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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;
}