+{
+ int width = luaL_checkinteger(L, 1);
+ int height = luaL_checkinteger(L, 2);
+ const char * title = luaL_checkstring(L, 3);
+ GLFWmonitor ** monitor = luaL_checkudata(L, 4, glfw_monitor_tname);
+ GLFWwindow ** share = luaL_checkudata(L, 5, glfw_window_tname);
+
+ GLFWwindow ** window = create_window(L);
+ *window = glfwCreateWindow(width, height, title, *monitor, *share);
+ return 1;
+}
+
+
+int glfwDestroyWindow_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ glfwDestroyWindow(*window);
+ return 0;
+}
+
+
+int glfwWindowShouldClose_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int bind_result = glfwWindowShouldClose(*window);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glfwSetWindowShouldClose_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int value = luaL_checkinteger(L, 2);
+ glfwSetWindowShouldClose(*window, value);
+ return 0;
+}
+
+
+int glfwSetWindowTitle_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ const char * title = luaL_checkstring(L, 2);
+ glfwSetWindowTitle(*window, title);
+ return 0;
+}
+
+
+int glfwSetWindowIcon_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int count = luaL_checkinteger(L, 2);
+ const GLFWimage * images = lua_touserdata(L, 3);
+ glfwSetWindowIcon(*window, count, images);
+ return 0;
+}
+
+
+int glfwGetWindowPos_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int xpos, ypos;
+ glfwGetWindowPos(*window, &xpos, &ypos);
+ lua_pushinteger(L, xpos);
+ lua_pushinteger(L, ypos);
+ return 2;
+}
+
+
+int glfwSetWindowPos_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int xpos = luaL_checkinteger(L, 2);
+ int ypos = luaL_checkinteger(L, 3);
+ glfwSetWindowPos(*window, xpos, ypos);
+ return 0;
+}
+
+
+int glfwGetWindowSize_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int width, height;
+ glfwGetWindowSize(*window, &width, &height);
+ lua_pushinteger(L, width);
+ lua_pushinteger(L, height);
+ return 2;
+}
+
+
+int glfwSetWindowSizeLimits_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int minwidth = luaL_checkinteger(L, 2);
+ int minheight = luaL_checkinteger(L, 3);
+ int maxwidth = luaL_checkinteger(L, 4);
+ int maxheight = luaL_checkinteger(L, 5);
+ glfwSetWindowSizeLimits(*window, minwidth, minheight, maxwidth, maxheight);
+ return 0;
+}
+
+
+int glfwSetWindowAspectRatio_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int numer = luaL_checkinteger(L, 2);
+ int denom = luaL_checkinteger(L, 3);
+ glfwSetWindowAspectRatio(*window, numer, denom);
+ return 0;
+}
+
+
+int glfwSetWindowSize_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int width = luaL_checkinteger(L, 2);
+ int height = luaL_checkinteger(L, 3);
+ glfwSetWindowSize(*window, width, height);
+ return 0;
+}
+
+
+int glfwGetFramebufferSize_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int width, height;
+ glfwGetFramebufferSize(*window, &width, &height);
+ lua_pushinteger(L, width);
+ lua_pushinteger(L, height);
+ return 2;
+}
+
+
+int glfwGetWindowFrameSize_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int left;
+ int top;
+ int right;
+ int bottom;
+ glfwGetWindowFrameSize(*window, &left, &top, &right, &bottom);
+ lua_pushnumber(L, left);
+ lua_pushnumber(L, top);
+ lua_pushnumber(L, right);
+ lua_pushnumber(L, bottom);
+ return 4;
+}
+
+
+int glfwGetWindowContentScale_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ float xscale;
+ float yscale;
+ glfwGetWindowContentScale(*window, &xscale, &yscale);
+ lua_pushnumber(L, xscale);
+ lua_pushnumber(L, yscale);
+ return 0;
+}
+
+
+int glfwGetWindowOpacity_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ float bind_result = glfwGetWindowOpacity(*window);
+ lua_pushnumber(L, bind_result);
+ return 1;
+}
+
+
+int glfwSetWindowOpacity_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ float opacity = luaL_checknumber(L, 2);
+ glfwSetWindowOpacity(*window, opacity);
+ return 0;
+}
+
+
+int glfwIconifyWindow_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ glfwIconifyWindow(*window);
+ return 0;
+}
+
+
+int glfwRestoreWindow_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ glfwRestoreWindow(*window);
+ return 0;
+}
+
+
+int glfwMaximizeWindow_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ glfwMaximizeWindow(*window);
+ return 0;
+}
+
+
+int glfwShowWindow_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ glfwShowWindow(*window);
+ return 0;
+}
+
+
+int glfwHideWindow_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ glfwHideWindow(*window);
+ return 0;
+}
+
+
+int glfwFocusWindow_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ glfwFocusWindow(*window);
+ return 0;
+}
+
+
+int glfwRequestWindowAttention_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ glfwRequestWindowAttention(*window);
+ return 0;
+}
+
+
+int glfwGetWindowMonitor_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ GLFWmonitor **monitor = create_monitor(L);
+ *monitor = glfwGetWindowMonitor(*window);
+ return 1;
+}
+
+
+int glfwSetWindowMonitor_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ GLFWmonitor ** monitor = luaL_checkudata(L, 2, glfw_monitor_tname);
+ int xpos = luaL_checkinteger(L, 3);
+ int ypos = luaL_checkinteger(L, 4);
+ int width = luaL_checkinteger(L, 5);
+ int height = luaL_checkinteger(L, 6);
+ int refreshRate = luaL_checkinteger(L, 7);
+ glfwSetWindowMonitor(*window, *monitor, xpos, ypos, width, height, refreshRate);
+ return 0;
+}
+
+
+int glfwGetWindowAttrib_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int attrib = luaL_checkinteger(L, 2);
+ int bind_result = glfwGetWindowAttrib(*window, attrib);
+ lua_pushinteger(L, bind_result);
+ return 1;
+}
+
+
+int glfwSetWindowAttrib_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int attrib = luaL_checkinteger(L, 2);
+ int value = luaL_checkinteger(L, 3);
+ glfwSetWindowAttrib(*window, attrib, value);
+ return 0;
+}
+
+
+/* helpers for creating callback setter binds */
+static GLFWwindow ** check_callback_args(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ int type = lua_type(L, 2);
+ if (type == LUA_TNIL || type == LUA_TFUNCTION) {
+ return window;
+ }
+ else {
+ luaL_typerror(L, 2, "nil or function");
+ }
+}
+
+#define SET_CALLBACK(L, win, setter, cb, key) \
+do { \
+ /* get window data */ \
+ struct h_glfw_window_data_t *data = glfwGetWindowUserPointer(win); \
+ \
+ /* push old callback */ \
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->key); \
+ \
+ /* set new callback */ \
+ if (lua_isnil(L, 2)) { \
+ /* new "callback" is nil, unset */ \
+ setter(win, NULL); \
+ data->key = LUA_NOREF; \
+ } \
+ else { \
+ /* new callback is function */ \
+ setter(win, cb); \
+ lua_pushvalue(L, 2); \
+ data->key = luaL_ref(L, LUA_REGISTRYINDEX); \
+ } \
+} while(0)
+
+#define RETRIEVE_CALLBACK(win, key) \
+struct h_glfw_window_data_t *data = glfwGetWindowUserPointer(win); \
+if (data->key == LUA_NOREF) { return; } \
+lua_State *L = data->L; \
+lua_rawgeti(L, LUA_REGISTRYINDEX, data->key);
+
+
+static void h_pos_cb(GLFWwindow *window, int xpos, int ypos)
+{
+ RETRIEVE_CALLBACK(window, pos_cb_ref);
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_pushinteger(L, xpos);
+ lua_pushinteger(L, ypos);
+ lua_call(L, 3, 0);
+}
+int glfwSetWindowPosCallback_bind(lua_State *L)
+{
+ GLFWwindow ** window = check_callback_args(L);
+ SET_CALLBACK(L, *window, glfwSetWindowPosCallback, h_pos_cb, pos_cb_ref);
+ return 1;
+}
+
+
+static void h_size_cb(GLFWwindow *window, int width, int height)
+{
+ RETRIEVE_CALLBACK(window, size_cb_ref);
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_pushinteger(L, width);
+ lua_pushinteger(L, height);
+ lua_call(L, 3, 0);
+}
+int glfwSetWindowSizeCallback_bind(lua_State *L)
+{
+ GLFWwindow ** window = check_callback_args(L);
+ SET_CALLBACK(L, *window, glfwSetWindowSizeCallback, h_size_cb, size_cb_ref);
+ return 1;
+}
+
+
+static void h_close_cb(GLFWwindow *window)
+{
+ RETRIEVE_CALLBACK(window, close_cb_ref);
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_call(L, 1, 0);
+}
+int glfwSetWindowCloseCallback_bind(lua_State *L)
+{
+ GLFWwindow ** window = check_callback_args(L);
+ SET_CALLBACK(L, *window, glfwSetWindowCloseCallback, h_close_cb, close_cb_ref);
+ return 1;
+}
+
+
+static void h_refresh_cb(GLFWwindow *window)
+{
+ RETRIEVE_CALLBACK(window, refresh_cb_ref);
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_call(L, 1, 0);
+}
+int glfwSetWindowRefreshCallback_bind(lua_State *L)
+{
+ GLFWwindow ** window = check_callback_args(L);
+ SET_CALLBACK(L, *window, glfwSetWindowRefreshCallback, h_refresh_cb, refresh_cb_ref);
+ return 1;
+}
+
+
+static void h_focus_cb(GLFWwindow *window, int focused)
+{
+ RETRIEVE_CALLBACK(window, focus_cb_ref);
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_pushinteger(L, focused);
+ lua_call(L, 2, 0);
+}
+int glfwSetWindowFocusCallback_bind(lua_State *L)
+{
+ GLFWwindow ** window = check_callback_args(L);
+ SET_CALLBACK(
+ L, *window,
+ glfwSetWindowFocusCallback,
+ h_focus_cb, focus_cb_ref
+ );
+ return 1;
+}
+
+
+static void h_iconify_cb(GLFWwindow *window, int iconified)
+{
+ RETRIEVE_CALLBACK(window, iconify_cb_ref);
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_pushinteger(L, iconified);
+ lua_call(L, 2, 0);
+}
+int glfwSetWindowIconifyCallback_bind(lua_State *L)
+{
+ GLFWwindow ** window = check_callback_args(L);
+ SET_CALLBACK(
+ L, *window,
+ glfwSetWindowIconifyCallback,
+ h_iconify_cb, iconify_cb_ref
+ );
+ return 1;
+}
+
+
+static void h_maximize_cb(GLFWwindow *window, int maximized)
+{
+ RETRIEVE_CALLBACK(window, maximize_cb_ref);
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_pushinteger(L, maximized);
+ lua_call(L, 2, 0);
+}
+int glfwSetWindowMaximizeCallback_bind(lua_State *L)
+{
+ GLFWwindow ** window = check_callback_args(L);
+ SET_CALLBACK(
+ L, *window,
+ glfwSetWindowMaximizeCallback,
+ h_maximize_cb, maximize_cb_ref
+ );
+ return 1;
+}
+
+
+static void h_framebuffer_size_cb(GLFWwindow *window, int width, int height)
+{
+ RETRIEVE_CALLBACK(window, framebuffer_size_cb_ref);
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_pushinteger(L, width);
+ lua_pushinteger(L, height);
+ lua_call(L, 3, 0);
+}
+int glfwSetFramebufferSizeCallback_bind(lua_State *L)
+{
+ GLFWwindow ** window = check_callback_args(L);
+ SET_CALLBACK(
+ L, *window,
+ glfwSetFramebufferSizeCallback,
+ h_framebuffer_size_cb, framebuffer_size_cb_ref
+ );
+ return 1;
+}
+
+
+static void h_content_scale_cb(GLFWwindow *window, float xscale, float yscale)
+{
+ RETRIEVE_CALLBACK(window, content_scale_cb_ref);
+ lua_rawgeti(L, LUA_REGISTRYINDEX, data->self_ref);
+ lua_pushnumber(L, xscale);
+ lua_pushnumber(L, yscale);
+ lua_call(L, 3, 0);
+}
+int glfwSetWindowContentScaleCallback_bind(lua_State *L)
+{
+ GLFWwindow ** window = check_callback_args(L);
+ SET_CALLBACK(
+ L, *window,
+ glfwSetWindowContentScaleCallback,
+ h_content_scale_cb, content_scale_cb_ref
+ );
+ return 1;
+}
+
+
+int glfwPollEvents_bind(lua_State *L)
+{
+ glfwPollEvents();
+ return 0;
+}
+
+
+int glfwWaitEvents_bind(lua_State *L)
+{
+ glfwWaitEvents();
+ return 0;
+}
+
+
+int glfwWaitEventsTimeout_bind(lua_State *L)
+{
+ double timeout = luaL_checknumber(L, 1);
+ glfwWaitEventsTimeout(timeout);
+ return 0;
+}
+
+
+int glfwPostEmptyEvent_bind(lua_State *L)
+{
+ glfwPostEmptyEvent();
+ return 0;
+}
+
+
+int glfwSwapBuffers_bind(lua_State *L)
+{
+ GLFWwindow ** window = luaL_checkudata(L, 1, glfw_window_tname);
+ glfwSwapBuffers(*window);
+ return 0;
+}
diff --git a/src/audio/CMakeLists.txt b/src/miniaudio/CMakeLists.txt
index c4b333c..c4b333c 100644
--- a/src/audio/CMakeLists.txt
+++ b/src/miniaudio/CMakeLists.txt
diff --git a/src/audio/audio.h b/src/miniaudio/audio.h
index 0ea02d0..0ea02d0 100644
--- a/src/audio/audio.h
+++ b/src/miniaudio/audio.h
diff --git a/src/audio/bind b/src/miniaudio/bind
index 3a9befe..3a9befe 100644
--- a/src/audio/bind
+++ b/src/miniaudio/bind
diff --git a/src/audio/bind.bind b/src/miniaudio/bind.bind
index 41fddd6..41fddd6 100644
--- a/src/audio/bind.bind
+++ b/src/miniaudio/bind.bind
diff --git a/src/audio/engine.c b/src/miniaudio/engine.c
index ec43728..ec43728 100644
--- a/src/audio/engine.c
+++ b/src/miniaudio/engine.c
diff --git a/src/audio/impl.c b/src/miniaudio/impl.c
index 5e8969a..5e8969a 100644
--- a/src/audio/impl.c
+++ b/src/miniaudio/impl.c
diff --git a/src/audio/setup.c b/src/miniaudio/setup.c
index 774bf39..774bf39 100644
--- a/src/audio/setup.c
+++ b/src/miniaudio/setup.c
diff --git a/src/audio/sound.c b/src/miniaudio/sound.c
index 334a08a..334a08a 100644
--- a/src/audio/sound.c
+++ b/src/miniaudio/sound.c
diff --git a/src/audio/sound_group.c b/src/miniaudio/sound_group.c
index c52b3be..c52b3be 100644
--- a/src/audio/sound_group.c
+++ b/src/miniaudio/sound_group.c
diff --git a/src/modules.h b/src/modules.h
index bfe1de5..29ab6b1 100644
--- a/src/modules.h
+++ b/src/modules.h
@@ -6,6 +6,7 @@
#define HONEY_MODULES \
X(audio) \
X(gl) \
+ X(glfw) \
X(glm) \
X(image) \
X(import) \
diff --git a/src/gl/CMakeLists.txt b/src/opengl/CMakeLists.txt
index 4328596..4328596 100644
--- a/src/gl/CMakeLists.txt
+++ b/src/opengl/CMakeLists.txt
diff --git a/src/opengl/bind.h b/src/opengl/bind.h
new file mode 100644
index 0000000..7b0f265
--- /dev/null
+++ b/src/opengl/bind.h
@@ -0,0 +1,1818 @@
+#ifndef HONEY_GL_H
+#define HONEY_GL_H
+
+#include <lua.h>
+
+#define GL_FUNCTIONS \
+ X("ActiveShaderProgram", glActiveShaderProgram_bind) \
+ X("ActiveTexture", glActiveTexture_bind) \
+ X("AttachShader", glAttachShader_bind) \
+ X("BeginConditionalRender", glBeginConditionalRender_bind) \
+ X("BeginQuery", glBeginQuery_bind) \
+ X("BeginQuery", glBeginQuery_bind) \
+ X("BeginTransformFeedback", glBeginTransformFeedback_bind) \
+ X("BindAttribLocation", glBindAttribLocation_bind) \
+ X("BindBuffer", glBindBuffer_bind) \
+ X("BindBufferBase", glBindBufferBase_bind) \
+ X("BindBufferRange", glBindBufferRange_bind) \
+ X("BindFragDataLocation", glBindFragDataLocation_bind) \
+ X("BindFragDataLocationIndexed", glBindFragDataLocationIndexed_bind) \
+ X("BindFramebuffer", glBindFramebuffer_bind) \
+ X("BindImageTexture", glBindImageTexture_bind) \
+ X("BindProgramPipeline", glBindProgramPipeline_bind) \
+ X("BindRenderbuffer", glBindRenderbuffer_bind) \
+ X("BindSampler", glBindSampler_bind) \
+ X("BindTexture", glBindTexture_bind) \
+ X("BindTextureUnit", glBindTextureUnit_bind) \
+ X("BindTransformFeedback", glBindTransformFeedback_bind) \
+ X("BindVertexArray", glBindVertexArray_bind) \
+ X("BindVertexBuffer", glBindVertexBuffer_bind) \
+ X("BlendColor", glBlendColor_bind) \
+ X("BlendEquation", glBlendEquation_bind) \
+ X("BlendEquationi", glBlendEquationi_bind) \
+ X("BlendEquationSeparate", glBlendEquationSeparate_bind) \
+ X("BlendEquationSeparatei", glBlendEquationSeparatei_bind) \
+ X("BlendFunc", glBlendFunc_bind) \
+ X("BlendFunci", glBlendFunci_bind) \
+ X("BlendFuncSeparate", glBlendFuncSeparate_bind) \
+ X("BlendFuncSeparatei", glBlendFuncSeparatei_bind) \
+ X("BlitFramebuffer", glBlitFramebuffer_bind) \
+ X("BlitNamedFramebuffer", glBlitNamedFramebuffer_bind) \
+ X("BufferData", glBufferData_bind) \
+ X("BufferStorage", glBufferStorage_bind) \
+ X("BufferSubData", glBufferSubData_bind) \
+ X("CheckFramebufferStatus", glCheckFramebufferStatus_bind) \
+ X("CheckNamedFramebufferStatus", glCheckNamedFramebufferStatus_bind) \
+ X("ClampColor", glClampColor_bind) \
+ X("Clear", glClear_bind) \
+ X("ClearBufferiv", glClearBufferiv_bind) \
+ X("ClearBufferuiv", glClearBufferuiv_bind) \
+ X("ClearBufferfv", glClearBufferfv_bind) \
+ X("ClearBufferfi", glClearBufferfi_bind) \
+ X("ClearStencil", glClearStencil_bind) \
+ X("ClientWaitSync", glClientWaitSync_bind) \
+ X("ColorMask", glColorMask_bind) \
+ X("ColorMaski", glColorMaski_bind) \
+ X("CompileShader", glCompileShader_bind) \
+ X("CompressedTexImage1D", glCompressedTexImage1D_bind) \
+ X("CompressedTexImage2D", glCompressedTexImage2D_bind) \
+ X("CompressedTexImage3D", glCompressedTexImage3D_bind) \
+ X("CompressedTexSubImage1D", glCompressedTexSubImage1D_bind) \
+ X("CompressedTexSubImage2D", glCompressedTexSubImage2D_bind) \
+ X("CompressedTexSubImage3D", glCompressedTexSubImage3D_bind) \
+ X("CopyBufferSubData", glCopyBufferSubData_bind) \
+ X("CopyBufferSubData", glCopyBufferSubData_bind) \
+ X("CopyTexImage1D", glCopyTexImage1D_bind) \
+ X("CopyTexImage2D", glCopyTexImage2D_bind) \
+ X("CopyTexSubImage1D", glCopyTexSubImage1D_bind) \
+ X("CopyTexSubImage2D", glCopyTexSubImage2D_bind) \
+ X("CopyTexSubImage3D", glCopyTexSubImage3D_bind) \
+ X("CreateProgram", glCreateProgram_bind) \
+ X("CreateShader", glCreateShader_bind) \
+ X("CreateShaderProgramv", glCreateShaderProgramv_bind) \
+ X("CullFace", glCullFace_bind) \
+ X("DeleteBuffers", glDeleteBuffers_bind) \
+ X("DeleteFramebuffers", glDeleteFramebuffers_bind) \
+ X("DeleteProgram", glDeleteProgram_bind) \
+ X("DeleteProgramPipelines", glDeleteProgramPipelines_bind) \
+ X("DeleteQueries", glDeleteQueries_bind) \
+ X("DeleteRenderbuffers", glDeleteRenderbuffers_bind) \
+ X("DeleteSamplers", glDeleteSamplers_bind) \
+ X("DeleteShader", glDeleteShader_bind) \
+ X("DeleteSync", glDeleteSync_bind) \
+ X("DeleteTextures", glDeleteTextures_bind) \
+ X("DeleteTransformFeedbacks", glDeleteTransformFeedbacks_bind) \
+ X("DeleteVertexArrays", glDeleteVertexArrays_bind) \
+ X("DepthFunc", glDepthFunc_bind) \
+ X("DepthMask", glDepthMask_bind) \
+ X("DepthRange", glDepthRange_bind) \
+ X("DepthRangef", glDepthRangef_bind) \
+ X("DepthRangeArrayv", glDepthRangeArrayv_bind) \
+ X("DepthRangeIndexed", glDepthRangeIndexed_bind) \
+ X("DetachShader", glDetachShader_bind) \
+ X("Disable", glDisable_bind) \
+ X("Disablei", glDisablei_bind) \
+ X("DisableVertexAttribArray", glDisableVertexAttribArray_bind) \
+ X("DrawArrays", glDrawArrays_bind) \
+ X("DrawArraysIndirect", glDrawArraysIndirect_bind) \
+ X("DrawArraysInstanced", glDrawArraysInstanced_bind) \
+ X("DrawBuffer", glDrawBuffer_bind) \
+ X("DrawBuffers", glDrawBuffers_bind) \
+ X("DrawElements", glDrawElements_bind) \
+ X("DrawElementsBaseVertex", glDrawElementsBaseVertex_bind) \
+ X("DrawElementsIndirect", glDrawElementsIndirect_bind) \
+ X("DrawElementsInstanced", glDrawElementsInstanced_bind) \
+ X("DrawRangeElements", glDrawRangeElements_bind) \
+ X("DrawRangeElementsBaseVertex", glDrawRangeElementsBaseVertex_bind) \
+ X("DrawTransformFeedback", glDrawTransformFeedback_bind) \
+ X("DrawTransformFeedbackStream", glDrawTransformFeedbackStream_bind) \
+ X("Enable", glEnable_bind) \
+ X("Enablei", glEnablei_bind) \
+ X("EnableVertexAttribArray", glEnableVertexAttribArray_bind) \
+ X("EndConditionalRender", glEndConditionalRender_bind) \
+ X("EndQuery", glEndQuery_bind) \
+ X("EndQueryIndexed", glEndQueryIndexed_bind) \
+ X("EndTransformFeedback", glEndTransformFeedback_bind) \
+ X("FenceSync", glFenceSync_bind) \
+ X("Finish", glFinish_bind) \
+ X("Flush", glFlush_bind) \
+ X("FlushMappedBufferRange", glFlushMappedBufferRange_bind) \
+ X("FramebufferRenderbuffer", glFramebufferRenderbuffer_bind) \
+ X("FramebufferTexture", glFramebufferTexture_bind) \
+ X("FramebufferTexture1D", glFramebufferTexture1D_bind) \
+ X("FramebufferTexture2D", glFramebufferTexture2D_bind) \
+ X("FramebufferTexture3D", glFramebufferTexture3D_bind) \
+ X("FramebufferTextureLayer", glFramebufferTextureLayer_bind) \
+ X("FrontFace", glFrontFace_bind) \
+ X("GenBuffers", glGenBuffers_bind) \
+ X("GenerateMipmap", glGenerateMipmap_bind) \
+ X("GenFramebuffers", glGenFramebuffers_bind) \
+ X("GenProgramPipelines", glGenProgramPipelines_bind) \
+ X("GenQueries", glGenQueries_bind) \
+ X("GenRenderbuffers", glGenRenderbuffers_bind) \
+ X("GenSamplers", glGenSamplers_bind) \
+ X("GenTextures", glGenTextures_bind) \
+ X("GenTransformFeedbacks", glGenTransformFeedbacks_bind) \
+ X("GenVertexArrays", glGenVertexArrays_bind) \
+ X("GetBooleanv", glGetBooleanv_bind) \
+ X("GetDoublev", glGetDoublev_bind) \
+ X("GetFloatv", glGetFloatv_bind) \
+ X("GetIntegerv", glGetIntegerv_bind) \
+ X("GetInteger64v", glGetInteger64v_bind) \
+ X("GetBooleani_v", glGetBooleani_v_bind) \
+ X("GetIntegeri_v", glGetIntegeri_v_bind) \
+ X("GetFloati_v", glGetFloati_v_bind) \
+ X("GetDoublei_v", glGetDoublei_v_bind) \
+ X("GetInteger64i_v", glGetInteger64i_v_bind) \
+ X("GetActiveAttrib", glGetActiveAttrib_bind) \
+ X("GetActiveSubroutineName", glGetActiveSubroutineName_bind) \
+ X("GetActiveSubroutineUniformiv", glGetActiveSubroutineUniformiv_bind) \
+ X("GetActiveSubroutineUniformName", glGetActiveSubroutineUniformName_bind) \
+ X("GetActiveUniform", glGetActiveUniform_bind) \
+ X("GetActiveUniformBlockiv", glGetActiveUniformBlockiv_bind) \
+ X("GetActiveUniformBlockName", glGetActiveUniformBlockName_bind) \
+ X("GetActiveUniformName", glGetActiveUniformName_bind) \
+ X("GetActiveUniformsiv", glGetActiveUniformsiv_bind) \
+ X("GetAttachedShaders", glGetAttachedShaders_bind) \
+ X("GetAttribLocation", glGetAttribLocation_bind) \
+ X("GetBufferParameteriv", glGetBufferParameteriv_bind) \
+ X("GetBufferParameteri64v", glGetBufferParameteri64v_bind) \
+ X("GetBufferPointerv", glGetBufferPointerv_bind) \
+ X("GetBufferSubData", glGetBufferSubData_bind) \
+ X("GetCompressedTexImage", glGetCompressedTexImage_bind) \
+ X("GetError", glGetError_bind) \
+ X("GetFragDataIndex", glGetFragDataIndex_bind) \
+ X("GetFragDataLocation", glGetFragDataLocation_bind) \
+ X("GetFramebufferAttachmentParameteriv", glGetFramebufferAttachmentParameteriv_bind) \
+ X("GetMultisamplefv", glGetMultisamplefv_bind) \
+ X("GetUniformfv", glGetUniformfv_bind) \
+ X("GetUniformiv", glGetUniformiv_bind) \
+ X("GetUniformuiv", glGetUniformuiv_bind) \
+ X("GetUniformdv", glGetUniformdv_bind) \
+ X("GetProgramiv", glGetProgramiv_bind) \
+ X("GetProgramBinary", glGetProgramBinary_bind) \
+ X("GetProgramInfoLog", glGetProgramInfoLog_bind) \
+ X("GetProgramPipelineiv", glGetProgramPipelineiv_bind) \
+ X("GetProgramPipelineInfoLog", glGetProgramPipelineInfoLog_bind) \
+ X("GetProgramPipelineiv", glGetProgramPipelineiv_bind) \
+ X("GetProgramStageiv", glGetProgramStageiv_bind) \
+ X("GetQueryIndexediv", glGetQueryIndexediv_bind) \
+ X("GetQueryiv", glGetQueryiv_bind) \
+ X("GetRenderbufferParameteriv", glGetRenderbufferParameteriv_bind) \
+ X("GetSamplerParameterfv", glGetSamplerParameterfv_bind) \
+ X("GetSamplerParameteriv", glGetSamplerParameteriv_bind) \
+ X("GetSamplerParameterIiv", glGetSamplerParameterIiv_bind) \
+ X("GetSamplerParameterIuiv", glGetSamplerParameterIuiv_bind) \
+ X("GetShaderiv", glGetShaderiv_bind) \
+ X("GetShaderInfoLog", glGetShaderInfoLog_bind) \
+ X("GetShaderiv", glGetShaderiv_bind) \
+ X("GetShaderPrecisionFormat", glGetShaderPrecisionFormat_bind) \
+ X("GetShaderSource", glGetShaderSource_bind) \
+ X("GetString", glGetString_bind) \
+ X("GetStringi", glGetStringi_bind) \
+ X("GetSubroutineIndex", glGetSubroutineIndex_bind) \
+ X("GetSubroutineUniformLocation", glGetSubroutineUniformLocation_bind) \
+ X("GetSynciv", glGetSynciv_bind) \
+ X("GetTexImage", glGetTexImage_bind) \
+ X("GetTexLevelParameterfv", glGetTexLevelParameterfv_bind) \
+ X("GetTexLevelParameteriv", glGetTexLevelParameteriv_bind) \
+ X("GetTexParameterfv", glGetTexParameterfv_bind) \
+ X("GetTexParameteriv", glGetTexParameteriv_bind) \
+ X("GetTexParameterIiv", glGetTexParameterIiv_bind) \
+ X("GetTexParameterIuiv", glGetTexParameterIuiv_bind) \
+ X("GetTransformFeedbackVarying", glGetTransformFeedbackVarying_bind) \
+ X("GetUniformBlockIndex", glGetUniformBlockIndex_bind) \
+ X("GetUniformIndices", glGetUniformIndices_bind) \
+ X("GetUniformLocation", glGetUniformLocation_bind) \
+ X("GetUniformSubroutineuiv", glGetUniformSubroutineuiv_bind) \
+ X("GetVertexAttribdv", glGetVertexAttribdv_bind) \
+ X("GetVertexAttribfv", glGetVertexAttribfv_bind) \
+ X("GetVertexAttribiv", glGetVertexAttribiv_bind) \
+ X("GetVertexAttribIiv", glGetVertexAttribIiv_bind) \
+ X("GetVertexAttribIuiv", glGetVertexAttribIuiv_bind) \
+ X("GetVertexAttribLdv", glGetVertexAttribLdv_bind) \
+ X("GetVertexAttribPointerv", glGetVertexAttribPointerv_bind) \
+ X("Hint", glHint_bind) \
+ X("IsBuffer", glIsBuffer_bind) \
+ X("IsEnabled", glIsEnabled_bind) \
+ X("IsEnabledi", glIsEnabledi_bind) \
+ X("IsFramebuffer", glIsFramebuffer_bind) \
+ X("IsProgram", glIsProgram_bind) \
+ X("IsProgramPipeline", glIsProgramPipeline_bind) \
+ X("IsQuery", glIsQuery_bind) \
+ X("IsRenderbuffer", glIsRenderbuffer_bind) \
+ X("IsSampler", glIsSampler_bind) \
+ X("IsShader", glIsShader_bind) \
+ X("IsSync", glIsSync_bind) \
+ X("IsTexture", glIsTexture_bind) \
+ X("IsTransformFeedback", glIsTransformFeedback_bind) \
+ X("IsVertexArray", glIsVertexArray_bind) \
+ X("LineWidth", glLineWidth_bind) \
+ X("LinkProgram", glLinkProgram_bind) \
+ X("LogicOp", glLogicOp_bind) \
+ X("MapBuffer", glMapBuffer_bind) \
+ X("MapBufferRange", glMapBufferRange_bind) \
+ X("MinSampleShading", glMinSampleShading_bind) \
+ X("MultiDrawArrays", glMultiDrawArrays_bind) \
+ X("MultiDrawElements", glMultiDrawElements_bind) \
+ X("MultiDrawElementsBaseVertex", glMultiDrawElementsBaseVertex_bind) \
+ X("PatchParameteri", glPatchParameteri_bind) \
+ X("PatchParameterfv", glPatchParameterfv_bind) \
+ X("PauseTransformFeedback", glPauseTransformFeedback_bind) \
+ X("PixelStoref", glPixelStoref_bind) \
+ X("PixelStorei", glPixelStorei_bind) \
+ X("PointParameterf", glPointParameterf_bind) \
+ X("PointParameteri", glPointParameteri_bind) \
+ X("PointParameterfv", glPointParameterfv_bind) \
+ X("PointParameteriv", glPointParameteriv_bind) \
+ X("PointSize", glPointSize_bind) \
+ X("PolygonMode", glPolygonMode_bind) \
+ X("PolygonOffset", glPolygonOffset_bind) \
+ X("PrimitiveRestartIndex", glPrimitiveRestartIndex_bind) \
+ X("ProgramBinary", glProgramBinary_bind) \
+ X("ProgramParameteri", glProgramParameteri_bind) \
+ X("ProgramUniform1f", glProgramUniform1f_bind) \
+ X("ProgramUniform2f", glProgramUniform2f_bind) \
+ X("ProgramUniform3f", glProgramUniform3f_bind) \
+ X("ProgramUniform4f", glProgramUniform4f_bind) \
+ X("ProgramUniform1i", glProgramUniform1i_bind) \
+ X("ProgramUniform2i", glProgramUniform2i_bind) \
+ X("ProgramUniform3i", glProgramUniform3i_bind) \
+ X("ProgramUniform4i", glProgramUniform4i_bind) \
+ X("ProgramUniform1ui", glProgramUniform1ui_bind) \
+ X("ProgramUniform2ui", glProgramUniform2ui_bind) \
+ X("ProgramUniform3ui", glProgramUniform3ui_bind) \
+ X("ProgramUniform4ui", glProgramUniform4ui_bind) \
+ X("ProgramUniform1fv", glProgramUniform1fv_bind) \
+ X("ProgramUniform2fv", glProgramUniform2fv_bind) \
+ X("ProgramUniform3fv", glProgramUniform3fv_bind) \
+ X("ProgramUniform4fv", glProgramUniform4fv_bind) \
+ X("ProgramUniform1iv", glProgramUniform1iv_bind) \
+ X("ProgramUniform2iv", glProgramUniform2iv_bind) \
+ X("ProgramUniform3iv", glProgramUniform3iv_bind) \
+ X("ProgramUniform4iv", glProgramUniform4iv_bind) \
+ X("ProgramUniform1uiv", glProgramUniform1uiv_bind) \
+ X("ProgramUniform2uiv", glProgramUniform2uiv_bind) \
+ X("ProgramUniform3uiv", glProgramUniform3uiv_bind) \
+ X("ProgramUniform4uiv", glProgramUniform4uiv_bind) \
+ X("ProgramUniformMatrix2fv", glProgramUniformMatrix2fv_bind) \
+ X("ProgramUniformMatrix3fv", glProgramUniformMatrix3fv_bind) \
+ X("ProgramUniformMatrix4fv", glProgramUniformMatrix4fv_bind) \
+ X("ProgramUniformMatrix2x3fv", glProgramUniformMatrix2x3fv_bind) \
+ X("ProgramUniformMatrix3x2fv", glProgramUniformMatrix3x2fv_bind) \
+ X("ProgramUniformMatrix2x4fv", glProgramUniformMatrix2x4fv_bind) \
+ X("ProgramUniformMatrix4x2fv", glProgramUniformMatrix4x2fv_bind) \
+ X("ProgramUniformMatrix3x4fv", glProgramUniformMatrix3x4fv_bind) \
+ X("ProgramUniformMatrix4x3fv", glProgramUniformMatrix4x3fv_bind) \
+ X("ProvokingVertex", glProvokingVertex_bind) \
+ X("QueryCounter", glQueryCounter_bind) \
+ X("ReadBuffer", glReadBuffer_bind) \
+ X("ReadPixels", glReadPixels_bind) \
+ X("ReleaseShaderCompiler", glReleaseShaderCompiler_bind) \
+ X("RenderbufferStorage", glRenderbufferStorage_bind) \
+ X("RenderbufferStorageMultisample", glRenderbufferStorageMultisample_bind) \
+ X("ResumeTransformFeedback", glResumeTransformFeedback_bind) \
+ X("SampleCoverage", glSampleCoverage_bind) \
+ X("SampleMaski", glSampleMaski_bind) \
+ X("SamplerParameterf", glSamplerParameterf_bind) \
+ X("SamplerParameteri", glSamplerParameteri_bind) \
+ X("SamplerParameterfv", glSamplerParameterfv_bind) \
+ X("SamplerParameteriv", glSamplerParameteriv_bind) \
+ X("SamplerParameterIiv", glSamplerParameterIiv_bind) \
+ X("SamplerParameterIuiv", glSamplerParameterIuiv_bind) \
+ X("Scissor", glScissor_bind) \
+ X("ScissorArrayv", glScissorArrayv_bind) \
+ X("ScissorIndexed", glScissorIndexed_bind) \
+ X("ScissorIndexedv", glScissorIndexedv_bind) \
+ X("ShaderBinary", glShaderBinary_bind) \
+ X("ShaderSource", glShaderSource_bind) \
+ X("StencilFunc", glStencilFunc_bind) \
+ X("StencilFuncSeparate", glStencilFuncSeparate_bind) \
+ X("StencilMask", glStencilMask_bind) \
+ X("StencilMaskSeparate", glStencilMaskSeparate_bind) \
+ X("StencilOp", glStencilOp_bind) \
+ X("StencilOpSeparate", glStencilOpSeparate_bind) \
+ X("TexBuffer", glTexBuffer_bind) \
+ X("TexImage1D", glTexImage1D_bind) \
+ X("TexImage2D", glTexImage2D_bind) \
+ X("TexImage2DMultisample", glTexImage2DMultisample_bind) \
+ X("TexImage3D", glTexImage3D_bind) \
+ X("TexImage3DMultisample", glTexImage3DMultisample_bind) \
+ X("TexParameterf", glTexParameterf_bind) \
+ X("TexParameteri", glTexParameteri_bind) \
+ X("TexParameterfv", glTexParameterfv_bind) \
+ X("TexParameteriv", glTexParameteriv_bind) \
+ X("TexParameterIiv", glTexParameterIiv_bind) \
+ X("TexParameterIuiv", glTexParameterIuiv_bind) \
+ X("TexSubImage1D", glTexSubImage1D_bind) \
+ X("TexSubImage2D", glTexSubImage2D_bind) \
+ X("TexSubImage3D", glTexSubImage3D_bind) \
+ X("TransformFeedbackVaryings", glTransformFeedbackVaryings_bind) \
+ X("Uniform1f", glUniform1f_bind) \
+ X("Uniform2f", glUniform2f_bind) \
+ X("Uniform3f", glUniform3f_bind) \
+ X("Uniform4f", glUniform4f_bind) \
+ X("Uniform1i", glUniform1i_bind) \
+ X("Uniform2i", glUniform2i_bind) \
+ X("Uniform3i", glUniform3i_bind) \
+ X("Uniform4i", glUniform4i_bind) \
+ X("Uniform1ui", glUniform1ui_bind) \
+ X("Uniform2ui", glUniform2ui_bind) \
+ X("Uniform3ui", glUniform3ui_bind) \
+ X("Uniform4ui", glUniform4ui_bind) \
+ X("Uniform1fv", glUniform1fv_bind) \
+ X("Uniform2fv", glUniform2fv_bind) \
+ X("Uniform3fv", glUniform3fv_bind) \
+ X("Uniform4fv", glUniform4fv_bind) \
+ X("Uniform1iv", glUniform1iv_bind) \
+ X("Uniform2iv", glUniform2iv_bind) \
+ X("Uniform3iv", glUniform3iv_bind) \
+ X("Uniform4iv", glUniform4iv_bind) \
+ X("Uniform1uiv", glUniform1uiv_bind) \
+ X("Uniform2uiv", glUniform2uiv_bind) \
+ X("Uniform3uiv", glUniform3uiv_bind) \
+ X("Uniform4uiv", glUniform4uiv_bind) \
+ X("UniformMatrix2fv", glUniformMatrix2fv_bind) \
+ X("UniformMatrix3fv", glUniformMatrix3fv_bind) \
+ X("UniformMatrix4fv", glUniformMatrix4fv_bind) \
+ X("UniformMatrix2x3fv", glUniformMatrix2x3fv_bind) \
+ X("UniformMatrix3x2fv", glUniformMatrix3x2fv_bind) \
+ X("UniformMatrix2x4fv", glUniformMatrix2x4fv_bind) \
+ X("UniformMatrix4x2fv", glUniformMatrix4x2fv_bind) \
+ X("UniformMatrix3x4fv", glUniformMatrix3x4fv_bind) \
+ X("UniformMatrix4x3fv", glUniformMatrix4x3fv_bind) \
+ X("UniformSubroutinesuiv", glUniformSubroutinesuiv_bind) \
+ X("UnmapBuffer", glUnmapBuffer_bind) \
+ X("UseProgram", glUseProgram_bind) \
+ X("UseProgramStages", glUseProgramStages_bind) \
+ X("ValidateProgram", glValidateProgram_bind) \
+ X("ValidateProgramPipeline", glValidateProgramPipeline_bind) \
+ X("VertexAttrib1f", glVertexAttrib1f_bind) \
+ X("VertexAttrib1s", glVertexAttrib1s_bind) \
+ X("VertexAttrib1d", glVertexAttrib1d_bind) \
+ X("VertexAttribI1i", glVertexAttribI1i_bind) \
+ X("VertexAttribI1ui", glVertexAttribI1ui_bind) \
+ X("VertexAttrib2f", glVertexAttrib2f_bind) \
+ X("VertexAttrib2s", glVertexAttrib2s_bind) \
+ X("VertexAttrib2d", glVertexAttrib2d_bind) \
+ X("VertexAttribI2i", glVertexAttribI2i_bind) \
+ X("VertexAttribI2ui", glVertexAttribI2ui_bind) \
+ X("VertexAttrib3f", glVertexAttrib3f_bind) \
+ X("VertexAttrib3s", glVertexAttrib3s_bind) \
+ X("VertexAttrib3d", glVertexAttrib3d_bind) \
+ X("VertexAttribI3i", glVertexAttribI3i_bind) \
+ X("VertexAttribI3ui", glVertexAttribI3ui_bind) \
+ X("VertexAttrib4f", glVertexAttrib4f_bind) \
+ X("VertexAttrib4s", glVertexAttrib4s_bind) \
+ X("VertexAttrib4d", glVertexAttrib4d_bind) \
+ X("VertexAttrib4Nub", glVertexAttrib4Nub_bind) \
+ X("VertexAttribI4i", glVertexAttribI4i_bind) \
+ X("VertexAttribI4ui", glVertexAttribI4ui_bind) \
+ X("VertexAttribL1d", glVertexAttribL1d_bind) \
+ X("VertexAttribL2d", glVertexAttribL2d_bind) \
+ X("VertexAttribL3d", glVertexAttribL3d_bind) \
+ X("VertexAttribL4d", glVertexAttribL4d_bind) \
+ X("VertexAttrib1fv", glVertexAttrib1fv_bind) \
+ X("VertexAttrib1sv", glVertexAttrib1sv_bind) \
+ X("VertexAttrib1dv", glVertexAttrib1dv_bind) \
+ X("VertexAttribI1iv", glVertexAttribI1iv_bind) \
+ X("VertexAttribI1uiv", glVertexAttribI1uiv_bind) \
+ X("VertexAttrib2fv", glVertexAttrib2fv_bind) \
+ X("VertexAttrib2sv", glVertexAttrib2sv_bind) \
+ X("VertexAttrib2dv", glVertexAttrib2dv_bind) \
+ X("VertexAttribI2iv", glVertexAttribI2iv_bind) \
+ X("VertexAttribI2uiv", glVertexAttribI2uiv_bind) \
+ X("VertexAttrib3fv", glVertexAttrib3fv_bind) \
+ X("VertexAttrib3sv", glVertexAttrib3sv_bind) \
+ X("VertexAttrib3dv", glVertexAttrib3dv_bind) \
+ X("VertexAttribI3iv", glVertexAttribI3iv_bind) \
+ X("VertexAttribI3uiv", glVertexAttribI3uiv_bind) \
+ X("VertexAttrib4fv", glVertexAttrib4fv_bind) \
+ X("VertexAttrib4sv", glVertexAttrib4sv_bind) \
+ X("VertexAttrib4dv", glVertexAttrib4dv_bind) \
+ X("VertexAttrib4iv", glVertexAttrib4iv_bind) \
+ X("VertexAttrib4bv", glVertexAttrib4bv_bind) \
+ X("VertexAttrib4ubv", glVertexAttrib4ubv_bind) \
+ X("VertexAttrib4usv", glVertexAttrib4usv_bind) \
+ X("VertexAttrib4uiv", glVertexAttrib4uiv_bind) \
+ X("VertexAttrib4Nbv", glVertexAttrib4Nbv_bind) \
+ X("VertexAttrib4Nsv", glVertexAttrib4Nsv_bind) \
+ X("VertexAttrib4Niv", glVertexAttrib4Niv_bind) \
+ X("VertexAttrib4Nubv", glVertexAttrib4Nubv_bind) \
+ X("VertexAttrib4Nusv", glVertexAttrib4Nusv_bind) \
+ X("VertexAttrib4Nuiv", glVertexAttrib4Nuiv_bind) \
+ X("VertexAttribI4bv", glVertexAttribI4bv_bind) \
+ X("VertexAttribI4ubv", glVertexAttribI4ubv_bind) \
+ X("VertexAttribI4sv", glVertexAttribI4sv_bind) \
+ X("VertexAttribI4usv", glVertexAttribI4usv_bind) \
+ X("VertexAttribI4iv", glVertexAttribI4iv_bind) \
+ X("VertexAttribI4uiv", glVertexAttribI4uiv_bind) \
+ X("VertexAttribL1dv", glVertexAttribL1dv_bind) \
+ X("VertexAttribL2dv", glVertexAttribL2dv_bind) \
+ X("VertexAttribL3dv", glVertexAttribL3dv_bind) \
+ X("VertexAttribL4dv", glVertexAttribL4dv_bind) \
+ X("VertexAttribP1ui", glVertexAttribP1ui_bind) \
+ X("VertexAttribP2ui", glVertexAttribP2ui_bind) \
+ X("VertexAttribP3ui", glVertexAttribP3ui_bind) \
+ X("VertexAttribP4ui", glVertexAttribP4ui_bind) \
+ X("VertexAttribPointer", glVertexAttribPointer_bind) \
+ X("VertexAttribIPointer", glVertexAttribIPointer_bind) \
+ X("Viewport", glViewport_bind) \
+ X("ViewportArrayv", glViewportArrayv_bind) \
+ X("ViewportIndexedf", glViewportIndexedf_bind) \
+ X("ViewportIndexedfv", glViewportIndexedfv_bind) \
+ X("WaitSync", glWaitSync_bind) \
+
+
+#define GL_ENUM \
+ X("DEPTH_BUFFER_BIT", GL_DEPTH_BUFFER_BIT) \
+ X("STENCIL_BUFFER_BIT", GL_STENCIL_BUFFER_BIT) \
+ X("COLOR_BUFFER_BIT", GL_COLOR_BUFFER_BIT) \
+ X("FALSE", GL_FALSE) \
+ X("TRUE", GL_TRUE) \
+ X("POINTS", GL_POINTS) \
+ X("LINES", GL_LINES) \
+ X("LINE_LOOP", GL_LINE_LOOP) \
+ X("LINE_STRIP", GL_LINE_STRIP) \
+ X("TRIANGLES", GL_TRIANGLES) \
+ X("TRIANGLE_STRIP", GL_TRIANGLE_STRIP) \
+ X("TRIANGLE_FAN", GL_TRIANGLE_FAN) \
+ X("QUADS", GL_QUADS) \
+ X("NEVER", GL_NEVER) \
+ X("LESS", GL_LESS) \
+ X("EQUAL", GL_EQUAL) \
+ X("LEQUAL", GL_LEQUAL) \
+ X("GREATER", GL_GREATER) \
+ X("NOTEQUAL", GL_NOTEQUAL) \
+ X("GEQUAL", GL_GEQUAL) \
+ X("ALWAYS", GL_ALWAYS) \
+ X("ZERO", GL_ZERO) \
+ X("ONE", GL_ONE) \
+ X("SRC_COLOR", GL_SRC_COLOR) \
+ X("ONE_MINUS_SRC_COLOR", GL_ONE_MINUS_SRC_COLOR) \
+ X("SRC_ALPHA", GL_SRC_ALPHA) \
+ X("ONE_MINUS_SRC_ALPHA", GL_ONE_MINUS_SRC_ALPHA) \
+ X("DST_ALPHA", GL_DST_ALPHA) \
+ X("ONE_MINUS_DST_ALPHA", GL_ONE_MINUS_DST_ALPHA) \
+ X("DST_COLOR", GL_DST_COLOR) \
+ X("ONE_MINUS_DST_COLOR", GL_ONE_MINUS_DST_COLOR) \
+ X("SRC_ALPHA_SATURATE", GL_SRC_ALPHA_SATURATE) \
+ X("NONE", GL_NONE) \
+ X("FRONT_LEFT", GL_FRONT_LEFT) \
+ X("FRONT_RIGHT", GL_FRONT_RIGHT) \
+ X("BACK_LEFT", GL_BACK_LEFT) \
+ X("BACK_RIGHT", GL_BACK_RIGHT) \
+ X("FRONT", GL_FRONT) \
+ X("BACK", GL_BACK) \
+ X("LEFT", GL_LEFT) \
+ X("RIGHT", GL_RIGHT) \
+ X("FRONT_AND_BACK", GL_FRONT_AND_BACK) \
+ X("NO_ERROR", GL_NO_ERROR) \
+ X("INVALID_ENUM", GL_INVALID_ENUM) \
+ X("INVALID_VALUE", GL_INVALID_VALUE) \
+ X("INVALID_OPERATION", GL_INVALID_OPERATION) \
+ X("OUT_OF_MEMORY", GL_OUT_OF_MEMORY) \
+ X("CW", GL_CW) \
+ X("CCW", GL_CCW) \
+ X("POINT_SIZE", GL_POINT_SIZE) \
+ X("POINT_SIZE_RANGE", GL_POINT_SIZE_RANGE) \
+ X("POINT_SIZE_GRANULARITY", GL_POINT_SIZE_GRANULARITY) \
+ X("LINE_SMOOTH", GL_LINE_SMOOTH) \
+ X("LINE_WIDTH", GL_LINE_WIDTH) \
+ X("LINE_WIDTH_RANGE", GL_LINE_WIDTH_RANGE) \
+ X("LINE_WIDTH_GRANULARITY", GL_LINE_WIDTH_GRANULARITY) \
+ X("POLYGON_MODE", GL_POLYGON_MODE) \
+ X("POLYGON_SMOOTH", GL_POLYGON_SMOOTH) \
+ X("CULL_FACE", GL_CULL_FACE) \
+ X("CULL_FACE_MODE", GL_CULL_FACE_MODE) \
+ X("FRONT_FACE", GL_FRONT_FACE) \
+ X("DEPTH_RANGE", GL_DEPTH_RANGE) \
+ X("DEPTH_TEST", GL_DEPTH_TEST) \
+ X("DEPTH_WRITEMASK", GL_DEPTH_WRITEMASK) \
+ X("DEPTH_CLEAR_VALUE", GL_DEPTH_CLEAR_VALUE) \
+ X("DEPTH_FUNC", GL_DEPTH_FUNC) \
+ X("STENCIL_TEST", GL_STENCIL_TEST) \
+ X("STENCIL_CLEAR_VALUE", GL_STENCIL_CLEAR_VALUE) \
+ X("STENCIL_FUNC", GL_STENCIL_FUNC) \
+ X("STENCIL_VALUE_MASK", GL_STENCIL_VALUE_MASK) \
+ X("STENCIL_FAIL", GL_STENCIL_FAIL) \
+ X("STENCIL_PASS_DEPTH_FAIL", GL_STENCIL_PASS_DEPTH_FAIL) \
+ X("STENCIL_PASS_DEPTH_PASS", GL_STENCIL_PASS_DEPTH_PASS) \
+ X("STENCIL_REF", GL_STENCIL_REF) \
+ X("STENCIL_WRITEMASK", GL_STENCIL_WRITEMASK) \
+ X("VIEWPORT", GL_VIEWPORT) \
+ X("DITHER", GL_DITHER) \
+ X("BLEND_DST", GL_BLEND_DST) \
+ X("BLEND_SRC", GL_BLEND_SRC) \
+ X("BLEND", GL_BLEND) \
+ X("LOGIC_OP_MODE", GL_LOGIC_OP_MODE) \
+ X("DRAW_BUFFER", GL_DRAW_BUFFER) \
+ X("READ_BUFFER", GL_READ_BUFFER) \
+ X("SCISSOR_BOX", GL_SCISSOR_BOX) \
+ X("SCISSOR_TEST", GL_SCISSOR_TEST) \
+ X("COLOR_CLEAR_VALUE", GL_COLOR_CLEAR_VALUE) \
+ X("COLOR_WRITEMASK", GL_COLOR_WRITEMASK) \
+ X("DOUBLEBUFFER", GL_DOUBLEBUFFER) \
+ X("STEREO", GL_STEREO) \
+ X("LINE_SMOOTH_HINT", GL_LINE_SMOOTH_HINT) \
+ X("POLYGON_SMOOTH_HINT", GL_POLYGON_SMOOTH_HINT) \
+ X("UNPACK_SWAP_BYTES", GL_UNPACK_SWAP_BYTES) \
+ X("UNPACK_LSB_FIRST", GL_UNPACK_LSB_FIRST) \
+ X("UNPACK_ROW_LENGTH", GL_UNPACK_ROW_LENGTH) \
+ X("UNPACK_SKIP_ROWS", GL_UNPACK_SKIP_ROWS) \
+ X("UNPACK_SKIP_PIXELS", GL_UNPACK_SKIP_PIXELS) \
+ X("UNPACK_ALIGNMENT", GL_UNPACK_ALIGNMENT) \
+ X("PACK_SWAP_BYTES", GL_PACK_SWAP_BYTES) \
+ X("PACK_LSB_FIRST", GL_PACK_LSB_FIRST) \
+ X("PACK_ROW_LENGTH", GL_PACK_ROW_LENGTH) \
+ X("PACK_SKIP_ROWS", GL_PACK_SKIP_ROWS) \
+ X("PACK_SKIP_PIXELS", GL_PACK_SKIP_PIXELS) \
+ X("PACK_ALIGNMENT", GL_PACK_ALIGNMENT) \
+ X("MAX_TEXTURE_SIZE", GL_MAX_TEXTURE_SIZE) \
+ X("MAX_VIEWPORT_DIMS", GL_MAX_VIEWPORT_DIMS) \
+ X("SUBPIXEL_BITS", GL_SUBPIXEL_BITS) \
+ X("TEXTURE_1D", GL_TEXTURE_1D) \
+ X("TEXTURE_2D", GL_TEXTURE_2D) \
+ X("TEXTURE_WIDTH", GL_TEXTURE_WIDTH) \
+ X("TEXTURE_HEIGHT", GL_TEXTURE_HEIGHT) \
+ X("TEXTURE_BORDER_COLOR", GL_TEXTURE_BORDER_COLOR) \
+ X("DONT_CARE", GL_DONT_CARE) \
+ X("FASTEST", GL_FASTEST) \
+ X("NICEST", GL_NICEST) \
+ X("BYTE", GL_BYTE) \
+ X("UNSIGNED_BYTE", GL_UNSIGNED_BYTE) \
+ X("SHORT", GL_SHORT) \
+ X("UNSIGNED_SHORT", GL_UNSIGNED_SHORT) \
+ X("INT", GL_INT) \
+ X("UNSIGNED_INT", GL_UNSIGNED_INT) \
+ X("FLOAT", GL_FLOAT) \
+ X("STACK_OVERFLOW", GL_STACK_OVERFLOW) \
+ X("STACK_UNDERFLOW", GL_STACK_UNDERFLOW) \
+ X("CLEAR", GL_CLEAR) \
+ X("AND", GL_AND) \
+ X("AND_REVERSE", GL_AND_REVERSE) \
+ X("COPY", GL_COPY) \
+ X("AND_INVERTED", GL_AND_INVERTED) \
+ X("NOOP", GL_NOOP) \
+ X("XOR", GL_XOR) \
+ X("OR", GL_OR) \
+ X("NOR", GL_NOR) \
+ X("EQUIV", GL_EQUIV) \
+ X("INVERT", GL_INVERT) \
+ X("OR_REVERSE", GL_OR_REVERSE) \
+ X("COPY_INVERTED", GL_COPY_INVERTED) \
+ X("OR_INVERTED", GL_OR_INVERTED) \
+ X("NAND", GL_NAND) \
+ X("SET", GL_SET) \
+ X("TEXTURE", GL_TEXTURE) \
+ X("COLOR", GL_COLOR) \
+ X("DEPTH", GL_DEPTH) \
+ X("STENCIL", GL_STENCIL) \
+ X("STENCIL_INDEX", GL_STENCIL_INDEX) \
+ X("DEPTH_COMPONENT", GL_DEPTH_COMPONENT) \
+ X("RED", GL_RED) \
+ X("GREEN", GL_GREEN) \
+ X("BLUE", GL_BLUE) \
+ X("ALPHA", GL_ALPHA) \
+ X("RGB", GL_RGB) \
+ X("RGBA", GL_RGBA) \
+ X("POINT", GL_POINT) \
+ X("LINE", GL_LINE) \
+ X("FILL", GL_FILL) \
+ X("KEEP", GL_KEEP) \
+ X("REPLACE", GL_REPLACE) \
+ X("INCR", GL_INCR) \
+ X("DECR", GL_DECR) \
+ X("VENDOR", GL_VENDOR) \
+ X("RENDERER", GL_RENDERER) \
+ X("VERSION", GL_VERSION) \
+ X("EXTENSIONS", GL_EXTENSIONS) \
+ X("NEAREST", GL_NEAREST) \
+ X("LINEAR", GL_LINEAR) \
+ X("NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST) \
+ X("LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST) \
+ X("NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR) \
+ X("LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR) \
+ X("TEXTURE_MAG_FILTER", GL_TEXTURE_MAG_FILTER) \
+ X("TEXTURE_MIN_FILTER", GL_TEXTURE_MIN_FILTER) \
+ X("TEXTURE_WRAP_S", GL_TEXTURE_WRAP_S) \
+ X("TEXTURE_WRAP_T", GL_TEXTURE_WRAP_T) \
+ X("REPEAT", GL_REPEAT) \
+ X("CURRENT_BIT", GL_CURRENT_BIT) \
+ X("POINT_BIT", GL_POINT_BIT) \
+ X("LINE_BIT", GL_LINE_BIT) \
+ X("POLYGON_BIT", GL_POLYGON_BIT) \
+ X("POLYGON_STIPPLE_BIT", GL_POLYGON_STIPPLE_BIT) \
+ X("PIXEL_MODE_BIT", GL_PIXEL_MODE_BIT) \
+ X("LIGHTING_BIT", GL_LIGHTING_BIT) \
+ X("FOG_BIT", GL_FOG_BIT) \
+ X("ACCUM_BUFFER_BIT", GL_ACCUM_BUFFER_BIT) \
+ X("VIEWPORT_BIT", GL_VIEWPORT_BIT) \
+ X("TRANSFORM_BIT", GL_TRANSFORM_BIT) \
+ X("ENABLE_BIT", GL_ENABLE_BIT) \
+ X("HINT_BIT", GL_HINT_BIT) \
+ X("EVAL_BIT", GL_EVAL_BIT) \
+ X("LIST_BIT", GL_LIST_BIT) \
+ X("TEXTURE_BIT", GL_TEXTURE_BIT) \
+ X("SCISSOR_BIT", GL_SCISSOR_BIT) \
+ X("ALL_ATTRIB_BITS", GL_ALL_ATTRIB_BITS) \
+ X("QUAD_STRIP", GL_QUAD_STRIP) \
+ X("POLYGON", GL_POLYGON) \
+ X("ACCUM", GL_ACCUM) \
+ X("LOAD", GL_LOAD) \
+ X("RETURN", GL_RETURN) \
+ X("MULT", GL_MULT) \
+ X("ADD", GL_ADD) \
+ X("AUX0", GL_AUX0) \
+ X("AUX1", GL_AUX1) \
+ X("AUX2", GL_AUX2) \
+ X("AUX3", GL_AUX3) \
+ X("2D", GL_2D) \
+ X("3D", GL_3D) \
+ X("3D_COLOR", GL_3D_COLOR) \
+ X("3D_COLOR_TEXTURE", GL_3D_COLOR_TEXTURE) \
+ X("4D_COLOR_TEXTURE", GL_4D_COLOR_TEXTURE) \
+ X("PASS_THROUGH_TOKEN", GL_PASS_THROUGH_TOKEN) \
+ X("POINT_TOKEN", GL_POINT_TOKEN) \
+ X("LINE_TOKEN", GL_LINE_TOKEN) \
+ X("POLYGON_TOKEN", GL_POLYGON_TOKEN) \
+ X("BITMAP_TOKEN", GL_BITMAP_TOKEN) \
+ X("DRAW_PIXEL_TOKEN", GL_DRAW_PIXEL_TOKEN) \
+ X("COPY_PIXEL_TOKEN", GL_COPY_PIXEL_TOKEN) \
+ X("LINE_RESET_TOKEN", GL_LINE_RESET_TOKEN) \
+ X("EXP", GL_EXP) \
+ X("EXP2", GL_EXP2) \
+ X("COEFF", GL_COEFF) \
+ X("ORDER", GL_ORDER) \
+ X("DOMAIN", GL_DOMAIN) \
+ X("PIXEL_MAP_I_TO_I", GL_PIXEL_MAP_I_TO_I) \
+ X("PIXEL_MAP_S_TO_S", GL_PIXEL_MAP_S_TO_S) \
+ X("PIXEL_MAP_I_TO_R", GL_PIXEL_MAP_I_TO_R) \
+ X("PIXEL_MAP_I_TO_G", GL_PIXEL_MAP_I_TO_G) \
+ X("PIXEL_MAP_I_TO_B", GL_PIXEL_MAP_I_TO_B) \
+ X("PIXEL_MAP_I_TO_A", GL_PIXEL_MAP_I_TO_A) \
+ X("PIXEL_MAP_R_TO_R", GL_PIXEL_MAP_R_TO_R) \
+ X("PIXEL_MAP_G_TO_G", GL_PIXEL_MAP_G_TO_G) \
+ X("PIXEL_MAP_B_TO_B", GL_PIXEL_MAP_B_TO_B) \
+ X("PIXEL_MAP_A_TO_A", GL_PIXEL_MAP_A_TO_A) \
+ X("CURRENT_COLOR", GL_CURRENT_COLOR) \
+ X("CURRENT_INDEX", GL_CURRENT_INDEX) \
+ X("CURRENT_NORMAL", GL_CURRENT_NORMAL) \
+ X("CURRENT_TEXTURE_COORDS", GL_CURRENT_TEXTURE_COORDS) \
+ X("CURRENT_RASTER_COLOR", GL_CURRENT_RASTER_COLOR) \
+ X("CURRENT_RASTER_INDEX", GL_CURRENT_RASTER_INDEX) \
+ X("CURRENT_RASTER_TEXTURE_COORDS", GL_CURRENT_RASTER_TEXTURE_COORDS) \
+ X("CURRENT_RASTER_POSITION", GL_CURRENT_RASTER_POSITION) \
+ X("CURRENT_RASTER_POSITION_VALID", GL_CURRENT_RASTER_POSITION_VALID) \
+ X("CURRENT_RASTER_DISTANCE", GL_CURRENT_RASTER_DISTANCE) \
+ X("POINT_SMOOTH", GL_POINT_SMOOTH) \
+ X("LINE_STIPPLE", GL_LINE_STIPPLE) \
+ X("LINE_STIPPLE_PATTERN", GL_LINE_STIPPLE_PATTERN) \
+ X("LINE_STIPPLE_REPEAT", GL_LINE_STIPPLE_REPEAT) \
+ X("LIST_MODE", GL_LIST_MODE) \
+ X("MAX_LIST_NESTING", GL_MAX_LIST_NESTING) \
+ X("LIST_BASE", GL_LIST_BASE) \
+ X("LIST_INDEX", GL_LIST_INDEX) \
+ X("POLYGON_STIPPLE", GL_POLYGON_STIPPLE) \
+ X("EDGE_FLAG", GL_EDGE_FLAG) \
+ X("LIGHTING", GL_LIGHTING) \
+ X("LIGHT_MODEL_LOCAL_VIEWER", GL_LIGHT_MODEL_LOCAL_VIEWER) \
+ X("LIGHT_MODEL_TWO_SIDE", GL_LIGHT_MODEL_TWO_SIDE) \
+ X("LIGHT_MODEL_AMBIENT", GL_LIGHT_MODEL_AMBIENT) \
+ X("SHADE_MODEL", GL_SHADE_MODEL) \
+ X("COLOR_MATERIAL_FACE", GL_COLOR_MATERIAL_FACE) \
+ X("COLOR_MATERIAL_PARAMETER", GL_COLOR_MATERIAL_PARAMETER) \
+ X("COLOR_MATERIAL", GL_COLOR_MATERIAL) \
+ X("FOG", GL_FOG) \
+ X("FOG_INDEX", GL_FOG_INDEX) \
+ X("FOG_DENSITY", GL_FOG_DENSITY) \
+ X("FOG_START", GL_FOG_START) \
+ X("FOG_END", GL_FOG_END) \
+ X("FOG_MODE", GL_FOG_MODE) \
+ X("FOG_COLOR", GL_FOG_COLOR) \
+ X("ACCUM_CLEAR_VALUE", GL_ACCUM_CLEAR_VALUE) \
+ X("MATRIX_MODE", GL_MATRIX_MODE) \
+ X("NORMALIZE", GL_NORMALIZE) \
+ X("MODELVIEW_STACK_DEPTH", GL_MODELVIEW_STACK_DEPTH) \
+ X("PROJECTION_STACK_DEPTH", GL_PROJECTION_STACK_DEPTH) \
+ X("TEXTURE_STACK_DEPTH", GL_TEXTURE_STACK_DEPTH) \
+ X("MODELVIEW_MATRIX", GL_MODELVIEW_MATRIX) \
+ X("PROJECTION_MATRIX", GL_PROJECTION_MATRIX) \
+ X("TEXTURE_MATRIX", GL_TEXTURE_MATRIX) \
+ X("ATTRIB_STACK_DEPTH", GL_ATTRIB_STACK_DEPTH) \
+ X("ALPHA_TEST", GL_ALPHA_TEST) \
+ X("ALPHA_TEST_FUNC", GL_ALPHA_TEST_FUNC) \
+ X("ALPHA_TEST_REF", GL_ALPHA_TEST_REF) \
+ X("LOGIC_OP", GL_LOGIC_OP) \
+ X("AUX_BUFFERS", GL_AUX_BUFFERS) \
+ X("INDEX_CLEAR_VALUE", GL_INDEX_CLEAR_VALUE) \
+ X("INDEX_WRITEMASK", GL_INDEX_WRITEMASK) \
+ X("INDEX_MODE", GL_INDEX_MODE) \
+ X("RGBA_MODE", GL_RGBA_MODE) \
+ X("RENDER_MODE", GL_RENDER_MODE) \
+ X("PERSPECTIVE_CORRECTION_HINT", GL_PERSPECTIVE_CORRECTION_HINT) \
+ X("POINT_SMOOTH_HINT", GL_POINT_SMOOTH_HINT) \
+ X("FOG_HINT", GL_FOG_HINT) \
+ X("TEXTURE_GEN_S", GL_TEXTURE_GEN_S) \
+ X("TEXTURE_GEN_T", GL_TEXTURE_GEN_T) \
+ X("TEXTURE_GEN_R", GL_TEXTURE_GEN_R) \
+ X("TEXTURE_GEN_Q", GL_TEXTURE_GEN_Q) \
+ X("PIXEL_MAP_I_TO_I_SIZE", GL_PIXEL_MAP_I_TO_I_SIZE) \
+ X("PIXEL_MAP_S_TO_S_SIZE", GL_PIXEL_MAP_S_TO_S_SIZE) \
+ X("PIXEL_MAP_I_TO_R_SIZE", GL_PIXEL_MAP_I_TO_R_SIZE) \
+ X("PIXEL_MAP_I_TO_G_SIZE", GL_PIXEL_MAP_I_TO_G_SIZE) \
+ X("PIXEL_MAP_I_TO_B_SIZE", GL_PIXEL_MAP_I_TO_B_SIZE) \
+ X("PIXEL_MAP_I_TO_A_SIZE", GL_PIXEL_MAP_I_TO_A_SIZE) \
+ X("PIXEL_MAP_R_TO_R_SIZE", GL_PIXEL_MAP_R_TO_R_SIZE) \
+ X("PIXEL_MAP_G_TO_G_SIZE", GL_PIXEL_MAP_G_TO_G_SIZE) \
+ X("PIXEL_MAP_B_TO_B_SIZE", GL_PIXEL_MAP_B_TO_B_SIZE) \
+ X("PIXEL_MAP_A_TO_A_SIZE", GL_PIXEL_MAP_A_TO_A_SIZE) \
+ X("MAP_COLOR", GL_MAP_COLOR) \
+ X("MAP_STENCIL", GL_MAP_STENCIL) \
+ X("INDEX_SHIFT", GL_INDEX_SHIFT) \
+ X("INDEX_OFFSET", GL_INDEX_OFFSET) \
+ X("RED_SCALE", GL_RED_SCALE) \
+ X("RED_BIAS", GL_RED_BIAS) \
+ X("ZOOM_X", GL_ZOOM_X) \
+ X("ZOOM_Y", GL_ZOOM_Y) \
+ X("GREEN_SCALE", GL_GREEN_SCALE) \
+ X("GREEN_BIAS", GL_GREEN_BIAS) \
+ X("BLUE_SCALE", GL_BLUE_SCALE) \
+ X("BLUE_BIAS", GL_BLUE_BIAS) \
+ X("ALPHA_SCALE", GL_ALPHA_SCALE) \
+ X("ALPHA_BIAS", GL_ALPHA_BIAS) \
+ X("DEPTH_SCALE", GL_DEPTH_SCALE) \
+ X("DEPTH_BIAS", GL_DEPTH_BIAS) \
+ X("MAX_EVAL_ORDER", GL_MAX_EVAL_ORDER) \
+ X("MAX_LIGHTS", GL_MAX_LIGHTS) \
+ X("MAX_CLIP_PLANES", GL_MAX_CLIP_PLANES) \
+ X("MAX_PIXEL_MAP_TABLE", GL_MAX_PIXEL_MAP_TABLE) \
+ X("MAX_ATTRIB_STACK_DEPTH", GL_MAX_ATTRIB_STACK_DEPTH) \
+ X("MAX_MODELVIEW_STACK_DEPTH", GL_MAX_MODELVIEW_STACK_DEPTH) \
+ X("MAX_NAME_STACK_DEPTH", GL_MAX_NAME_STACK_DEPTH) \
+ X("MAX_PROJECTION_STACK_DEPTH", GL_MAX_PROJECTION_STACK_DEPTH) \
+ X("MAX_TEXTURE_STACK_DEPTH", GL_MAX_TEXTURE_STACK_DEPTH) \
+ X("INDEX_BITS", GL_INDEX_BITS) \
+ X("RED_BITS", GL_RED_BITS) \
+ X("GREEN_BITS", GL_GREEN_BITS) \
+ X("BLUE_BITS", GL_BLUE_BITS) \
+ X("ALPHA_BITS", GL_ALPHA_BITS) \
+ X("DEPTH_BITS", GL_DEPTH_BITS) \
+ X("STENCIL_BITS", GL_STENCIL_BITS) \
+ X("ACCUM_RED_BITS", GL_ACCUM_RED_BITS) \
+ X("ACCUM_GREEN_BITS", GL_ACCUM_GREEN_BITS) \
+ X("ACCUM_BLUE_BITS", GL_ACCUM_BLUE_BITS) \
+ X("ACCUM_ALPHA_BITS", GL_ACCUM_ALPHA_BITS) \
+ X("NAME_STACK_DEPTH", GL_NAME_STACK_DEPTH) \
+ X("AUTO_NORMAL", GL_AUTO_NORMAL) \
+ X("MAP1_COLOR_4", GL_MAP1_COLOR_4) \
+ X("MAP1_INDEX", GL_MAP1_INDEX) \
+ X("MAP1_NORMAL", GL_MAP1_NORMAL) \
+ X("MAP1_TEXTURE_COORD_1", GL_MAP1_TEXTURE_COORD_1) \
+ X("MAP1_TEXTURE_COORD_2", GL_MAP1_TEXTURE_COORD_2) \
+ X("MAP1_TEXTURE_COORD_3", GL_MAP1_TEXTURE_COORD_3) \
+ X("MAP1_TEXTURE_COORD_4", GL_MAP1_TEXTURE_COORD_4) \
+ X("MAP1_VERTEX_3", GL_MAP1_VERTEX_3) \
+ X("MAP1_VERTEX_4", GL_MAP1_VERTEX_4) \
+ X("MAP2_COLOR_4", GL_MAP2_COLOR_4) \
+ X("MAP2_INDEX", GL_MAP2_INDEX) \
+ X("MAP2_NORMAL", GL_MAP2_NORMAL) \
+ X("MAP2_TEXTURE_COORD_1", GL_MAP2_TEXTURE_COORD_1) \
+ X("MAP2_TEXTURE_COORD_2", GL_MAP2_TEXTURE_COORD_2) \
+ X("MAP2_TEXTURE_COORD_3", GL_MAP2_TEXTURE_COORD_3) \
+ X("MAP2_TEXTURE_COORD_4", GL_MAP2_TEXTURE_COORD_4) \
+ X("MAP2_VERTEX_3", GL_MAP2_VERTEX_3) \
+ X("MAP2_VERTEX_4", GL_MAP2_VERTEX_4) \
+ X("MAP1_GRID_DOMAIN", GL_MAP1_GRID_DOMAIN) \
+ X("MAP1_GRID_SEGMENTS", GL_MAP1_GRID_SEGMENTS) \
+ X("MAP2_GRID_DOMAIN", GL_MAP2_GRID_DOMAIN) \
+ X("MAP2_GRID_SEGMENTS", GL_MAP2_GRID_SEGMENTS) \
+ X("TEXTURE_COMPONENTS", GL_TEXTURE_COMPONENTS) \
+ X("TEXTURE_BORDER", GL_TEXTURE_BORDER) \
+ X("AMBIENT", GL_AMBIENT) \
+ X("DIFFUSE", GL_DIFFUSE) \
+ X("SPECULAR", GL_SPECULAR) \
+ X("POSITION", GL_POSITION) \
+ X("SPOT_DIRECTION", GL_SPOT_DIRECTION) \
+ X("SPOT_EXPONENT", GL_SPOT_EXPONENT) \
+ X("SPOT_CUTOFF", GL_SPOT_CUTOFF) \
+ X("CONSTANT_ATTENUATION", GL_CONSTANT_ATTENUATION) \
+ X("LINEAR_ATTENUATION", GL_LINEAR_ATTENUATION) \
+ X("QUADRATIC_ATTENUATION", GL_QUADRATIC_ATTENUATION) \
+ X("COMPILE", GL_COMPILE) \
+ X("COMPILE_AND_EXECUTE", GL_COMPILE_AND_EXECUTE) \
+ X("2_BYTES", GL_2_BYTES) \
+ X("3_BYTES", GL_3_BYTES) \
+ X("4_BYTES", GL_4_BYTES) \
+ X("EMISSION", GL_EMISSION) \
+ X("SHININESS", GL_SHININESS) \
+ X("AMBIENT_AND_DIFFUSE", GL_AMBIENT_AND_DIFFUSE) \
+ X("COLOR_INDEXES", GL_COLOR_INDEXES) \
+ X("MODELVIEW", GL_MODELVIEW) \
+ X("PROJECTION", GL_PROJECTION) \
+ X("COLOR_INDEX", GL_COLOR_INDEX) \
+ X("LUMINANCE", GL_LUMINANCE) \
+ X("LUMINANCE_ALPHA", GL_LUMINANCE_ALPHA) \
+ X("BITMAP", GL_BITMAP) \
+ X("RENDER", GL_RENDER) \
+ X("FEEDBACK", GL_FEEDBACK) \
+ X("SELECT", GL_SELECT) \
+ X("FLAT", GL_FLAT) \
+ X("SMOOTH", GL_SMOOTH) \
+ X("S", GL_S) \
+ X("T", GL_T) \
+ X("R", GL_R) \
+ X("Q", GL_Q) \
+ X("MODULATE", GL_MODULATE) \
+ X("DECAL", GL_DECAL) \
+ X("TEXTURE_ENV_MODE", GL_TEXTURE_ENV_MODE) \
+ X("TEXTURE_ENV_COLOR", GL_TEXTURE_ENV_COLOR) \
+ X("TEXTURE_ENV", GL_TEXTURE_ENV) \
+ X("EYE_LINEAR", GL_EYE_LINEAR) \
+ X("OBJECT_LINEAR", GL_OBJECT_LINEAR) \
+ X("SPHERE_MAP", GL_SPHERE_MAP) \
+ X("TEXTURE_GEN_MODE", GL_TEXTURE_GEN_MODE) \
+ X("OBJECT_PLANE", GL_OBJECT_PLANE) \
+ X("EYE_PLANE", GL_EYE_PLANE) \
+ X("CLAMP", GL_CLAMP) \
+ X("CLIP_PLANE0", GL_CLIP_PLANE0) \
+ X("CLIP_PLANE1", GL_CLIP_PLANE1) \
+ X("CLIP_PLANE2", GL_CLIP_PLANE2) \
+ X("CLIP_PLANE3", GL_CLIP_PLANE3) \
+ X("CLIP_PLANE4", GL_CLIP_PLANE4) \
+ X("CLIP_PLANE5", GL_CLIP_PLANE5) \
+ X("LIGHT0", GL_LIGHT0) \
+ X("LIGHT1", GL_LIGHT1) \
+ X("LIGHT2", GL_LIGHT2) \
+ X("LIGHT3", GL_LIGHT3) \
+ X("LIGHT4", GL_LIGHT4) \
+ X("LIGHT5", GL_LIGHT5) \
+ X("LIGHT6", GL_LIGHT6) \
+ X("LIGHT7", GL_LIGHT7) \
+ X("COLOR_LOGIC_OP", GL_COLOR_LOGIC_OP) \
+ X("POLYGON_OFFSET_UNITS", GL_POLYGON_OFFSET_UNITS) \
+ X("POLYGON_OFFSET_POINT", GL_POLYGON_OFFSET_POINT) \
+ X("POLYGON_OFFSET_LINE", GL_POLYGON_OFFSET_LINE) \
+ X("POLYGON_OFFSET_FILL", GL_POLYGON_OFFSET_FILL) \
+ X("POLYGON_OFFSET_FACTOR", GL_POLYGON_OFFSET_FACTOR) \
+ X("TEXTURE_BINDING_1D", GL_TEXTURE_BINDING_1D) \
+ X("TEXTURE_BINDING_2D", GL_TEXTURE_BINDING_2D) \
+ X("TEXTURE_INTERNAL_FORMAT", GL_TEXTURE_INTERNAL_FORMAT) \
+ X("TEXTURE_RED_SIZE", GL_TEXTURE_RED_SIZE) \
+ X("TEXTURE_GREEN_SIZE", GL_TEXTURE_GREEN_SIZE) \
+ X("TEXTURE_BLUE_SIZE", GL_TEXTURE_BLUE_SIZE) \
+ X("TEXTURE_ALPHA_SIZE", GL_TEXTURE_ALPHA_SIZE) \
+ X("DOUBLE", GL_DOUBLE) \
+ X("PROXY_TEXTURE_1D", GL_PROXY_TEXTURE_1D) \
+ X("PROXY_TEXTURE_2D", GL_PROXY_TEXTURE_2D) \
+ X("R3_G3_B2", GL_R3_G3_B2) \
+ X("RGB4", GL_RGB4) \
+ X("RGB5", GL_RGB5) \
+ X("RGB8", GL_RGB8) \
+ X("RGB10", GL_RGB10) \
+ X("RGB12", GL_RGB12) \
+ X("RGB16", GL_RGB16) \
+ X("RGBA2", GL_RGBA2) \
+ X("RGBA4", GL_RGBA4) \
+ X("RGB5_A1", GL_RGB5_A1) \
+ X("RGBA8", GL_RGBA8) \
+ X("RGB10_A2", GL_RGB10_A2) \
+ X("RGBA12", GL_RGBA12) \
+ X("RGBA16", GL_RGBA16) \
+ X("CLIENT_PIXEL_STORE_BIT", GL_CLIENT_PIXEL_STORE_BIT) \
+ X("CLIENT_VERTEX_ARRAY_BIT", GL_CLIENT_VERTEX_ARRAY_BIT) \
+ X("CLIENT_ALL_ATTRIB_BITS", GL_CLIENT_ALL_ATTRIB_BITS) \
+ X("VERTEX_ARRAY_POINTER", GL_VERTEX_ARRAY_POINTER) \
+ X("NORMAL_ARRAY_POINTER", GL_NORMAL_ARRAY_POINTER) \
+ X("COLOR_ARRAY_POINTER", GL_COLOR_ARRAY_POINTER) \
+ X("INDEX_ARRAY_POINTER", GL_INDEX_ARRAY_POINTER) \
+ X("TEXTURE_COORD_ARRAY_POINTER", GL_TEXTURE_COORD_ARRAY_POINTER) \
+ X("EDGE_FLAG_ARRAY_POINTER", GL_EDGE_FLAG_ARRAY_POINTER) \
+ X("FEEDBACK_BUFFER_POINTER", GL_FEEDBACK_BUFFER_POINTER) \
+ X("SELECTION_BUFFER_POINTER", GL_SELECTION_BUFFER_POINTER) \
+ X("CLIENT_ATTRIB_STACK_DEPTH", GL_CLIENT_ATTRIB_STACK_DEPTH) \
+ X("INDEX_LOGIC_OP", GL_INDEX_LOGIC_OP) \
+ X("MAX_CLIENT_ATTRIB_STACK_DEPTH", GL_MAX_CLIENT_ATTRIB_STACK_DEPTH) \
+ X("FEEDBACK_BUFFER_SIZE", GL_FEEDBACK_BUFFER_SIZE) \
+ X("FEEDBACK_BUFFER_TYPE", GL_FEEDBACK_BUFFER_TYPE) \
+ X("SELECTION_BUFFER_SIZE", GL_SELECTION_BUFFER_SIZE) \
+ X("VERTEX_ARRAY", GL_VERTEX_ARRAY) \
+ X("NORMAL_ARRAY", GL_NORMAL_ARRAY) \
+ X("COLOR_ARRAY", GL_COLOR_ARRAY) \
+ X("INDEX_ARRAY", GL_INDEX_ARRAY) \
+ X("TEXTURE_COORD_ARRAY", GL_TEXTURE_COORD_ARRAY) \
+ X("EDGE_FLAG_ARRAY", GL_EDGE_FLAG_ARRAY) \
+ X("VERTEX_ARRAY_SIZE", GL_VERTEX_ARRAY_SIZE) \
+ X("VERTEX_ARRAY_TYPE", GL_VERTEX_ARRAY_TYPE) \
+ X("VERTEX_ARRAY_STRIDE", GL_VERTEX_ARRAY_STRIDE) \
+ X("NORMAL_ARRAY_TYPE", GL_NORMAL_ARRAY_TYPE) \
+ X("NORMAL_ARRAY_STRIDE", GL_NORMAL_ARRAY_STRIDE) \
+ X("COLOR_ARRAY_SIZE", GL_COLOR_ARRAY_SIZE) \
+ X("COLOR_ARRAY_TYPE", GL_COLOR_ARRAY_TYPE) \
+ X("COLOR_ARRAY_STRIDE", GL_COLOR_ARRAY_STRIDE) \
+ X("INDEX_ARRAY_TYPE", GL_INDEX_ARRAY_TYPE) \
+ X("INDEX_ARRAY_STRIDE", GL_INDEX_ARRAY_STRIDE) \
+ X("TEXTURE_COORD_ARRAY_SIZE", GL_TEXTURE_COORD_ARRAY_SIZE) \
+ X("TEXTURE_COORD_ARRAY_TYPE", GL_TEXTURE_COORD_ARRAY_TYPE) \
+ X("TEXTURE_COORD_ARRAY_STRIDE", GL_TEXTURE_COORD_ARRAY_STRIDE) \
+ X("EDGE_FLAG_ARRAY_STRIDE", GL_EDGE_FLAG_ARRAY_STRIDE) \
+ X("TEXTURE_LUMINANCE_SIZE", GL_TEXTURE_LUMINANCE_SIZE) \
+ X("TEXTURE_INTENSITY_SIZE", GL_TEXTURE_INTENSITY_SIZE) \
+ X("TEXTURE_PRIORITY", GL_TEXTURE_PRIORITY) \
+ X("TEXTURE_RESIDENT", GL_TEXTURE_RESIDENT) \
+ X("ALPHA4", GL_ALPHA4) \
+ X("ALPHA8", GL_ALPHA8) \
+ X("ALPHA12", GL_ALPHA12) \
+ X("ALPHA16", GL_ALPHA16) \
+ X("LUMINANCE4", GL_LUMINANCE4) \
+ X("LUMINANCE8", GL_LUMINANCE8) \
+ X("LUMINANCE12", GL_LUMINANCE12) \
+ X("LUMINANCE16", GL_LUMINANCE16) \
+ X("LUMINANCE4_ALPHA4", GL_LUMINANCE4_ALPHA4) \
+ X("LUMINANCE6_ALPHA2", GL_LUMINANCE6_ALPHA2) \
+ X("LUMINANCE8_ALPHA8", GL_LUMINANCE8_ALPHA8) \
+ X("LUMINANCE12_ALPHA4", GL_LUMINANCE12_ALPHA4) \
+ X("LUMINANCE12_ALPHA12", GL_LUMINANCE12_ALPHA12) \
+ X("LUMINANCE16_ALPHA16", GL_LUMINANCE16_ALPHA16) \
+ X("INTENSITY", GL_INTENSITY) \
+ X("INTENSITY4", GL_INTENSITY4) \
+ X("INTENSITY8", GL_INTENSITY8) \
+ X("INTENSITY12", GL_INTENSITY12) \
+ X("INTENSITY16", GL_INTENSITY16) \
+ X("V2F", GL_V2F) \
+ X("V3F", GL_V3F) \
+ X("C4UB_V2F", GL_C4UB_V2F) \
+ X("C4UB_V3F", GL_C4UB_V3F) \
+ X("C3F_V3F", GL_C3F_V3F) \
+ X("N3F_V3F", GL_N3F_V3F) \
+ X("C4F_N3F_V3F", GL_C4F_N3F_V3F) \
+ X("T2F_V3F", GL_T2F_V3F) \
+ X("T4F_V4F", GL_T4F_V4F) \
+ X("T2F_C4UB_V3F", GL_T2F_C4UB_V3F) \
+ X("T2F_C3F_V3F", GL_T2F_C3F_V3F) \
+ X("T2F_N3F_V3F", GL_T2F_N3F_V3F) \
+ X("T2F_C4F_N3F_V3F", GL_T2F_C4F_N3F_V3F) \
+ X("T4F_C4F_N3F_V4F", GL_T4F_C4F_N3F_V4F) \
+ X("UNSIGNED_BYTE_3_3_2", GL_UNSIGNED_BYTE_3_3_2) \
+ X("UNSIGNED_SHORT_4_4_4_4", GL_UNSIGNED_SHORT_4_4_4_4) \
+ X("UNSIGNED_SHORT_5_5_5_1", GL_UNSIGNED_SHORT_5_5_5_1) \
+ X("UNSIGNED_INT_8_8_8_8", GL_UNSIGNED_INT_8_8_8_8) \
+ X("UNSIGNED_INT_10_10_10_2", GL_UNSIGNED_INT_10_10_10_2) \
+ X("TEXTURE_BINDING_3D", GL_TEXTURE_BINDING_3D) \
+ X("PACK_SKIP_IMAGES", GL_PACK_SKIP_IMAGES) \
+ X("PACK_IMAGE_HEIGHT", GL_PACK_IMAGE_HEIGHT) \
+ X("UNPACK_SKIP_IMAGES", GL_UNPACK_SKIP_IMAGES) \
+ X("UNPACK_IMAGE_HEIGHT", GL_UNPACK_IMAGE_HEIGHT) \
+ X("TEXTURE_3D", GL_TEXTURE_3D) \
+ X("PROXY_TEXTURE_3D", GL_PROXY_TEXTURE_3D) \
+ X("TEXTURE_DEPTH", GL_TEXTURE_DEPTH) \
+ X("TEXTURE_WRAP_R", GL_TEXTURE_WRAP_R) \
+ X("MAX_3D_TEXTURE_SIZE", GL_MAX_3D_TEXTURE_SIZE) \
+ X("UNSIGNED_BYTE_2_3_3_REV", GL_UNSIGNED_BYTE_2_3_3_REV) \
+ X("UNSIGNED_SHORT_5_6_5", GL_UNSIGNED_SHORT_5_6_5) \
+ X("UNSIGNED_SHORT_5_6_5_REV", GL_UNSIGNED_SHORT_5_6_5_REV) \
+ X("UNSIGNED_SHORT_4_4_4_4_REV", GL_UNSIGNED_SHORT_4_4_4_4_REV) \
+ X("UNSIGNED_SHORT_1_5_5_5_REV", GL_UNSIGNED_SHORT_1_5_5_5_REV) \
+ X("UNSIGNED_INT_8_8_8_8_REV", GL_UNSIGNED_INT_8_8_8_8_REV) \
+ X("UNSIGNED_INT_2_10_10_10_REV", GL_UNSIGNED_INT_2_10_10_10_REV) \
+ X("BGR", GL_BGR) \
+ X("BGRA", GL_BGRA) \
+ X("MAX_ELEMENTS_VERTICES", GL_MAX_ELEMENTS_VERTICES) \
+ X("MAX_ELEMENTS_INDICES", GL_MAX_ELEMENTS_INDICES) \
+ X("CLAMP_TO_EDGE", GL_CLAMP_TO_EDGE) \
+ X("TEXTURE_MIN_LOD", GL_TEXTURE_MIN_LOD) \
+ X("TEXTURE_MAX_LOD", GL_TEXTURE_MAX_LOD) \
+ X("TEXTURE_BASE_LEVEL", GL_TEXTURE_BASE_LEVEL) \
+ X("TEXTURE_MAX_LEVEL", GL_TEXTURE_MAX_LEVEL) \
+ X("SMOOTH_POINT_SIZE_RANGE", GL_SMOOTH_POINT_SIZE_RANGE) \
+ X("SMOOTH_POINT_SIZE_GRANULARITY", GL_SMOOTH_POINT_SIZE_GRANULARITY) \
+ X("SMOOTH_LINE_WIDTH_RANGE", GL_SMOOTH_LINE_WIDTH_RANGE) \
+ X("SMOOTH_LINE_WIDTH_GRANULARITY", GL_SMOOTH_LINE_WIDTH_GRANULARITY) \
+ X("ALIASED_LINE_WIDTH_RANGE", GL_ALIASED_LINE_WIDTH_RANGE) \
+ X("RESCALE_NORMAL", GL_RESCALE_NORMAL) \
+ X("LIGHT_MODEL_COLOR_CONTROL", GL_LIGHT_MODEL_COLOR_CONTROL) \
+ X("SINGLE_COLOR", GL_SINGLE_COLOR) \
+ X("SEPARATE_SPECULAR_COLOR", GL_SEPARATE_SPECULAR_COLOR) \
+ X("ALIASED_POINT_SIZE_RANGE", GL_ALIASED_POINT_SIZE_RANGE) \
+ X("TEXTURE0", GL_TEXTURE0) \
+ X("TEXTURE1", GL_TEXTURE1) \
+ X("TEXTURE2", GL_TEXTURE2) \
+ X("TEXTURE3", GL_TEXTURE3) \
+ X("TEXTURE4", GL_TEXTURE4) \
+ X("TEXTURE5", GL_TEXTURE5) \
+ X("TEXTURE6", GL_TEXTURE6) \
+ X("TEXTURE7", GL_TEXTURE7) \
+ X("TEXTURE8", GL_TEXTURE8) \
+ X("TEXTURE9", GL_TEXTURE9) \
+ X("TEXTURE10", GL_TEXTURE10) \
+ X("TEXTURE11", GL_TEXTURE11) \
+ X("TEXTURE12", GL_TEXTURE12) \
+ X("TEXTURE13", GL_TEXTURE13) \
+ X("TEXTURE14", GL_TEXTURE14) \
+ X("TEXTURE15", GL_TEXTURE15) \
+ X("TEXTURE16", GL_TEXTURE16) \
+ X("TEXTURE17", GL_TEXTURE17) \
+ X("TEXTURE18", GL_TEXTURE18) \
+ X("TEXTURE19", GL_TEXTURE19) \
+ X("TEXTURE20", GL_TEXTURE20) \
+ X("TEXTURE21", GL_TEXTURE21) \
+ X("TEXTURE22", GL_TEXTURE22) \
+ X("TEXTURE23", GL_TEXTURE23) \
+ X("TEXTURE24", GL_TEXTURE24) \
+ X("TEXTURE25", GL_TEXTURE25) \
+ X("TEXTURE26", GL_TEXTURE26) \
+ X("TEXTURE27", GL_TEXTURE27) \
+ X("TEXTURE28", GL_TEXTURE28) \
+ X("TEXTURE29", GL_TEXTURE29) \
+ X("TEXTURE30", GL_TEXTURE30) \
+ X("TEXTURE31", GL_TEXTURE31) \
+ X("ACTIVE_TEXTURE", GL_ACTIVE_TEXTURE) \
+ X("MULTISAMPLE", GL_MULTISAMPLE) \
+ X("SAMPLE_ALPHA_TO_COVERAGE", GL_SAMPLE_ALPHA_TO_COVERAGE) \
+ X("SAMPLE_ALPHA_TO_ONE", GL_SAMPLE_ALPHA_TO_ONE) \
+ X("SAMPLE_COVERAGE", GL_SAMPLE_COVERAGE) \
+ X("SAMPLE_BUFFERS", GL_SAMPLE_BUFFERS) \
+ X("SAMPLES", GL_SAMPLES) \
+ X("SAMPLE_COVERAGE_VALUE", GL_SAMPLE_COVERAGE_VALUE) \
+ X("SAMPLE_COVERAGE_INVERT", GL_SAMPLE_COVERAGE_INVERT) \
+ X("TEXTURE_CUBE_MAP", GL_TEXTURE_CUBE_MAP) \
+ X("TEXTURE_BINDING_CUBE_MAP", GL_TEXTURE_BINDING_CUBE_MAP) \
+ X("TEXTURE_CUBE_MAP_POSITIVE_X", GL_TEXTURE_CUBE_MAP_POSITIVE_X) \
+ X("TEXTURE_CUBE_MAP_NEGATIVE_X", GL_TEXTURE_CUBE_MAP_NEGATIVE_X) \
+ X("TEXTURE_CUBE_MAP_POSITIVE_Y", GL_TEXTURE_CUBE_MAP_POSITIVE_Y) \
+ X("TEXTURE_CUBE_MAP_NEGATIVE_Y", GL_TEXTURE_CUBE_MAP_NEGATIVE_Y) \
+ X("TEXTURE_CUBE_MAP_POSITIVE_Z", GL_TEXTURE_CUBE_MAP_POSITIVE_Z) \
+ X("TEXTURE_CUBE_MAP_NEGATIVE_Z", GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) \
+ X("PROXY_TEXTURE_CUBE_MAP", GL_PROXY_TEXTURE_CUBE_MAP) \
+ X("MAX_CUBE_MAP_TEXTURE_SIZE", GL_MAX_CUBE_MAP_TEXTURE_SIZE) \
+ X("COMPRESSED_RGB", GL_COMPRESSED_RGB) \
+ X("COMPRESSED_RGBA", GL_COMPRESSED_RGBA) \
+ X("TEXTURE_COMPRESSION_HINT", GL_TEXTURE_COMPRESSION_HINT) \
+ X("TEXTURE_COMPRESSED_IMAGE_SIZE", GL_TEXTURE_COMPRESSED_IMAGE_SIZE) \
+ X("TEXTURE_COMPRESSED", GL_TEXTURE_COMPRESSED) \
+ X("NUM_COMPRESSED_TEXTURE_FORMATS", GL_NUM_COMPRESSED_TEXTURE_FORMATS) \
+ X("COMPRESSED_TEXTURE_FORMATS", GL_COMPRESSED_TEXTURE_FORMATS) \
+ X("CLAMP_TO_BORDER", GL_CLAMP_TO_BORDER) \
+ X("CLIENT_ACTIVE_TEXTURE", GL_CLIENT_ACTIVE_TEXTURE) \
+ X("MAX_TEXTURE_UNITS", GL_MAX_TEXTURE_UNITS) \
+ X("TRANSPOSE_MODELVIEW_MATRIX", GL_TRANSPOSE_MODELVIEW_MATRIX) \
+ X("TRANSPOSE_PROJECTION_MATRIX", GL_TRANSPOSE_PROJECTION_MATRIX) \
+ X("TRANSPOSE_TEXTURE_MATRIX", GL_TRANSPOSE_TEXTURE_MATRIX) \
+ X("TRANSPOSE_COLOR_MATRIX", GL_TRANSPOSE_COLOR_MATRIX) \
+ X("MULTISAMPLE_BIT", GL_MULTISAMPLE_BIT) \
+ X("NORMAL_MAP", GL_NORMAL_MAP) \
+ X("REFLECTION_MAP", GL_REFLECTION_MAP) \
+ X("COMPRESSED_ALPHA", GL_COMPRESSED_ALPHA) \
+ X("COMPRESSED_LUMINANCE", GL_COMPRESSED_LUMINANCE) \
+ X("COMPRESSED_LUMINANCE_ALPHA", GL_COMPRESSED_LUMINANCE_ALPHA) \
+ X("COMPRESSED_INTENSITY", GL_COMPRESSED_INTENSITY) \
+ X("COMBINE", GL_COMBINE) \
+ X("COMBINE_RGB", GL_COMBINE_RGB) \
+ X("COMBINE_ALPHA", GL_COMBINE_ALPHA) \
+ X("SOURCE0_RGB", GL_SOURCE0_RGB) \
+ X("SOURCE1_RGB", GL_SOURCE1_RGB) \
+ X("SOURCE2_RGB", GL_SOURCE2_RGB) \
+ X("SOURCE0_ALPHA", GL_SOURCE0_ALPHA) \
+ X("SOURCE1_ALPHA", GL_SOURCE1_ALPHA) \
+ X("SOURCE2_ALPHA", GL_SOURCE2_ALPHA) \
+ X("OPERAND0_RGB", GL_OPERAND0_RGB) \
+ X("OPERAND1_RGB", GL_OPERAND1_RGB) \
+ X("OPERAND2_RGB", GL_OPERAND2_RGB) \
+ X("OPERAND0_ALPHA", GL_OPERAND0_ALPHA) \
+ X("OPERAND1_ALPHA", GL_OPERAND1_ALPHA) \
+ X("OPERAND2_ALPHA", GL_OPERAND2_ALPHA) \
+ X("RGB_SCALE", GL_RGB_SCALE) \
+ X("ADD_SIGNED", GL_ADD_SIGNED) \
+ X("INTERPOLATE", GL_INTERPOLATE) \
+ X("SUBTRACT", GL_SUBTRACT) \
+ X("CONSTANT", GL_CONSTANT) \
+ X("PRIMARY_COLOR", GL_PRIMARY_COLOR) \
+ X("PREVIOUS", GL_PREVIOUS) \
+ X("DOT3_RGB", GL_DOT3_RGB) \
+ X("DOT3_RGBA", GL_DOT3_RGBA) \
+ X("BLEND_DST_RGB", GL_BLEND_DST_RGB) \
+ X("BLEND_SRC_RGB", GL_BLEND_SRC_RGB) \
+ X("BLEND_DST_ALPHA", GL_BLEND_DST_ALPHA) \
+ X("BLEND_SRC_ALPHA", GL_BLEND_SRC_ALPHA) \
+ X("POINT_FADE_THRESHOLD_SIZE", GL_POINT_FADE_THRESHOLD_SIZE) \
+ X("DEPTH_COMPONENT16", GL_DEPTH_COMPONENT16) \
+ X("DEPTH_COMPONENT24", GL_DEPTH_COMPONENT24) \
+ X("DEPTH_COMPONENT32", GL_DEPTH_COMPONENT32) \
+ X("MIRRORED_REPEAT", GL_MIRRORED_REPEAT) \
+ X("MAX_TEXTURE_LOD_BIAS", GL_MAX_TEXTURE_LOD_BIAS) \
+ X("TEXTURE_LOD_BIAS", GL_TEXTURE_LOD_BIAS) \
+ X("INCR_WRAP", GL_INCR_WRAP) \
+ X("DECR_WRAP", GL_DECR_WRAP) \
+ X("TEXTURE_DEPTH_SIZE", GL_TEXTURE_DEPTH_SIZE) \
+ X("TEXTURE_COMPARE_MODE", GL_TEXTURE_COMPARE_MODE) \
+ X("TEXTURE_COMPARE_FUNC", GL_TEXTURE_COMPARE_FUNC) \
+ X("POINT_SIZE_MIN", GL_POINT_SIZE_MIN) \
+ X("POINT_SIZE_MAX", GL_POINT_SIZE_MAX) \
+ X("POINT_DISTANCE_ATTENUATION", GL_POINT_DISTANCE_ATTENUATION) \
+ X("GENERATE_MIPMAP", GL_GENERATE_MIPMAP) \
+ X("GENERATE_MIPMAP_HINT", GL_GENERATE_MIPMAP_HINT) \
+ X("FOG_COORDINATE_SOURCE", GL_FOG_COORDINATE_SOURCE) \
+ X("FOG_COORDINATE", GL_FOG_COORDINATE) \
+ X("FRAGMENT_DEPTH", GL_FRAGMENT_DEPTH) \
+ X("CURRENT_FOG_COORDINATE", GL_CURRENT_FOG_COORDINATE) \
+ X("FOG_COORDINATE_ARRAY_TYPE", GL_FOG_COORDINATE_ARRAY_TYPE) \
+ X("FOG_COORDINATE_ARRAY_STRIDE", GL_FOG_COORDINATE_ARRAY_STRIDE) \
+ X("FOG_COORDINATE_ARRAY_POINTER", GL_FOG_COORDINATE_ARRAY_POINTER) \
+ X("FOG_COORDINATE_ARRAY", GL_FOG_COORDINATE_ARRAY) \
+ X("COLOR_SUM", GL_COLOR_SUM) \
+ X("CURRENT_SECONDARY_COLOR", GL_CURRENT_SECONDARY_COLOR) \
+ X("SECONDARY_COLOR_ARRAY_SIZE", GL_SECONDARY_COLOR_ARRAY_SIZE) \
+ X("SECONDARY_COLOR_ARRAY_TYPE", GL_SECONDARY_COLOR_ARRAY_TYPE) \
+ X("SECONDARY_COLOR_ARRAY_STRIDE", GL_SECONDARY_COLOR_ARRAY_STRIDE) \
+ X("SECONDARY_COLOR_ARRAY_POINTER", GL_SECONDARY_COLOR_ARRAY_POINTER) \
+ X("SECONDARY_COLOR_ARRAY", GL_SECONDARY_COLOR_ARRAY) \
+ X("TEXTURE_FILTER_CONTROL", GL_TEXTURE_FILTER_CONTROL) \
+ X("DEPTH_TEXTURE_MODE", GL_DEPTH_TEXTURE_MODE) \
+ X("COMPARE_R_TO_TEXTURE", GL_COMPARE_R_TO_TEXTURE) \
+ X("BLEND_COLOR", GL_BLEND_COLOR) \
+ X("BLEND_EQUATION", GL_BLEND_EQUATION) \
+ X("CONSTANT_COLOR", GL_CONSTANT_COLOR) \
+ X("ONE_MINUS_CONSTANT_COLOR", GL_ONE_MINUS_CONSTANT_COLOR) \
+ X("CONSTANT_ALPHA", GL_CONSTANT_ALPHA) \
+ X("ONE_MINUS_CONSTANT_ALPHA", GL_ONE_MINUS_CONSTANT_ALPHA) \
+ X("FUNC_ADD", GL_FUNC_ADD) \
+ X("FUNC_REVERSE_SUBTRACT", GL_FUNC_REVERSE_SUBTRACT) \
+ X("FUNC_SUBTRACT", GL_FUNC_SUBTRACT) \
+ X("MIN", GL_MIN) \
+ X("MAX", GL_MAX) \
+ X("BUFFER_SIZE", GL_BUFFER_SIZE) \
+ X("BUFFER_USAGE", GL_BUFFER_USAGE) \
+ X("QUERY_COUNTER_BITS", GL_QUERY_COUNTER_BITS) \
+ X("CURRENT_QUERY", GL_CURRENT_QUERY) \
+ X("QUERY_RESULT", GL_QUERY_RESULT) \
+ X("QUERY_RESULT_AVAILABLE", GL_QUERY_RESULT_AVAILABLE) \
+ X("ARRAY_BUFFER", GL_ARRAY_BUFFER) \
+ X("ELEMENT_ARRAY_BUFFER", GL_ELEMENT_ARRAY_BUFFER) \
+ X("ARRAY_BUFFER_BINDING", GL_ARRAY_BUFFER_BINDING) \
+ X("ELEMENT_ARRAY_BUFFER_BINDING", GL_ELEMENT_ARRAY_BUFFER_BINDING) \
+ X("VERTEX_ATTRIB_ARRAY_BUFFER_BINDING", GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) \
+ X("READ_ONLY", GL_READ_ONLY) \
+ X("WRITE_ONLY", GL_WRITE_ONLY) \
+ X("READ_WRITE", GL_READ_WRITE) \
+ X("BUFFER_ACCESS", GL_BUFFER_ACCESS) \
+ X("BUFFER_MAPPED", GL_BUFFER_MAPPED) \
+ X("BUFFER_MAP_POINTER", GL_BUFFER_MAP_POINTER) \
+ X("STREAM_DRAW", GL_STREAM_DRAW) \
+ X("STREAM_READ", GL_STREAM_READ) \
+ X("STREAM_COPY", GL_STREAM_COPY) \
+ X("STATIC_DRAW", GL_STATIC_DRAW) \
+ X("STATIC_READ", GL_STATIC_READ) \
+ X("STATIC_COPY", GL_STATIC_COPY) \
+ X("DYNAMIC_DRAW", GL_DYNAMIC_DRAW) \
+ X("DYNAMIC_READ", GL_DYNAMIC_READ) \
+ X("DYNAMIC_COPY", GL_DYNAMIC_COPY) \
+ X("SAMPLES_PASSED", GL_SAMPLES_PASSED) \
+ X("SRC1_ALPHA", GL_SRC1_ALPHA) \
+ X("VERTEX_ARRAY_BUFFER_BINDING", GL_VERTEX_ARRAY_BUFFER_BINDING) \
+ X("NORMAL_ARRAY_BUFFER_BINDING", GL_NORMAL_ARRAY_BUFFER_BINDING) \
+ X("COLOR_ARRAY_BUFFER_BINDING", GL_COLOR_ARRAY_BUFFER_BINDING) \
+ X("INDEX_ARRAY_BUFFER_BINDING", GL_INDEX_ARRAY_BUFFER_BINDING) \
+ X("TEXTURE_COORD_ARRAY_BUFFER_BINDING", GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING) \
+ X("EDGE_FLAG_ARRAY_BUFFER_BINDING", GL_EDGE_FLAG_ARRAY_BUFFER_BINDING) \
+ X("SECONDARY_COLOR_ARRAY_BUFFER_BINDING", GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING) \
+ X("FOG_COORDINATE_ARRAY_BUFFER_BINDING", GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING) \
+ X("WEIGHT_ARRAY_BUFFER_BINDING", GL_WEIGHT_ARRAY_BUFFER_BINDING) \
+ X("FOG_COORD_SRC", GL_FOG_COORD_SRC) \
+ X("FOG_COORD", GL_FOG_COORD) \
+ X("CURRENT_FOG_COORD", GL_CURRENT_FOG_COORD) \
+ X("FOG_COORD_ARRAY_TYPE", GL_FOG_COORD_ARRAY_TYPE) \
+ X("FOG_COORD_ARRAY_STRIDE", GL_FOG_COORD_ARRAY_STRIDE) \
+ X("FOG_COORD_ARRAY_POINTER", GL_FOG_COORD_ARRAY_POINTER) \
+ X("FOG_COORD_ARRAY", GL_FOG_COORD_ARRAY) \
+ X("FOG_COORD_ARRAY_BUFFER_BINDING", GL_FOG_COORD_ARRAY_BUFFER_BINDING) \
+ X("SRC0_RGB", GL_SRC0_RGB) \
+ X("SRC1_RGB", GL_SRC1_RGB) \
+ X("SRC2_RGB", GL_SRC2_RGB) \
+ X("SRC0_ALPHA", GL_SRC0_ALPHA) \
+ X("SRC2_ALPHA", GL_SRC2_ALPHA) \
+ X("BLEND_EQUATION_RGB", GL_BLEND_EQUATION_RGB) \
+ X("VERTEX_ATTRIB_ARRAY_ENABLED", GL_VERTEX_ATTRIB_ARRAY_ENABLED) \
+ X("VERTEX_ATTRIB_ARRAY_SIZE", GL_VERTEX_ATTRIB_ARRAY_SIZE) \
+ X("VERTEX_ATTRIB_ARRAY_STRIDE", GL_VERTEX_ATTRIB_ARRAY_STRIDE) \
+ X("VERTEX_ATTRIB_ARRAY_TYPE", GL_VERTEX_ATTRIB_ARRAY_TYPE) \
+ X("CURRENT_VERTEX_ATTRIB", GL_CURRENT_VERTEX_ATTRIB) \
+ X("VERTEX_PROGRAM_POINT_SIZE", GL_VERTEX_PROGRAM_POINT_SIZE) \
+ X("VERTEX_ATTRIB_ARRAY_POINTER", GL_VERTEX_ATTRIB_ARRAY_POINTER) \
+ X("STENCIL_BACK_FUNC", GL_STENCIL_BACK_FUNC) \
+ X("STENCIL_BACK_FAIL", GL_STENCIL_BACK_FAIL) \
+ X("STENCIL_BACK_PASS_DEPTH_FAIL", GL_STENCIL_BACK_PASS_DEPTH_FAIL) \
+ X("STENCIL_BACK_PASS_DEPTH_PASS", GL_STENCIL_BACK_PASS_DEPTH_PASS) \
+ X("MAX_DRAW_BUFFERS", GL_MAX_DRAW_BUFFERS) \
+ X("DRAW_BUFFER0", GL_DRAW_BUFFER0) \
+ X("DRAW_BUFFER1", GL_DRAW_BUFFER1) \
+ X("DRAW_BUFFER2", GL_DRAW_BUFFER2) \
+ X("DRAW_BUFFER3", GL_DRAW_BUFFER3) \
+ X("DRAW_BUFFER4", GL_DRAW_BUFFER4) \
+ X("DRAW_BUFFER5", GL_DRAW_BUFFER5) \
+ X("DRAW_BUFFER6", GL_DRAW_BUFFER6) \
+ X("DRAW_BUFFER7", GL_DRAW_BUFFER7) \
+ X("DRAW_BUFFER8", GL_DRAW_BUFFER8) \
+ X("DRAW_BUFFER9", GL_DRAW_BUFFER9) \
+ X("DRAW_BUFFER10", GL_DRAW_BUFFER10) \
+ X("DRAW_BUFFER11", GL_DRAW_BUFFER11) \
+ X("DRAW_BUFFER12", GL_DRAW_BUFFER12) \
+ X("DRAW_BUFFER13", GL_DRAW_BUFFER13) \
+ X("DRAW_BUFFER14", GL_DRAW_BUFFER14) \
+ X("DRAW_BUFFER15", GL_DRAW_BUFFER15) \
+ X("BLEND_EQUATION_ALPHA", GL_BLEND_EQUATION_ALPHA) \
+ X("MAX_VERTEX_ATTRIBS", GL_MAX_VERTEX_ATTRIBS) \
+ X("VERTEX_ATTRIB_ARRAY_NORMALIZED", GL_VERTEX_ATTRIB_ARRAY_NORMALIZED) \
+ X("MAX_TEXTURE_IMAGE_UNITS", GL_MAX_TEXTURE_IMAGE_UNITS) \
+ X("FRAGMENT_SHADER", GL_FRAGMENT_SHADER) \
+ X("VERTEX_SHADER", GL_VERTEX_SHADER) \
+ X("MAX_FRAGMENT_UNIFORM_COMPONENTS", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS) \
+ X("MAX_VERTEX_UNIFORM_COMPONENTS", GL_MAX_VERTEX_UNIFORM_COMPONENTS) \
+ X("MAX_VARYING_FLOATS", GL_MAX_VARYING_FLOATS) \
+ X("MAX_VERTEX_TEXTURE_IMAGE_UNITS", GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS) \
+ X("MAX_COMBINED_TEXTURE_IMAGE_UNITS", GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS) \
+ X("SHADER_TYPE", GL_SHADER_TYPE) \
+ X("FLOAT_VEC2", GL_FLOAT_VEC2) \
+ X("FLOAT_VEC3", GL_FLOAT_VEC3) \
+ X("FLOAT_VEC4", GL_FLOAT_VEC4) \
+ X("INT_VEC2", GL_INT_VEC2) \
+ X("INT_VEC3", GL_INT_VEC3) \
+ X("INT_VEC4", GL_INT_VEC4) \
+ X("BOOL", GL_BOOL) \
+ X("BOOL_VEC2", GL_BOOL_VEC2) \
+ X("BOOL_VEC3", GL_BOOL_VEC3) \
+ X("BOOL_VEC4", GL_BOOL_VEC4) \
+ X("FLOAT_MAT2", GL_FLOAT_MAT2) \
+ X("FLOAT_MAT3", GL_FLOAT_MAT3) \
+ X("FLOAT_MAT4", GL_FLOAT_MAT4) \
+ X("SAMPLER_1D", GL_SAMPLER_1D) \
+ X("SAMPLER_2D", GL_SAMPLER_2D) \
+ X("SAMPLER_3D", GL_SAMPLER_3D) \
+ X("SAMPLER_CUBE", GL_SAMPLER_CUBE) \
+ X("SAMPLER_1D_SHADOW", GL_SAMPLER_1D_SHADOW) \
+ X("SAMPLER_2D_SHADOW", GL_SAMPLER_2D_SHADOW) \
+ X("DELETE_STATUS", GL_DELETE_STATUS) \
+ X("COMPILE_STATUS", GL_COMPILE_STATUS) \
+ X("LINK_STATUS", GL_LINK_STATUS) \
+ X("VALIDATE_STATUS", GL_VALIDATE_STATUS) \
+ X("INFO_LOG_LENGTH", GL_INFO_LOG_LENGTH) \
+ X("ATTACHED_SHADERS", GL_ATTACHED_SHADERS) \
+ X("ACTIVE_UNIFORMS", GL_ACTIVE_UNIFORMS) \
+ X("ACTIVE_UNIFORM_MAX_LENGTH", GL_ACTIVE_UNIFORM_MAX_LENGTH) \
+ X("SHADER_SOURCE_LENGTH", GL_SHADER_SOURCE_LENGTH) \
+ X("ACTIVE_ATTRIBUTES", GL_ACTIVE_ATTRIBUTES) \
+ X("ACTIVE_ATTRIBUTE_MAX_LENGTH", GL_ACTIVE_ATTRIBUTE_MAX_LENGTH) \
+ X("FRAGMENT_SHADER_DERIVATIVE_HINT", GL_FRAGMENT_SHADER_DERIVATIVE_HINT) \
+ X("SHADING_LANGUAGE_VERSION", GL_SHADING_LANGUAGE_VERSION) \
+ X("CURRENT_PROGRAM", GL_CURRENT_PROGRAM) \
+ X("POINT_SPRITE_COORD_ORIGIN", GL_POINT_SPRITE_COORD_ORIGIN) \
+ X("LOWER_LEFT", GL_LOWER_LEFT) \
+ X("UPPER_LEFT", GL_UPPER_LEFT) \
+ X("STENCIL_BACK_REF", GL_STENCIL_BACK_REF) \
+ X("STENCIL_BACK_VALUE_MASK", GL_STENCIL_BACK_VALUE_MASK) \
+ X("STENCIL_BACK_WRITEMASK", GL_STENCIL_BACK_WRITEMASK) \
+ X("VERTEX_PROGRAM_TWO_SIDE", GL_VERTEX_PROGRAM_TWO_SIDE) \
+ X("POINT_SPRITE", GL_POINT_SPRITE) \
+ X("COORD_REPLACE", GL_COORD_REPLACE) \
+ X("MAX_TEXTURE_COORDS", GL_MAX_TEXTURE_COORDS) \
+ X("PIXEL_PACK_BUFFER", GL_PIXEL_PACK_BUFFER) \
+ X("PIXEL_UNPACK_BUFFER", GL_PIXEL_UNPACK_BUFFER) \
+ X("PIXEL_PACK_BUFFER_BINDING", GL_PIXEL_PACK_BUFFER_BINDING) \
+ X("PIXEL_UNPACK_BUFFER_BINDING", GL_PIXEL_UNPACK_BUFFER_BINDING) \
+ X("FLOAT_MAT2x3", GL_FLOAT_MAT2x3) \
+ X("FLOAT_MAT2x4", GL_FLOAT_MAT2x4) \
+ X("FLOAT_MAT3x2", GL_FLOAT_MAT3x2) \
+ X("FLOAT_MAT3x4", GL_FLOAT_MAT3x4) \
+ X("FLOAT_MAT4x2", GL_FLOAT_MAT4x2) \
+ X("FLOAT_MAT4x3", GL_FLOAT_MAT4x3) \
+ X("SRGB", GL_SRGB) \
+ X("SRGB8", GL_SRGB8) \
+ X("SRGB_ALPHA", GL_SRGB_ALPHA) \
+ X("SRGB8_ALPHA8", GL_SRGB8_ALPHA8) \
+ X("COMPRESSED_SRGB", GL_COMPRESSED_SRGB) \
+ X("COMPRESSED_SRGB_ALPHA", GL_COMPRESSED_SRGB_ALPHA) \
+ X("CURRENT_RASTER_SECONDARY_COLOR", GL_CURRENT_RASTER_SECONDARY_COLOR) \
+ X("SLUMINANCE_ALPHA", GL_SLUMINANCE_ALPHA) \
+ X("SLUMINANCE8_ALPHA8", GL_SLUMINANCE8_ALPHA8) \
+ X("SLUMINANCE", GL_SLUMINANCE) \
+ X("SLUMINANCE8", GL_SLUMINANCE8) \
+ X("COMPRESSED_SLUMINANCE", GL_COMPRESSED_SLUMINANCE) \
+ X("COMPRESSED_SLUMINANCE_ALPHA", GL_COMPRESSED_SLUMINANCE_ALPHA) \
+ X("COMPARE_REF_TO_TEXTURE", GL_COMPARE_REF_TO_TEXTURE) \
+ X("CLIP_DISTANCE0", GL_CLIP_DISTANCE0) \
+ X("CLIP_DISTANCE1", GL_CLIP_DISTANCE1) \
+ X("CLIP_DISTANCE2", GL_CLIP_DISTANCE2) \
+ X("CLIP_DISTANCE3", GL_CLIP_DISTANCE3) \
+ X("CLIP_DISTANCE4", GL_CLIP_DISTANCE4) \
+ X("CLIP_DISTANCE5", GL_CLIP_DISTANCE5) \
+ X("CLIP_DISTANCE6", GL_CLIP_DISTANCE6) \
+ X("CLIP_DISTANCE7", GL_CLIP_DISTANCE7) \
+ X("MAX_CLIP_DISTANCES", GL_MAX_CLIP_DISTANCES) \
+ X("MAJOR_VERSION", GL_MAJOR_VERSION) \
+ X("MINOR_VERSION", GL_MINOR_VERSION) \
+ X("NUM_EXTENSIONS", GL_NUM_EXTENSIONS) \
+ X("CONTEXT_FLAGS", GL_CONTEXT_FLAGS) \
+ X("COMPRESSED_RED", GL_COMPRESSED_RED) \
+ X("COMPRESSED_RG", GL_COMPRESSED_RG) \
+ X("CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT", GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT) \
+ X("RGBA32F", GL_RGBA32F) \
+ X("RGB32F", GL_RGB32F) \
+ X("RGBA16F", GL_RGBA16F) \
+ X("RGB16F", GL_RGB16F) \
+ X("VERTEX_ATTRIB_ARRAY_INTEGER", GL_VERTEX_ATTRIB_ARRAY_INTEGER) \
+ X("MAX_ARRAY_TEXTURE_LAYERS", GL_MAX_ARRAY_TEXTURE_LAYERS) \
+ X("MIN_PROGRAM_TEXEL_OFFSET", GL_MIN_PROGRAM_TEXEL_OFFSET) \
+ X("MAX_PROGRAM_TEXEL_OFFSET", GL_MAX_PROGRAM_TEXEL_OFFSET) \
+ X("CLAMP_READ_COLOR", GL_CLAMP_READ_COLOR) \
+ X("FIXED_ONLY", GL_FIXED_ONLY) \
+ X("MAX_VARYING_COMPONENTS", GL_MAX_VARYING_COMPONENTS) \
+ X("TEXTURE_1D_ARRAY", GL_TEXTURE_1D_ARRAY) \
+ X("PROXY_TEXTURE_1D_ARRAY", GL_PROXY_TEXTURE_1D_ARRAY) \
+ X("TEXTURE_2D_ARRAY", GL_TEXTURE_2D_ARRAY) \
+ X("PROXY_TEXTURE_2D_ARRAY", GL_PROXY_TEXTURE_2D_ARRAY) \
+ X("TEXTURE_BINDING_1D_ARRAY", GL_TEXTURE_BINDING_1D_ARRAY) \
+ X("TEXTURE_BINDING_2D_ARRAY", GL_TEXTURE_BINDING_2D_ARRAY) \
+ X("R11F_G11F_B10F", GL_R11F_G11F_B10F) \
+ X("UNSIGNED_INT_10F_11F_11F_REV", GL_UNSIGNED_INT_10F_11F_11F_REV) \
+ X("RGB9_E5", GL_RGB9_E5) \
+ X("UNSIGNED_INT_5_9_9_9_REV", GL_UNSIGNED_INT_5_9_9_9_REV) \
+ X("TEXTURE_SHARED_SIZE", GL_TEXTURE_SHARED_SIZE) \
+ X("TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH", GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH) \
+ X("TRANSFORM_FEEDBACK_BUFFER_MODE", GL_TRANSFORM_FEEDBACK_BUFFER_MODE) \
+ X("MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS", GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS) \
+ X("TRANSFORM_FEEDBACK_VARYINGS", GL_TRANSFORM_FEEDBACK_VARYINGS) \
+ X("TRANSFORM_FEEDBACK_BUFFER_START", GL_TRANSFORM_FEEDBACK_BUFFER_START) \
+ X("TRANSFORM_FEEDBACK_BUFFER_SIZE", GL_TRANSFORM_FEEDBACK_BUFFER_SIZE) \
+ X("PRIMITIVES_GENERATED", GL_PRIMITIVES_GENERATED) \
+ X("TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN", GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN) \
+ X("RASTERIZER_DISCARD", GL_RASTERIZER_DISCARD) \
+ X("MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS", GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS) \
+ X("MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS", GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS) \
+ X("INTERLEAVED_ATTRIBS", GL_INTERLEAVED_ATTRIBS) \
+ X("SEPARATE_ATTRIBS", GL_SEPARATE_ATTRIBS) \
+ X("TRANSFORM_FEEDBACK_BUFFER", GL_TRANSFORM_FEEDBACK_BUFFER) \
+ X("TRANSFORM_FEEDBACK_BUFFER_BINDING", GL_TRANSFORM_FEEDBACK_BUFFER_BINDING) \
+ X("RGBA32UI", GL_RGBA32UI) \
+ X("RGB32UI", GL_RGB32UI) \
+ X("RGBA16UI", GL_RGBA16UI) \
+ X("RGB16UI", GL_RGB16UI) \
+ X("RGBA8UI", GL_RGBA8UI) \
+ X("RGB8UI", GL_RGB8UI) \
+ X("RGBA32I", GL_RGBA32I) \
+ X("RGB32I", GL_RGB32I) \
+ X("RGBA16I", GL_RGBA16I) \
+ X("RGB16I", GL_RGB16I) \
+ X("RGBA8I", GL_RGBA8I) \
+ X("RGB8I", GL_RGB8I) \
+ X("RED_INTEGER", GL_RED_INTEGER) \
+ X("GREEN_INTEGER", GL_GREEN_INTEGER) \
+ X("BLUE_INTEGER", GL_BLUE_INTEGER) \
+ X("RGB_INTEGER", GL_RGB_INTEGER) \
+ X("RGBA_INTEGER", GL_RGBA_INTEGER) \
+ X("BGR_INTEGER", GL_BGR_INTEGER) \
+ X("BGRA_INTEGER", GL_BGRA_INTEGER) \
+ X("SAMPLER_1D_ARRAY", GL_SAMPLER_1D_ARRAY) \
+ X("SAMPLER_2D_ARRAY", GL_SAMPLER_2D_ARRAY) \
+ X("SAMPLER_1D_ARRAY_SHADOW", GL_SAMPLER_1D_ARRAY_SHADOW) \
+ X("SAMPLER_2D_ARRAY_SHADOW", GL_SAMPLER_2D_ARRAY_SHADOW) \
+ X("SAMPLER_CUBE_SHADOW", GL_SAMPLER_CUBE_SHADOW) \
+ X("UNSIGNED_INT_VEC2", GL_UNSIGNED_INT_VEC2) \
+ X("UNSIGNED_INT_VEC3", GL_UNSIGNED_INT_VEC3) \
+ X("UNSIGNED_INT_VEC4", GL_UNSIGNED_INT_VEC4) \
+ X("INT_SAMPLER_1D", GL_INT_SAMPLER_1D) \
+ X("INT_SAMPLER_2D", GL_INT_SAMPLER_2D) \
+ X("INT_SAMPLER_3D", GL_INT_SAMPLER_3D) \
+ X("INT_SAMPLER_CUBE", GL_INT_SAMPLER_CUBE) \
+ X("INT_SAMPLER_1D_ARRAY", GL_INT_SAMPLER_1D_ARRAY) \
+ X("INT_SAMPLER_2D_ARRAY", GL_INT_SAMPLER_2D_ARRAY) \
+ X("UNSIGNED_INT_SAMPLER_1D", GL_UNSIGNED_INT_SAMPLER_1D) \
+ X("UNSIGNED_INT_SAMPLER_2D", GL_UNSIGNED_INT_SAMPLER_2D) \
+ X("UNSIGNED_INT_SAMPLER_3D", GL_UNSIGNED_INT_SAMPLER_3D) \
+ X("UNSIGNED_INT_SAMPLER_CUBE", GL_UNSIGNED_INT_SAMPLER_CUBE) \
+ X("UNSIGNED_INT_SAMPLER_1D_ARRAY", GL_UNSIGNED_INT_SAMPLER_1D_ARRAY) \
+ X("UNSIGNED_INT_SAMPLER_2D_ARRAY", GL_UNSIGNED_INT_SAMPLER_2D_ARRAY) \
+ X("QUERY_WAIT", GL_QUERY_WAIT) \
+ X("QUERY_NO_WAIT", GL_QUERY_NO_WAIT) \
+ X("QUERY_BY_REGION_WAIT", GL_QUERY_BY_REGION_WAIT) \
+ X("QUERY_BY_REGION_NO_WAIT", GL_QUERY_BY_REGION_NO_WAIT) \
+ X("BUFFER_ACCESS_FLAGS", GL_BUFFER_ACCESS_FLAGS) \
+ X("BUFFER_MAP_LENGTH", GL_BUFFER_MAP_LENGTH) \
+ X("BUFFER_MAP_OFFSET", GL_BUFFER_MAP_OFFSET) \
+ X("DEPTH_COMPONENT32F", GL_DEPTH_COMPONENT32F) \
+ X("DEPTH32F_STENCIL8", GL_DEPTH32F_STENCIL8) \
+ X("FLOAT_32_UNSIGNED_INT_24_8_REV", GL_FLOAT_32_UNSIGNED_INT_24_8_REV) \
+ X("INVALID_FRAMEBUFFER_OPERATION", GL_INVALID_FRAMEBUFFER_OPERATION) \
+ X("FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING", GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING) \
+ X("FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE", GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE) \
+ X("FRAMEBUFFER_ATTACHMENT_RED_SIZE", GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE) \
+ X("FRAMEBUFFER_ATTACHMENT_GREEN_SIZE", GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE) \
+ X("FRAMEBUFFER_ATTACHMENT_BLUE_SIZE", GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE) \
+ X("FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE", GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE) \
+ X("FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE", GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE) \
+ X("FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE", GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE) \
+ X("FRAMEBUFFER_DEFAULT", GL_FRAMEBUFFER_DEFAULT) \
+ X("FRAMEBUFFER_UNDEFINED", GL_FRAMEBUFFER_UNDEFINED) \
+ X("DEPTH_STENCIL_ATTACHMENT", GL_DEPTH_STENCIL_ATTACHMENT) \
+ X("MAX_RENDERBUFFER_SIZE", GL_MAX_RENDERBUFFER_SIZE) \
+ X("DEPTH_STENCIL", GL_DEPTH_STENCIL) \
+ X("UNSIGNED_INT_24_8", GL_UNSIGNED_INT_24_8) \
+ X("DEPTH24_STENCIL8", GL_DEPTH24_STENCIL8) \
+ X("TEXTURE_STENCIL_SIZE", GL_TEXTURE_STENCIL_SIZE) \
+ X("TEXTURE_RED_TYPE", GL_TEXTURE_RED_TYPE) \
+ X("TEXTURE_GREEN_TYPE", GL_TEXTURE_GREEN_TYPE) \
+ X("TEXTURE_BLUE_TYPE", GL_TEXTURE_BLUE_TYPE) \
+ X("TEXTURE_ALPHA_TYPE", GL_TEXTURE_ALPHA_TYPE) \
+ X("TEXTURE_DEPTH_TYPE", GL_TEXTURE_DEPTH_TYPE) \
+ X("UNSIGNED_NORMALIZED", GL_UNSIGNED_NORMALIZED) \
+ X("FRAMEBUFFER_BINDING", GL_FRAMEBUFFER_BINDING) \
+ X("DRAW_FRAMEBUFFER_BINDING", GL_DRAW_FRAMEBUFFER_BINDING) \
+ X("RENDERBUFFER_BINDING", GL_RENDERBUFFER_BINDING) \
+ X("READ_FRAMEBUFFER", GL_READ_FRAMEBUFFER) \
+ X("DRAW_FRAMEBUFFER", GL_DRAW_FRAMEBUFFER) \
+ X("READ_FRAMEBUFFER_BINDING", GL_READ_FRAMEBUFFER_BINDING) \
+ X("RENDERBUFFER_SAMPLES", GL_RENDERBUFFER_SAMPLES) \
+ X("FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE", GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) \
+ X("FRAMEBUFFER_ATTACHMENT_OBJECT_NAME", GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) \
+ X("FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL", GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL) \
+ X("FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE", GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE) \
+ X("FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER", GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER) \
+ X("FRAMEBUFFER_COMPLETE", GL_FRAMEBUFFER_COMPLETE) \
+ X("FRAMEBUFFER_INCOMPLETE_ATTACHMENT", GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) \
+ X("FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT", GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) \
+ X("FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER", GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER) \
+ X("FRAMEBUFFER_INCOMPLETE_READ_BUFFER", GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER) \
+ X("FRAMEBUFFER_UNSUPPORTED", GL_FRAMEBUFFER_UNSUPPORTED) \
+ X("MAX_COLOR_ATTACHMENTS", GL_MAX_COLOR_ATTACHMENTS) \
+ X("COLOR_ATTACHMENT0", GL_COLOR_ATTACHMENT0) \
+ X("COLOR_ATTACHMENT1", GL_COLOR_ATTACHMENT1) \
+ X("COLOR_ATTACHMENT2", GL_COLOR_ATTACHMENT2) \
+ X("COLOR_ATTACHMENT3", GL_COLOR_ATTACHMENT3) \
+ X("COLOR_ATTACHMENT4", GL_COLOR_ATTACHMENT4) \
+ X("COLOR_ATTACHMENT5", GL_COLOR_ATTACHMENT5) \
+ X("COLOR_ATTACHMENT6", GL_COLOR_ATTACHMENT6) \
+ X("COLOR_ATTACHMENT7", GL_COLOR_ATTACHMENT7) \
+ X("COLOR_ATTACHMENT8", GL_COLOR_ATTACHMENT8) \
+ X("COLOR_ATTACHMENT9", GL_COLOR_ATTACHMENT9) \
+ X("COLOR_ATTACHMENT10", GL_COLOR_ATTACHMENT10) \
+ X("COLOR_ATTACHMENT11", GL_COLOR_ATTACHMENT11) \
+ X("COLOR_ATTACHMENT12", GL_COLOR_ATTACHMENT12) \
+ X("COLOR_ATTACHMENT13", GL_COLOR_ATTACHMENT13) \
+ X("COLOR_ATTACHMENT14", GL_COLOR_ATTACHMENT14) \
+ X("COLOR_ATTACHMENT15", GL_COLOR_ATTACHMENT15) \
+ X("COLOR_ATTACHMENT16", GL_COLOR_ATTACHMENT16) \
+ X("COLOR_ATTACHMENT17", GL_COLOR_ATTACHMENT17) \
+ X("COLOR_ATTACHMENT18", GL_COLOR_ATTACHMENT18) \
+ X("COLOR_ATTACHMENT19", GL_COLOR_ATTACHMENT19) \
+ X("COLOR_ATTACHMENT20", GL_COLOR_ATTACHMENT20) \
+ X("COLOR_ATTACHMENT21", GL_COLOR_ATTACHMENT21) \
+ X("COLOR_ATTACHMENT22", GL_COLOR_ATTACHMENT22) \
+ X("COLOR_ATTACHMENT23", GL_COLOR_ATTACHMENT23) \
+ X("COLOR_ATTACHMENT24", GL_COLOR_ATTACHMENT24) \
+ X("COLOR_ATTACHMENT25", GL_COLOR_ATTACHMENT25) \
+ X("COLOR_ATTACHMENT26", GL_COLOR_ATTACHMENT26) \
+ X("COLOR_ATTACHMENT27", GL_COLOR_ATTACHMENT27) \
+ X("COLOR_ATTACHMENT28", GL_COLOR_ATTACHMENT28) \
+ X("COLOR_ATTACHMENT29", GL_COLOR_ATTACHMENT29) \
+ X("COLOR_ATTACHMENT30", GL_COLOR_ATTACHMENT30) \
+ X("COLOR_ATTACHMENT31", GL_COLOR_ATTACHMENT31) \
+ X("DEPTH_ATTACHMENT", GL_DEPTH_ATTACHMENT) \
+ X("STENCIL_ATTACHMENT", GL_STENCIL_ATTACHMENT) \
+ X("FRAMEBUFFER", GL_FRAMEBUFFER) \
+ X("RENDERBUFFER", GL_RENDERBUFFER) \
+ X("RENDERBUFFER_WIDTH", GL_RENDERBUFFER_WIDTH) \
+ X("RENDERBUFFER_HEIGHT", GL_RENDERBUFFER_HEIGHT) \
+ X("RENDERBUFFER_INTERNAL_FORMAT", GL_RENDERBUFFER_INTERNAL_FORMAT) \
+ X("STENCIL_INDEX1", GL_STENCIL_INDEX1) \
+ X("STENCIL_INDEX4", GL_STENCIL_INDEX4) \
+ X("STENCIL_INDEX8", GL_STENCIL_INDEX8) \
+ X("STENCIL_INDEX16", GL_STENCIL_INDEX16) \
+ X("RENDERBUFFER_RED_SIZE", GL_RENDERBUFFER_RED_SIZE) \
+ X("RENDERBUFFER_GREEN_SIZE", GL_RENDERBUFFER_GREEN_SIZE) \
+ X("RENDERBUFFER_BLUE_SIZE", GL_RENDERBUFFER_BLUE_SIZE) \
+ X("RENDERBUFFER_ALPHA_SIZE", GL_RENDERBUFFER_ALPHA_SIZE) \
+ X("RENDERBUFFER_DEPTH_SIZE", GL_RENDERBUFFER_DEPTH_SIZE) \
+ X("RENDERBUFFER_STENCIL_SIZE", GL_RENDERBUFFER_STENCIL_SIZE) \
+ X("FRAMEBUFFER_INCOMPLETE_MULTISAMPLE", GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE) \
+ X("MAX_SAMPLES", GL_MAX_SAMPLES) \
+ X("INDEX", GL_INDEX) \
+ X("TEXTURE_LUMINANCE_TYPE", GL_TEXTURE_LUMINANCE_TYPE) \
+ X("TEXTURE_INTENSITY_TYPE", GL_TEXTURE_INTENSITY_TYPE) \
+ X("FRAMEBUFFER_SRGB", GL_FRAMEBUFFER_SRGB) \
+ X("HALF_FLOAT", GL_HALF_FLOAT) \
+ X("MAP_READ_BIT", GL_MAP_READ_BIT) \
+ X("MAP_WRITE_BIT", GL_MAP_WRITE_BIT) \
+ X("MAP_INVALIDATE_RANGE_BIT", GL_MAP_INVALIDATE_RANGE_BIT) \
+ X("MAP_INVALIDATE_BUFFER_BIT", GL_MAP_INVALIDATE_BUFFER_BIT) \
+ X("MAP_FLUSH_EXPLICIT_BIT", GL_MAP_FLUSH_EXPLICIT_BIT) \
+ X("MAP_UNSYNCHRONIZED_BIT", GL_MAP_UNSYNCHRONIZED_BIT) \
+ X("COMPRESSED_RED_RGTC1", GL_COMPRESSED_RED_RGTC1) \
+ X("COMPRESSED_SIGNED_RED_RGTC1", GL_COMPRESSED_SIGNED_RED_RGTC1) \
+ X("COMPRESSED_RG_RGTC2", GL_COMPRESSED_RG_RGTC2) \
+ X("COMPRESSED_SIGNED_RG_RGTC2", GL_COMPRESSED_SIGNED_RG_RGTC2) \
+ X("RG", GL_RG) \
+ X("RG_INTEGER", GL_RG_INTEGER) \
+ X("R8", GL_R8) \
+ X("R16", GL_R16) \
+ X("RG8", GL_RG8) \
+ X("RG16", GL_RG16) \
+ X("R16F", GL_R16F) \
+ X("R32F", GL_R32F) \
+ X("RG16F", GL_RG16F) \
+ X("RG32F", GL_RG32F) \
+ X("R8I", GL_R8I) \
+ X("R8UI", GL_R8UI) \
+ X("R16I", GL_R16I) \
+ X("R16UI", GL_R16UI) \
+ X("R32I", GL_R32I) \
+ X("R32UI", GL_R32UI) \
+ X("RG8I", GL_RG8I) \
+ X("RG8UI", GL_RG8UI) \
+ X("RG16I", GL_RG16I) \
+ X("RG16UI", GL_RG16UI) \
+ X("RG32I", GL_RG32I) \
+ X("RG32UI", GL_RG32UI) \
+ X("VERTEX_ARRAY_BINDING", GL_VERTEX_ARRAY_BINDING) \
+ X("CLAMP_VERTEX_COLOR", GL_CLAMP_VERTEX_COLOR) \
+ X("CLAMP_FRAGMENT_COLOR", GL_CLAMP_FRAGMENT_COLOR) \
+ X("ALPHA_INTEGER", GL_ALPHA_INTEGER) \
+ X("SAMPLER_2D_RECT", GL_SAMPLER_2D_RECT) \
+ X("SAMPLER_2D_RECT_SHADOW", GL_SAMPLER_2D_RECT_SHADOW) \
+ X("SAMPLER_BUFFER", GL_SAMPLER_BUFFER) \
+ X("INT_SAMPLER_2D_RECT", GL_INT_SAMPLER_2D_RECT) \
+ X("INT_SAMPLER_BUFFER", GL_INT_SAMPLER_BUFFER) \
+ X("UNSIGNED_INT_SAMPLER_2D_RECT", GL_UNSIGNED_INT_SAMPLER_2D_RECT) \
+ X("UNSIGNED_INT_SAMPLER_BUFFER", GL_UNSIGNED_INT_SAMPLER_BUFFER) \
+ X("TEXTURE_BUFFER", GL_TEXTURE_BUFFER) \
+ X("MAX_TEXTURE_BUFFER_SIZE", GL_MAX_TEXTURE_BUFFER_SIZE) \
+ X("TEXTURE_BINDING_BUFFER", GL_TEXTURE_BINDING_BUFFER) \
+ X("TEXTURE_BUFFER_DATA_STORE_BINDING", GL_TEXTURE_BUFFER_DATA_STORE_BINDING) \
+ X("TEXTURE_RECTANGLE", GL_TEXTURE_RECTANGLE) \
+ X("TEXTURE_BINDING_RECTANGLE", GL_TEXTURE_BINDING_RECTANGLE) \
+ X("PROXY_TEXTURE_RECTANGLE", GL_PROXY_TEXTURE_RECTANGLE) \
+ X("MAX_RECTANGLE_TEXTURE_SIZE", GL_MAX_RECTANGLE_TEXTURE_SIZE) \
+ X("R8_SNORM", GL_R8_SNORM) \
+ X("RG8_SNORM", GL_RG8_SNORM) \
+ X("RGB8_SNORM", GL_RGB8_SNORM) \
+ X("RGBA8_SNORM", GL_RGBA8_SNORM) \
+ X("R16_SNORM", GL_R16_SNORM) \
+ X("RG16_SNORM", GL_RG16_SNORM) \
+ X("RGB16_SNORM", GL_RGB16_SNORM) \
+ X("RGBA16_SNORM", GL_RGBA16_SNORM) \
+ X("SIGNED_NORMALIZED", GL_SIGNED_NORMALIZED) \
+ X("PRIMITIVE_RESTART", GL_PRIMITIVE_RESTART) \
+ X("PRIMITIVE_RESTART_INDEX", GL_PRIMITIVE_RESTART_INDEX) \
+ X("COPY_READ_BUFFER", GL_COPY_READ_BUFFER) \
+ X("COPY_WRITE_BUFFER", GL_COPY_WRITE_BUFFER) \
+ X("UNIFORM_BUFFER", GL_UNIFORM_BUFFER) \
+ X("UNIFORM_BUFFER_BINDING", GL_UNIFORM_BUFFER_BINDING) \
+ X("UNIFORM_BUFFER_START", GL_UNIFORM_BUFFER_START) \
+ X("UNIFORM_BUFFER_SIZE", GL_UNIFORM_BUFFER_SIZE) \
+ X("MAX_VERTEX_UNIFORM_BLOCKS", GL_MAX_VERTEX_UNIFORM_BLOCKS) \
+ X("MAX_GEOMETRY_UNIFORM_BLOCKS", GL_MAX_GEOMETRY_UNIFORM_BLOCKS) \
+ X("MAX_FRAGMENT_UNIFORM_BLOCKS", GL_MAX_FRAGMENT_UNIFORM_BLOCKS) \
+ X("MAX_COMBINED_UNIFORM_BLOCKS", GL_MAX_COMBINED_UNIFORM_BLOCKS) \
+ X("MAX_UNIFORM_BUFFER_BINDINGS", GL_MAX_UNIFORM_BUFFER_BINDINGS) \
+ X("MAX_UNIFORM_BLOCK_SIZE", GL_MAX_UNIFORM_BLOCK_SIZE) \
+ X("MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS", GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS) \
+ X("MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS", GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS) \
+ X("MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS", GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS) \
+ X("UNIFORM_BUFFER_OFFSET_ALIGNMENT", GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT) \
+ X("ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH", GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH) \
+ X("ACTIVE_UNIFORM_BLOCKS", GL_ACTIVE_UNIFORM_BLOCKS) \
+ X("UNIFORM_TYPE", GL_UNIFORM_TYPE) \
+ X("UNIFORM_SIZE", GL_UNIFORM_SIZE) \
+ X("UNIFORM_NAME_LENGTH", GL_UNIFORM_NAME_LENGTH) \
+ X("UNIFORM_BLOCK_INDEX", GL_UNIFORM_BLOCK_INDEX) \
+ X("UNIFORM_OFFSET", GL_UNIFORM_OFFSET) \
+ X("UNIFORM_ARRAY_STRIDE", GL_UNIFORM_ARRAY_STRIDE) \
+ X("UNIFORM_MATRIX_STRIDE", GL_UNIFORM_MATRIX_STRIDE) \
+ X("UNIFORM_IS_ROW_MAJOR", GL_UNIFORM_IS_ROW_MAJOR) \
+ X("UNIFORM_BLOCK_BINDING", GL_UNIFORM_BLOCK_BINDING) \
+ X("UNIFORM_BLOCK_DATA_SIZE", GL_UNIFORM_BLOCK_DATA_SIZE) \
+ X("UNIFORM_BLOCK_NAME_LENGTH", GL_UNIFORM_BLOCK_NAME_LENGTH) \
+ X("UNIFORM_BLOCK_ACTIVE_UNIFORMS", GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS) \
+ X("UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES", GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES) \
+ X("UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER", GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER) \
+ X("UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER", GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER) \
+ X("UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER", GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER) \
+ X("INVALID_INDEX", GL_INVALID_INDEX) \
+ X("CONTEXT_CORE_PROFILE_BIT", GL_CONTEXT_CORE_PROFILE_BIT) \
+ X("CONTEXT_COMPATIBILITY_PROFILE_BIT", GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) \
+ X("LINES_ADJACENCY", GL_LINES_ADJACENCY) \
+ X("LINE_STRIP_ADJACENCY", GL_LINE_STRIP_ADJACENCY) \
+ X("TRIANGLES_ADJACENCY", GL_TRIANGLES_ADJACENCY) \
+ X("TRIANGLE_STRIP_ADJACENCY", GL_TRIANGLE_STRIP_ADJACENCY) \
+ X("PROGRAM_POINT_SIZE", GL_PROGRAM_POINT_SIZE) \
+ X("MAX_GEOMETRY_TEXTURE_IMAGE_UNITS", GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS) \
+ X("FRAMEBUFFER_ATTACHMENT_LAYERED", GL_FRAMEBUFFER_ATTACHMENT_LAYERED) \
+ X("FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS", GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS) \
+ X("GEOMETRY_SHADER", GL_GEOMETRY_SHADER) \
+ X("GEOMETRY_VERTICES_OUT", GL_GEOMETRY_VERTICES_OUT) \
+ X("GEOMETRY_INPUT_TYPE", GL_GEOMETRY_INPUT_TYPE) \
+ X("GEOMETRY_OUTPUT_TYPE", GL_GEOMETRY_OUTPUT_TYPE) \
+ X("MAX_GEOMETRY_UNIFORM_COMPONENTS", GL_MAX_GEOMETRY_UNIFORM_COMPONENTS) \
+ X("MAX_GEOMETRY_OUTPUT_VERTICES", GL_MAX_GEOMETRY_OUTPUT_VERTICES) \
+ X("MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS", GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS) \
+ X("MAX_VERTEX_OUTPUT_COMPONENTS", GL_MAX_VERTEX_OUTPUT_COMPONENTS) \
+ X("MAX_GEOMETRY_INPUT_COMPONENTS", GL_MAX_GEOMETRY_INPUT_COMPONENTS) \
+ X("MAX_GEOMETRY_OUTPUT_COMPONENTS", GL_MAX_GEOMETRY_OUTPUT_COMPONENTS) \
+ X("MAX_FRAGMENT_INPUT_COMPONENTS", GL_MAX_FRAGMENT_INPUT_COMPONENTS) \
+ X("CONTEXT_PROFILE_MASK", GL_CONTEXT_PROFILE_MASK) \
+ X("DEPTH_CLAMP", GL_DEPTH_CLAMP) \
+ X("QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION", GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION) \
+ X("FIRST_VERTEX_CONVENTION", GL_FIRST_VERTEX_CONVENTION) \
+ X("LAST_VERTEX_CONVENTION", GL_LAST_VERTEX_CONVENTION) \
+ X("PROVOKING_VERTEX", GL_PROVOKING_VERTEX) \
+ X("TEXTURE_CUBE_MAP_SEAMLESS", GL_TEXTURE_CUBE_MAP_SEAMLESS) \
+ X("MAX_SERVER_WAIT_TIMEOUT", GL_MAX_SERVER_WAIT_TIMEOUT) \
+ X("OBJECT_TYPE", GL_OBJECT_TYPE) \
+ X("SYNC_CONDITION", GL_SYNC_CONDITION) \
+ X("SYNC_STATUS", GL_SYNC_STATUS) \
+ X("SYNC_FLAGS", GL_SYNC_FLAGS) \
+ X("SYNC_FENCE", GL_SYNC_FENCE) \
+ X("SYNC_GPU_COMMANDS_COMPLETE", GL_SYNC_GPU_COMMANDS_COMPLETE) \
+ X("UNSIGNALED", GL_UNSIGNALED) \
+ X("SIGNALED", GL_SIGNALED) \
+ X("ALREADY_SIGNALED", GL_ALREADY_SIGNALED) \
+ X("TIMEOUT_EXPIRED", GL_TIMEOUT_EXPIRED) \
+ X("CONDITION_SATISFIED", GL_CONDITION_SATISFIED) \
+ X("WAIT_FAILED", GL_WAIT_FAILED) \
+ X("TIMEOUT_IGNORED", GL_TIMEOUT_IGNORED) \
+ X("SYNC_FLUSH_COMMANDS_BIT", GL_SYNC_FLUSH_COMMANDS_BIT) \
+ X("SAMPLE_POSITION", GL_SAMPLE_POSITION) \
+ X("SAMPLE_MASK", GL_SAMPLE_MASK) \
+ X("SAMPLE_MASK_VALUE", GL_SAMPLE_MASK_VALUE) \
+ X("MAX_SAMPLE_MASK_WORDS", GL_MAX_SAMPLE_MASK_WORDS) \
+ X("TEXTURE_2D_MULTISAMPLE", GL_TEXTURE_2D_MULTISAMPLE) \
+ X("PROXY_TEXTURE_2D_MULTISAMPLE", GL_PROXY_TEXTURE_2D_MULTISAMPLE) \
+ X("TEXTURE_2D_MULTISAMPLE_ARRAY", GL_TEXTURE_2D_MULTISAMPLE_ARRAY) \
+ X("PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY", GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY) \
+ X("TEXTURE_BINDING_2D_MULTISAMPLE", GL_TEXTURE_BINDING_2D_MULTISAMPLE) \
+ X("TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY", GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY) \
+ X("TEXTURE_SAMPLES", GL_TEXTURE_SAMPLES) \
+ X("TEXTURE_FIXED_SAMPLE_LOCATIONS", GL_TEXTURE_FIXED_SAMPLE_LOCATIONS) \
+ X("SAMPLER_2D_MULTISAMPLE", GL_SAMPLER_2D_MULTISAMPLE) \
+ X("INT_SAMPLER_2D_MULTISAMPLE", GL_INT_SAMPLER_2D_MULTISAMPLE) \
+ X("UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE", GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE) \
+ X("SAMPLER_2D_MULTISAMPLE_ARRAY", GL_SAMPLER_2D_MULTISAMPLE_ARRAY) \
+ X("INT_SAMPLER_2D_MULTISAMPLE_ARRAY", GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY) \
+ X("UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY", GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY) \
+ X("MAX_COLOR_TEXTURE_SAMPLES", GL_MAX_COLOR_TEXTURE_SAMPLES) \
+ X("MAX_DEPTH_TEXTURE_SAMPLES", GL_MAX_DEPTH_TEXTURE_SAMPLES) \
+ X("MAX_INTEGER_SAMPLES", GL_MAX_INTEGER_SAMPLES) \
+ X("VERTEX_ATTRIB_ARRAY_DIVISOR", GL_VERTEX_ATTRIB_ARRAY_DIVISOR) \
+ X("SRC1_COLOR", GL_SRC1_COLOR) \
+ X("ONE_MINUS_SRC1_COLOR", GL_ONE_MINUS_SRC1_COLOR) \
+ X("ONE_MINUS_SRC1_ALPHA", GL_ONE_MINUS_SRC1_ALPHA) \
+ X("MAX_DUAL_SOURCE_DRAW_BUFFERS", GL_MAX_DUAL_SOURCE_DRAW_BUFFERS) \
+ X("ANY_SAMPLES_PASSED", GL_ANY_SAMPLES_PASSED) \
+ X("SAMPLER_BINDING", GL_SAMPLER_BINDING) \
+ X("RGB10_A2UI", GL_RGB10_A2UI) \
+ X("TEXTURE_SWIZZLE_R", GL_TEXTURE_SWIZZLE_R) \
+ X("TEXTURE_SWIZZLE_G", GL_TEXTURE_SWIZZLE_G) \
+ X("TEXTURE_SWIZZLE_B", GL_TEXTURE_SWIZZLE_B) \
+ X("TEXTURE_SWIZZLE_A", GL_TEXTURE_SWIZZLE_A) \
+ X("TEXTURE_SWIZZLE_RGBA", GL_TEXTURE_SWIZZLE_RGBA) \
+ X("TIME_ELAPSED", GL_TIME_ELAPSED) \
+ X("TIMESTAMP", GL_TIMESTAMP) \
+ X("INT_2_10_10_10_REV", GL_INT_2_10_10_10_REV) \
+ X("SAMPLE_SHADING", GL_SAMPLE_SHADING) \
+ X("MIN_SAMPLE_SHADING_VALUE", GL_MIN_SAMPLE_SHADING_VALUE) \
+ X("MIN_PROGRAM_TEXTURE_GATHER_OFFSET", GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET) \
+ X("MAX_PROGRAM_TEXTURE_GATHER_OFFSET", GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET) \
+ X("TEXTURE_CUBE_MAP_ARRAY", GL_TEXTURE_CUBE_MAP_ARRAY) \
+ X("TEXTURE_BINDING_CUBE_MAP_ARRAY", GL_TEXTURE_BINDING_CUBE_MAP_ARRAY) \
+ X("PROXY_TEXTURE_CUBE_MAP_ARRAY", GL_PROXY_TEXTURE_CUBE_MAP_ARRAY) \
+ X("SAMPLER_CUBE_MAP_ARRAY", GL_SAMPLER_CUBE_MAP_ARRAY) \
+ X("SAMPLER_CUBE_MAP_ARRAY_SHADOW", GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW) \
+ X("INT_SAMPLER_CUBE_MAP_ARRAY", GL_INT_SAMPLER_CUBE_MAP_ARRAY) \
+ X("UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY", GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY) \
+ X("DRAW_INDIRECT_BUFFER", GL_DRAW_INDIRECT_BUFFER) \
+ X("DRAW_INDIRECT_BUFFER_BINDING", GL_DRAW_INDIRECT_BUFFER_BINDING) \
+ X("GEOMETRY_SHADER_INVOCATIONS", GL_GEOMETRY_SHADER_INVOCATIONS) \
+ X("MAX_GEOMETRY_SHADER_INVOCATIONS", GL_MAX_GEOMETRY_SHADER_INVOCATIONS) \
+ X("MIN_FRAGMENT_INTERPOLATION_OFFSET", GL_MIN_FRAGMENT_INTERPOLATION_OFFSET) \
+ X("MAX_FRAGMENT_INTERPOLATION_OFFSET", GL_MAX_FRAGMENT_INTERPOLATION_OFFSET) \
+ X("FRAGMENT_INTERPOLATION_OFFSET_BITS", GL_FRAGMENT_INTERPOLATION_OFFSET_BITS) \
+ X("MAX_VERTEX_STREAMS", GL_MAX_VERTEX_STREAMS) \
+ X("DOUBLE_VEC2", GL_DOUBLE_VEC2) \
+ X("DOUBLE_VEC3", GL_DOUBLE_VEC3) \
+ X("DOUBLE_VEC4", GL_DOUBLE_VEC4) \
+ X("DOUBLE_MAT2", GL_DOUBLE_MAT2) \
+ X("DOUBLE_MAT3", GL_DOUBLE_MAT3) \
+ X("DOUBLE_MAT4", GL_DOUBLE_MAT4) \
+ X("DOUBLE_MAT2x3", GL_DOUBLE_MAT2x3) \
+ X("DOUBLE_MAT2x4", GL_DOUBLE_MAT2x4) \
+ X("DOUBLE_MAT3x2", GL_DOUBLE_MAT3x2) \
+ X("DOUBLE_MAT3x4", GL_DOUBLE_MAT3x4) \
+ X("DOUBLE_MAT4x2", GL_DOUBLE_MAT4x2) \
+ X("DOUBLE_MAT4x3", GL_DOUBLE_MAT4x3) \
+ X("ACTIVE_SUBROUTINES", GL_ACTIVE_SUBROUTINES) \
+ X("ACTIVE_SUBROUTINE_UNIFORMS", GL_ACTIVE_SUBROUTINE_UNIFORMS) \
+ X("ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS", GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS) \
+ X("ACTIVE_SUBROUTINE_MAX_LENGTH", GL_ACTIVE_SUBROUTINE_MAX_LENGTH) \
+ X("ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH", GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH) \
+ X("MAX_SUBROUTINES", GL_MAX_SUBROUTINES) \
+ X("MAX_SUBROUTINE_UNIFORM_LOCATIONS", GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS) \
+ X("NUM_COMPATIBLE_SUBROUTINES", GL_NUM_COMPATIBLE_SUBROUTINES) \
+ X("COMPATIBLE_SUBROUTINES", GL_COMPATIBLE_SUBROUTINES) \
+ X("PATCHES", GL_PATCHES) \
+ X("PATCH_VERTICES", GL_PATCH_VERTICES) \
+ X("PATCH_DEFAULT_INNER_LEVEL", GL_PATCH_DEFAULT_INNER_LEVEL) \
+ X("PATCH_DEFAULT_OUTER_LEVEL", GL_PATCH_DEFAULT_OUTER_LEVEL) \
+ X("TESS_CONTROL_OUTPUT_VERTICES", GL_TESS_CONTROL_OUTPUT_VERTICES) \
+ X("TESS_GEN_MODE", GL_TESS_GEN_MODE) \
+ X("TESS_GEN_SPACING", GL_TESS_GEN_SPACING) \
+ X("TESS_GEN_VERTEX_ORDER", GL_TESS_GEN_VERTEX_ORDER) \
+ X("TESS_GEN_POINT_MODE", GL_TESS_GEN_POINT_MODE) \
+ X("ISOLINES", GL_ISOLINES) \
+ X("FRACTIONAL_ODD", GL_FRACTIONAL_ODD) \
+ X("FRACTIONAL_EVEN", GL_FRACTIONAL_EVEN) \
+ X("MAX_PATCH_VERTICES", GL_MAX_PATCH_VERTICES) \
+ X("MAX_TESS_GEN_LEVEL", GL_MAX_TESS_GEN_LEVEL) \
+ X("MAX_TESS_CONTROL_UNIFORM_COMPONENTS", GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS) \
+ X("MAX_TESS_EVALUATION_UNIFORM_COMPONENTS", GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS) \
+ X("MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS", GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS) \
+ X("MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS", GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS) \
+ X("MAX_TESS_CONTROL_OUTPUT_COMPONENTS", GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS) \
+ X("MAX_TESS_PATCH_COMPONENTS", GL_MAX_TESS_PATCH_COMPONENTS) \
+ X("MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS", GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS) \
+ X("MAX_TESS_EVALUATION_OUTPUT_COMPONENTS", GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS) \
+ X("MAX_TESS_CONTROL_UNIFORM_BLOCKS", GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS) \
+ X("MAX_TESS_EVALUATION_UNIFORM_BLOCKS", GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS) \
+ X("MAX_TESS_CONTROL_INPUT_COMPONENTS", GL_MAX_TESS_CONTROL_INPUT_COMPONENTS) \
+ X("MAX_TESS_EVALUATION_INPUT_COMPONENTS", GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS) \
+ X("MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS", GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS) \
+ X("MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS", GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS) \
+ X("UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER", GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER) \
+ X("UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER", GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER) \
+ X("TESS_EVALUATION_SHADER", GL_TESS_EVALUATION_SHADER) \
+ X("TESS_CONTROL_SHADER", GL_TESS_CONTROL_SHADER) \
+ X("TRANSFORM_FEEDBACK", GL_TRANSFORM_FEEDBACK) \
+ X("TRANSFORM_FEEDBACK_BUFFER_PAUSED", GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED) \
+ X("TRANSFORM_FEEDBACK_BUFFER_ACTIVE", GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE) \
+ X("TRANSFORM_FEEDBACK_BINDING", GL_TRANSFORM_FEEDBACK_BINDING) \
+ X("MAX_TRANSFORM_FEEDBACK_BUFFERS", GL_MAX_TRANSFORM_FEEDBACK_BUFFERS) \
+ X("FIXED", GL_FIXED) \
+ X("IMPLEMENTATION_COLOR_READ_TYPE", GL_IMPLEMENTATION_COLOR_READ_TYPE) \
+ X("IMPLEMENTATION_COLOR_READ_FORMAT", GL_IMPLEMENTATION_COLOR_READ_FORMAT) \
+ X("LOW_FLOAT", GL_LOW_FLOAT) \
+ X("MEDIUM_FLOAT", GL_MEDIUM_FLOAT) \
+ X("HIGH_FLOAT", GL_HIGH_FLOAT) \
+ X("LOW_INT", GL_LOW_INT) \
+ X("MEDIUM_INT", GL_MEDIUM_INT) \
+ X("HIGH_INT", GL_HIGH_INT) \
+ X("SHADER_COMPILER", GL_SHADER_COMPILER) \
+ X("SHADER_BINARY_FORMATS", GL_SHADER_BINARY_FORMATS) \
+ X("NUM_SHADER_BINARY_FORMATS", GL_NUM_SHADER_BINARY_FORMATS) \
+ X("MAX_VERTEX_UNIFORM_VECTORS", GL_MAX_VERTEX_UNIFORM_VECTORS) \
+ X("MAX_VARYING_VECTORS", GL_MAX_VARYING_VECTORS) \
+ X("MAX_FRAGMENT_UNIFORM_VECTORS", GL_MAX_FRAGMENT_UNIFORM_VECTORS) \
+ X("RGB565", GL_RGB565) \
+ X("PROGRAM_BINARY_RETRIEVABLE_HINT", GL_PROGRAM_BINARY_RETRIEVABLE_HINT) \
+ X("PROGRAM_BINARY_LENGTH", GL_PROGRAM_BINARY_LENGTH) \
+ X("NUM_PROGRAM_BINARY_FORMATS", GL_NUM_PROGRAM_BINARY_FORMATS) \
+ X("PROGRAM_BINARY_FORMATS", GL_PROGRAM_BINARY_FORMATS) \
+ X("VERTEX_SHADER_BIT", GL_VERTEX_SHADER_BIT) \
+ X("FRAGMENT_SHADER_BIT", GL_FRAGMENT_SHADER_BIT) \
+ X("GEOMETRY_SHADER_BIT", GL_GEOMETRY_SHADER_BIT) \
+ X("TESS_CONTROL_SHADER_BIT", GL_TESS_CONTROL_SHADER_BIT) \
+ X("TESS_EVALUATION_SHADER_BIT", GL_TESS_EVALUATION_SHADER_BIT) \
+ X("ALL_SHADER_BITS", GL_ALL_SHADER_BITS) \
+ X("PROGRAM_SEPARABLE", GL_PROGRAM_SEPARABLE) \
+ X("ACTIVE_PROGRAM", GL_ACTIVE_PROGRAM) \
+ X("PROGRAM_PIPELINE_BINDING", GL_PROGRAM_PIPELINE_BINDING) \
+ X("MAX_VIEWPORTS", GL_MAX_VIEWPORTS) \
+ X("VIEWPORT_SUBPIXEL_BITS", GL_VIEWPORT_SUBPIXEL_BITS) \
+ X("VIEWPORT_BOUNDS_RANGE", GL_VIEWPORT_BOUNDS_RANGE) \
+ X("LAYER_PROVOKING_VERTEX", GL_LAYER_PROVOKING_VERTEX) \
+ X("VIEWPORT_INDEX_PROVOKING_VERTEX", GL_VIEWPORT_INDEX_PROVOKING_VERTEX) \
+ X("UNDEFINED_VERTEX", GL_UNDEFINED_VERTEX) \
+ X("VERSION_1_0", GL_VERSION_1_0) \
+
+
+
+#define X(name, func) int func(lua_State *L);
+GL_FUNCTIONS
+#undef X
+
+#endif
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;
+}
+
+
diff --git a/src/gl/data.c b/src/opengl/data.c
index b7dc581..b7dc581 100644
--- a/src/gl/data.c
+++ b/src/opengl/data.c
diff --git a/src/gl/data.test.c b/src/opengl/data.test.c
index 143b0ce..143b0ce 100644
--- a/src/gl/data.test.c
+++ b/src/opengl/data.test.c
diff --git a/src/gl/drawing.c b/src/opengl/drawing.c
index eeb0496..eeb0496 100644
--- a/src/gl/drawing.c
+++ b/src/opengl/drawing.c
diff --git a/src/gl/gl.c b/src/opengl/gl.c
index b8da1ec..b8da1ec 100644
--- a/src/gl/gl.c
+++ b/src/opengl/gl.c
diff --git a/src/gl/gl.h b/src/opengl/gl.h
index 8aa1ef7..8aa1ef7 100644
--- a/src/gl/gl.h
+++ b/src/opengl/gl.h
diff --git a/src/gl/gl.test.c b/src/opengl/gl.test.c
index 488126f..488126f 100644
--- a/src/gl/gl.test.c
+++ b/src/opengl/gl.test.c
diff --git a/src/gl/glad/CMakeLists.txt b/src/opengl/glad/CMakeLists.txt
index de6a508..de6a508 100644
--- a/src/gl/glad/CMakeLists.txt
+++ b/src/opengl/glad/CMakeLists.txt
diff --git a/src/gl/glad/include/KHR/khrplatform.h b/src/opengl/glad/include/KHR/khrplatform.h
index 0164644..0164644 100644
--- a/src/gl/glad/include/KHR/khrplatform.h
+++ b/src/opengl/glad/include/KHR/khrplatform.h
diff --git a/src/gl/glad/include/glad/glad.h b/src/opengl/glad/include/glad/glad.h
index a5fe03e..a5fe03e 100644
--- a/src/gl/glad/include/glad/glad.h
+++ b/src/opengl/glad/include/glad/glad.h
diff --git a/src/gl/glad/src/glad.c b/src/opengl/glad/src/glad.c
index 2004507..2004507 100644
--- a/src/gl/glad/src/glad.c
+++ b/src/opengl/glad/src/glad.c
diff --git a/src/gl/notes.md b/src/opengl/notes.md
index 3ea0171..3ea0171 100644
--- a/src/gl/notes.md
+++ b/src/opengl/notes.md
diff --git a/src/opengl/setup.c b/src/opengl/setup.c
new file mode 100644
index 0000000..b169660
--- /dev/null
+++ b/src/opengl/setup.c
@@ -0,0 +1,23 @@
+#include <lua.h>
+#include <lauxlib.h>
+#include <glad/glad.h>
+#include "util/util.h"
+#include "bind.h"
+
+
+void setup_gl(lua_State *L, int honey_tbl)
+{
+ struct honey_tbl_t tbl[] = {
+ #define X(name, func) H_FUNC(name, func),
+ GL_FUNCTIONS
+ #undef X
+
+ #define X(name, value) H_INT(name, value),
+ GL_ENUM
+ #undef X
+
+ H_END
+ };
+ create_table(L, tbl);
+ lua_setfield(L, honey_tbl, "gl");
+}
diff --git a/src/gl/shader.c b/src/opengl/shader.c
index d78b1ef..d78b1ef 100644
--- a/src/gl/shader.c
+++ b/src/opengl/shader.c
diff --git a/src/gl/texture.c b/src/opengl/texture.c
index 13b23c0..13b23c0 100644
--- a/src/gl/texture.c
+++ b/src/opengl/texture.c
diff --git a/src/gl/window.c b/src/opengl/window.c
index 46bc2f5..46bc2f5 100644
--- a/src/gl/window.c
+++ b/src/opengl/window.c
diff --git a/src/gl/window.test.c b/src/opengl/window.test.c
index 505c876..505c876 100644
--- a/src/gl/window.test.c
+++ b/src/opengl/window.test.c