ppsspp/GPU/Software
2017-02-15 11:06:59 +01:00
..
Clipper.cpp Add fog support to software rasterizer (as if it wasn't slow enough already) 2015-06-11 16:01:17 +02:00
Clipper.h softgpu: Don't call rectangles quads. 2014-01-18 16:39:07 -08:00
Lighting.cpp remove a redundant assignment 2014-02-22 23:08:26 -05:00
Lighting.h Ignore the material update flag w/o vertex color. 2013-12-29 12:57:30 -08:00
Rasterizer.cpp Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder. 2016-12-20 13:27:44 +01:00
Rasterizer.h Add debug interface for non-L0 texture preview. 2014-06-15 09:30:37 -07:00
README.txt Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00
SoftGpu.cpp Minor cleanups (combined two identical enums, misc) 2017-02-15 11:06:59 +01:00
SoftGpu.h Pass in the DrawContext to all backends 2017-01-30 20:26:47 +01:00
TransformUnit.cpp Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00
TransformUnit.h Add fog support to software rasterizer (as if it wasn't slow enough already) 2015-06-11 16:01:17 +02:00
trirast.txt Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00

To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks
that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.