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int glCheckFramebufferStatus_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLenum bind_result = glCheckFramebufferStatus(target);
lua_pushinteger(L, bind_result);
return 1;
}
int glCheckNamedFramebufferStatus_bind(lua_State *L)
{
GLuint framebuffer = luaL_checkinteger(L, 1);
GLenum target = luaL_checkinteger(L, 2);
GLenum bind_result = glCheckNamedFramebufferStatus(framebuffer, target);
lua_pushinteger(L, bind_result);
return 1;
}
int glClampColor_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLenum clamp = luaL_checkinteger(L, 2);
glClampColor(target, clamp);
return 0;
}
int glClear_bind(lua_State *L)
{
GLbitfield mask = luaL_checkinteger(L, 1);
glClear(mask);
return 0;
}
int glClearBufferiv_bind(lua_State *L)
{
GLenum buffer = luaL_checkinteger(L, 1);
GLint drawbuffer = luaL_checkinteger(L, 2);
const GLint * value = get: const GLint *
glClearBufferiv(buffer, drawbuffer, value);
return 0;
}
int glClearBufferuiv_bind(lua_State *L)
{
GLenum buffer = luaL_checkinteger(L, 1);
GLint drawbuffer = luaL_checkinteger(L, 2);
const GLuint * value = get: const GLuint *
glClearBufferuiv(buffer, drawbuffer, value);
return 0;
}
int glClearBufferfv_bind(lua_State *L)
{
GLenum buffer = luaL_checkinteger(L, 1);
GLint drawbuffer = luaL_checkinteger(L, 2);
const GLfloat * value = get: const GLfloat *
glClearBufferfv(buffer, drawbuffer, value);
return 0;
}
int glClearBufferfi_bind(lua_State *L)
{
GLenum buffer = luaL_checkinteger(L, 1);
GLint drawbuffer = luaL_checkinteger(L, 2);
GLfloat depth = luaL_checknumber(L, 3);
GLint stencil = luaL_checkinteger(L, 4);
glClearBufferfi(buffer, drawbuffer, depth, stencil);
return 0;
}
int glClearStencil_bind(lua_State *L)
{
GLint s = luaL_checkinteger(L, 1);
glClearStencil(s);
return 0;
}
int glClientWaitSync_bind(lua_State *L)
{
GLsync sync = luaL_checkinteger(L, 1);
GLbitfield flags = luaL_checkinteger(L, 2);
GLuint64 timeout = luaL_checkinteger(L, 3);
GLenum bind_result = glClientWaitSync(sync, flags, timeout);
lua_pushinteger(L, bind_result);
return 1;
}
int glColorMask_bind(lua_State *L)
{
GLboolean red = get: GLboolean
GLboolean green = get: GLboolean
GLboolean blue = get: GLboolean
GLboolean alpha = get: GLboolean
glColorMask(red, green, blue, alpha);
return 0;
}
int glColorMaski_bind(lua_State *L)
{
GLuint buf = luaL_checkinteger(L, 1);
GLboolean red = get: GLboolean
GLboolean green = get: GLboolean
GLboolean blue = get: GLboolean
GLboolean alpha = get: GLboolean
glColorMaski(buf, red, green, blue, alpha);
return 0;
}
int glCompileShader_bind(lua_State *L)
{
GLuint shader = luaL_checkinteger(L, 1);
glCompileShader(shader);
return 0;
}
int glCompressedTexImage1D_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLint level = luaL_checkinteger(L, 2);
GLenum internalformat = luaL_checkinteger(L, 3);
GLsizei width = luaL_checkinteger(L, 4);
GLint border = luaL_checkinteger(L, 5);
GLsizei imageSize = luaL_checkinteger(L, 6);
const void * data = get: const void *
glCompressedTexImage1D(target, level, internalformat, width, border, imageSize, data);
return 0;
}
int glCompressedTexImage2D_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLint level = luaL_checkinteger(L, 2);
GLenum internalformat = luaL_checkinteger(L, 3);
GLsizei width = luaL_checkinteger(L, 4);
GLsizei height = luaL_checkinteger(L, 5);
GLint border = luaL_checkinteger(L, 6);
GLsizei imageSize = luaL_checkinteger(L, 7);
const void * data = get: const void *
glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
return 0;
}
int glCompressedTexImage3D_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLint level = luaL_checkinteger(L, 2);
GLenum internalformat = luaL_checkinteger(L, 3);
GLsizei width = luaL_checkinteger(L, 4);
GLsizei height = luaL_checkinteger(L, 5);
GLsizei depth = luaL_checkinteger(L, 6);
GLint border = luaL_checkinteger(L, 7);
GLsizei imageSize = luaL_checkinteger(L, 8);
const void * data = get: const void *
glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);
return 0;
}
int glCompressedTexSubImage1D_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLint level = luaL_checkinteger(L, 2);
GLint xoffset = luaL_checkinteger(L, 3);
GLsizei width = luaL_checkinteger(L, 4);
GLenum format = luaL_checkinteger(L, 5);
GLsizei imageSize = luaL_checkinteger(L, 6);
const void * data = get: const void *
glCompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);
return 0;
}
int glCompressedTexSubImage2D_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLint level = luaL_checkinteger(L, 2);
GLint xoffset = luaL_checkinteger(L, 3);
GLint yoffset = luaL_checkinteger(L, 4);
GLsizei width = luaL_checkinteger(L, 5);
GLsizei height = luaL_checkinteger(L, 6);
GLenum format = luaL_checkinteger(L, 7);
GLsizei imageSize = luaL_checkinteger(L, 8);
const void * data = get: const void *
glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
return 0;
}
int glCompressedTexSubImage3D_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLint level = luaL_checkinteger(L, 2);
GLint xoffset = luaL_checkinteger(L, 3);
GLint yoffset = luaL_checkinteger(L, 4);
GLint zoffset = luaL_checkinteger(L, 5);
GLsizei width = luaL_checkinteger(L, 6);
GLsizei height = luaL_checkinteger(L, 7);
GLsizei depth = luaL_checkinteger(L, 8);
GLenum format = luaL_checkinteger(L, 9);
GLsizei imageSize = luaL_checkinteger(L, 10);
const void * data = get: const void *
glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
return 0;
}
int glCopyBufferSubData_bind(lua_State *L)
{
GLenum readTarget = luaL_checkinteger(L, 1);
GLenum writeTarget = luaL_checkinteger(L, 2);
GLintptr readOffset = luaL_checkinteger(L, 3);
GLintptr writeOffset = luaL_checkinteger(L, 4);
GLsizeiptr size = luaL_checkinteger(L, 5);
glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
return 0;
}
int glCopyBufferSubData_bind(lua_State *L)
{
GLenum readTarget = luaL_checkinteger(L, 1);
GLenum writeTarget = luaL_checkinteger(L, 2);
GLintptr readOffset = luaL_checkinteger(L, 3);
GLintptr writeOffset = luaL_checkinteger(L, 4);
GLsizeiptr size = luaL_checkinteger(L, 5);
glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
return 0;
}
int glCopyTexImage1D_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLint level = luaL_checkinteger(L, 2);
GLenum internalformat = luaL_checkinteger(L, 3);
GLint x = luaL_checkinteger(L, 4);
GLint y = luaL_checkinteger(L, 5);
GLsizei width = luaL_checkinteger(L, 6);
GLint border = luaL_checkinteger(L, 7);
glCopyTexImage1D(target, level, internalformat, x, y, width, border);
return 0;
}
int glCopyTexImage2D_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLint level = luaL_checkinteger(L, 2);
GLenum internalformat = luaL_checkinteger(L, 3);
GLint x = luaL_checkinteger(L, 4);
GLint y = luaL_checkinteger(L, 5);
GLsizei width = luaL_checkinteger(L, 6);
GLsizei height = luaL_checkinteger(L, 7);
GLint border = luaL_checkinteger(L, 8);
glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
return 0;
}
int glCopyTexSubImage1D_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLint level = luaL_checkinteger(L, 2);
GLint xoffset = luaL_checkinteger(L, 3);
GLint x = luaL_checkinteger(L, 4);
GLint y = luaL_checkinteger(L, 5);
GLsizei width = luaL_checkinteger(L, 6);
glCopyTexSubImage1D(target, level, xoffset, x, y, width);
return 0;
}
int glCopyTexSubImage2D_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLint level = luaL_checkinteger(L, 2);
GLint xoffset = luaL_checkinteger(L, 3);
GLint yoffset = luaL_checkinteger(L, 4);
GLint x = luaL_checkinteger(L, 5);
GLint y = luaL_checkinteger(L, 6);
GLsizei width = luaL_checkinteger(L, 7);
GLsizei height = luaL_checkinteger(L, 8);
glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
return 0;
}
int glCopyTexSubImage3D_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLint level = luaL_checkinteger(L, 2);
GLint xoffset = luaL_checkinteger(L, 3);
GLint yoffset = luaL_checkinteger(L, 4);
GLint zoffset = luaL_checkinteger(L, 5);
GLint x = luaL_checkinteger(L, 6);
GLint y = luaL_checkinteger(L, 7);
GLsizei width = luaL_checkinteger(L, 8);
GLsizei height = luaL_checkinteger(L, 9);
glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
return 0;
}
int glCreateProgram_bind(lua_State *L)
{
void = get:
GLuint bind_result = glCreateProgram(void);
lua_pushinteger(L, bind_result);
return 1;
}
int glCreateShader_bind(lua_State *L)
{
GLenum shaderType = luaL_checkinteger(L, 1);
GLuint bind_result = glCreateShader(shaderType);
lua_pushinteger(L, bind_result);
return 1;
}
int glCreateShaderProgramv_bind(lua_State *L)
{
GLenum type = luaL_checkinteger(L, 1);
GLsizei count = luaL_checkinteger(L, 2);
const char ** strings = get: const char **
GLuint bind_result = glCreateShaderProgramv(type, count, strings);
lua_pushinteger(L, bind_result);
return 1;
}
int glCullFace_bind(lua_State *L)
{
GLenum mode = luaL_checkinteger(L, 1);
glCullFace(mode);
return 0;
}
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