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int glFenceSync_bind(lua_State *L)
{
	GLenum condition = luaL_checkinteger(L, 1);
	GLbitfield flags = luaL_checkinteger(L, 2);
	GLsync bind_result = glFenceSync(condition, flags);
	lua_pushinteger(L, bind_result);
	return 1;
}


int glFinish_bind(lua_State *L)
{
	 void = get: 
	glFinish(void);
	return 0;
}


int glFlush_bind(lua_State *L)
{
	 void = get: 
	glFlush(void);
	return 0;
}


int glFlushMappedBufferRange_bind(lua_State *L)
{
	GLenum target = luaL_checkinteger(L, 1);
	GLintptr offset = luaL_checkinteger(L, 2);
	GLsizeiptr length = luaL_checkinteger(L, 3);
	glFlushMappedBufferRange(target, offset, length);
	return 0;
}


int glFramebufferRenderbuffer_bind(lua_State *L)
{
	GLenum target = luaL_checkinteger(L, 1);
	GLenum attachment = luaL_checkinteger(L, 2);
	GLenum renderbuffertarget = luaL_checkinteger(L, 3);
	GLuint renderbuffer = luaL_checkinteger(L, 4);
	glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
	return 0;
}


int glFramebufferTexture_bind(lua_State *L)
{
	GLenum target = luaL_checkinteger(L, 1);
	GLenum attachment = luaL_checkinteger(L, 2);
	GLuint texture = luaL_checkinteger(L, 3);
	GLint level = luaL_checkinteger(L, 4);
	glFramebufferTexture(target, attachment, texture, level);
	return 0;
}


int glFramebufferTexture1D_bind(lua_State *L)
{
	GLenum target = luaL_checkinteger(L, 1);
	GLenum attachment = luaL_checkinteger(L, 2);
	GLenum textarget = luaL_checkinteger(L, 3);
	GLuint texture = luaL_checkinteger(L, 4);
	GLint level = luaL_checkinteger(L, 5);
	glFramebufferTexture1D(target, attachment, textarget, texture, level);
	return 0;
}


int glFramebufferTexture2D_bind(lua_State *L)
{
	GLenum target = luaL_checkinteger(L, 1);
	GLenum attachment = luaL_checkinteger(L, 2);
	GLenum textarget = luaL_checkinteger(L, 3);
	GLuint texture = luaL_checkinteger(L, 4);
	GLint level = luaL_checkinteger(L, 5);
	glFramebufferTexture2D(target, attachment, textarget, texture, level);
	return 0;
}


int glFramebufferTexture3D_bind(lua_State *L)
{
	GLenum target = luaL_checkinteger(L, 1);
	GLenum attachment = luaL_checkinteger(L, 2);
	GLenum textarget = luaL_checkinteger(L, 3);
	GLuint texture = luaL_checkinteger(L, 4);
	GLint level = luaL_checkinteger(L, 5);
	GLint layer = luaL_checkinteger(L, 6);
	glFramebufferTexture3D(target, attachment, textarget, texture, level, layer);
	return 0;
}


int glFramebufferTextureLayer_bind(lua_State *L)
{
	GLenum target = luaL_checkinteger(L, 1);
	GLenum attachment = luaL_checkinteger(L, 2);
	GLuint texture = luaL_checkinteger(L, 3);
	GLint level = luaL_checkinteger(L, 4);
	GLint layer = luaL_checkinteger(L, 5);
	glFramebufferTextureLayer(target, attachment, texture, level, layer);
	return 0;
}


int glFrontFace_bind(lua_State *L)
{
	GLenum mode = luaL_checkinteger(L, 1);
	glFrontFace(mode);
	return 0;
}