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; }