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; }