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; }