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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;
}
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