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These aren't safetly atomic with concurrent pushers or poppers, but as long as there's only one of each, they're still safe. Shaves a decent % off Drain time for heavy scenes. |
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.. | ||
BinManager.cpp | ||
BinManager.h | ||
Clipper.cpp | ||
Clipper.h | ||
DrawPixel.cpp | ||
DrawPixel.h | ||
DrawPixelX86.cpp | ||
FuncId.cpp | ||
FuncId.h | ||
Lighting.cpp | ||
Lighting.h | ||
Rasterizer.cpp | ||
Rasterizer.h | ||
RasterizerRectangle.cpp | ||
RasterizerRectangle.h | ||
RasterizerRegCache.cpp | ||
RasterizerRegCache.h | ||
README.txt | ||
Sampler.cpp | ||
Sampler.h | ||
SamplerX86.cpp | ||
SoftGpu.cpp | ||
SoftGpu.h | ||
TransformUnit.cpp | ||
TransformUnit.h | ||
trirast.txt |
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.