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int glUniform1f_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLfloat v0 = luaL_checknumber(L, 2);
	glUniform1f(location, v0);
	return 0;
}


int glUniform2f_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLfloat v0 = luaL_checknumber(L, 2);
	GLfloat v1 = luaL_checknumber(L, 3);
	glUniform2f(location, v0, v1);
	return 0;
}


int glUniform3f_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLfloat v0 = luaL_checknumber(L, 2);
	GLfloat v1 = luaL_checknumber(L, 3);
	GLfloat v2 = luaL_checknumber(L, 4);
	glUniform3f(location, v0, v1, v2);
	return 0;
}


int glUniform4f_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLfloat v0 = luaL_checknumber(L, 2);
	GLfloat v1 = luaL_checknumber(L, 3);
	GLfloat v2 = luaL_checknumber(L, 4);
	GLfloat v3 = luaL_checknumber(L, 5);
	glUniform4f(location, v0, v1, v2, v3);
	return 0;
}


int glUniform1i_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLint v0 = luaL_checkinteger(L, 2);
	glUniform1i(location, v0);
	return 0;
}


int glUniform2i_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLint v0 = luaL_checkinteger(L, 2);
	GLint v1 = luaL_checkinteger(L, 3);
	glUniform2i(location, v0, v1);
	return 0;
}


int glUniform3i_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLint v0 = luaL_checkinteger(L, 2);
	GLint v1 = luaL_checkinteger(L, 3);
	GLint v2 = luaL_checkinteger(L, 4);
	glUniform3i(location, v0, v1, v2);
	return 0;
}


int glUniform4i_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLint v0 = luaL_checkinteger(L, 2);
	GLint v1 = luaL_checkinteger(L, 3);
	GLint v2 = luaL_checkinteger(L, 4);
	GLint v3 = luaL_checkinteger(L, 5);
	glUniform4i(location, v0, v1, v2, v3);
	return 0;
}


int glUniform1ui_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLuint v0 = luaL_checkinteger(L, 2);
	glUniform1ui(location, v0);
	return 0;
}


int glUniform2ui_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLuint v0 = luaL_checkinteger(L, 2);
	GLuint v1 = luaL_checkinteger(L, 3);
	glUniform2ui(location, v0, v1);
	return 0;
}


int glUniform3ui_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLuint v0 = luaL_checkinteger(L, 2);
	GLuint v1 = luaL_checkinteger(L, 3);
	GLuint v2 = luaL_checkinteger(L, 4);
	glUniform3ui(location, v0, v1, v2);
	return 0;
}


int glUniform4ui_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLuint v0 = luaL_checkinteger(L, 2);
	GLuint v1 = luaL_checkinteger(L, 3);
	GLuint v2 = luaL_checkinteger(L, 4);
	GLuint v3 = luaL_checkinteger(L, 5);
	glUniform4ui(location, v0, v1, v2, v3);
	return 0;
}


int glUniform1fv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	const GLfloat * value = get: const GLfloat *
	glUniform1fv(location, count, value);
	return 0;
}


int glUniform2fv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	const GLfloat * value = get: const GLfloat *
	glUniform2fv(location, count, value);
	return 0;
}


int glUniform3fv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	const GLfloat * value = get: const GLfloat *
	glUniform3fv(location, count, value);
	return 0;
}


int glUniform4fv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	const GLfloat * value = get: const GLfloat *
	glUniform4fv(location, count, value);
	return 0;
}


int glUniform1iv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	const GLint * value = get: const GLint *
	glUniform1iv(location, count, value);
	return 0;
}


int glUniform2iv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	const GLint * value = get: const GLint *
	glUniform2iv(location, count, value);
	return 0;
}


int glUniform3iv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	const GLint * value = get: const GLint *
	glUniform3iv(location, count, value);
	return 0;
}


int glUniform4iv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	const GLint * value = get: const GLint *
	glUniform4iv(location, count, value);
	return 0;
}


int glUniform1uiv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	const GLuint * value = get: const GLuint *
	glUniform1uiv(location, count, value);
	return 0;
}


int glUniform2uiv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	const GLuint * value = get: const GLuint *
	glUniform2uiv(location, count, value);
	return 0;
}


int glUniform3uiv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	const GLuint * value = get: const GLuint *
	glUniform3uiv(location, count, value);
	return 0;
}


int glUniform4uiv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	const GLuint * value = get: const GLuint *
	glUniform4uiv(location, count, value);
	return 0;
}


int glUniformMatrix2fv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	GLboolean transpose = get: GLboolean
	const GLfloat * value = get: const GLfloat *
	glUniformMatrix2fv(location, count, transpose, value);
	return 0;
}


int glUniformMatrix3fv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	GLboolean transpose = get: GLboolean
	const GLfloat * value = get: const GLfloat *
	glUniformMatrix3fv(location, count, transpose, value);
	return 0;
}


int glUniformMatrix4fv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	GLboolean transpose = get: GLboolean
	const GLfloat * value = get: const GLfloat *
	glUniformMatrix4fv(location, count, transpose, value);
	return 0;
}


int glUniformMatrix2x3fv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	GLboolean transpose = get: GLboolean
	const GLfloat * value = get: const GLfloat *
	glUniformMatrix2x3fv(location, count, transpose, value);
	return 0;
}


int glUniformMatrix3x2fv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	GLboolean transpose = get: GLboolean
	const GLfloat * value = get: const GLfloat *
	glUniformMatrix3x2fv(location, count, transpose, value);
	return 0;
}


int glUniformMatrix2x4fv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	GLboolean transpose = get: GLboolean
	const GLfloat * value = get: const GLfloat *
	glUniformMatrix2x4fv(location, count, transpose, value);
	return 0;
}


int glUniformMatrix4x2fv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	GLboolean transpose = get: GLboolean
	const GLfloat * value = get: const GLfloat *
	glUniformMatrix4x2fv(location, count, transpose, value);
	return 0;
}


int glUniformMatrix3x4fv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	GLboolean transpose = get: GLboolean
	const GLfloat * value = get: const GLfloat *
	glUniformMatrix3x4fv(location, count, transpose, value);
	return 0;
}


int glUniformMatrix4x3fv_bind(lua_State *L)
{
	GLint location = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	GLboolean transpose = get: GLboolean
	const GLfloat * value = get: const GLfloat *
	glUniformMatrix4x3fv(location, count, transpose, value);
	return 0;
}


int glUniformSubroutinesuiv_bind(lua_State *L)
{
	GLenum shadertype = luaL_checkinteger(L, 1);
	GLsizei count = luaL_checkinteger(L, 2);
	const GLuint * indices = get: const GLuint *
	glUniformSubroutinesuiv(shadertype, count, indices);
	return 0;
}


int glUnmapBuffer_bind(lua_State *L)
{
	GLenum target = luaL_checkinteger(L, 1);
	GLboolean bind_result = glUnmapBuffer(target);
	/* push result */
	return /* count */;
}


int glUseProgram_bind(lua_State *L)
{
	GLuint program = luaL_checkinteger(L, 1);
	glUseProgram(program);
	return 0;
}


int glUseProgramStages_bind(lua_State *L)
{
	GLuint pipeline = luaL_checkinteger(L, 1);
	GLbitfield stages = luaL_checkinteger(L, 2);
	GLuint program = luaL_checkinteger(L, 3);
	glUseProgramStages(pipeline, stages, program);
	return 0;
}