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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;
}
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