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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;
}
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