| Commit message (Collapse) | Author | Files | Lines |
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- Used by Undertale.
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- Used by Splatoon 2.
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Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
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Used by Splatoon 2's debug menu.
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This will ASSERT if blending is enabled at the same time as logic ops.
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Used by splatoon 2
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- Used by Breath of the Wild.
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- Used by Breath of the Wild.
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These are used by nouveau and some games like SMO.
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- Used by Super Mario Odyssey.
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- Used by Super Mario Odyssey.
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- Used by Super Mario Odyssey (in game).
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- Used by Super Mario Odyssey (in game).
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These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp
This restores graphical output to Disgaea 5
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Both signed and unsigned variants.
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This clamp mode was removed from OpenGL as of 3.1, we can emulate it by using GL_CLAMP_TO_BORDER to get the border color of the texture, and then manually sampling the edge to mix them in the fragment shader.
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