ppsspp/GPU/Software
Henrik Rydgård c5e0b799d9 Remove category from _assert_msg_ functions. We don't filter these by category anyway.
Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
..
Clipper.cpp Isolate most of the softgpu specialization code to RasterizerRectangle. 2019-10-28 09:33:30 +01:00
Clipper.h SoftGPU: Correct clipping for flat shading. 2018-11-22 17:48:55 -08:00
Lighting.cpp GPU: Treat negative light exp same as 0. 2020-03-22 22:28:05 -07:00
Lighting.h Ignore the material update flag w/o vertex color. 2013-12-29 12:57:30 -08:00
Rasterizer.cpp Remove category from _assert_msg_ functions. We don't filter these by category anyway. 2020-07-19 20:33:25 +02:00
Rasterizer.h Isolate most of the softgpu specialization code to RasterizerRectangle. 2019-10-28 09:33:30 +01:00
RasterizerRectangle.cpp DarkStalkers: Handle the "normal" screen stretch too, not just "wide", to avoid a surprising performance drop. 2020-05-24 16:53:44 +02:00
RasterizerRectangle.h Isolate most of the softgpu specialization code to RasterizerRectangle. 2019-10-28 09:33:30 +01:00
README.txt Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00
Sampler.cpp Get rid of ugly alignment macros and some other cruft, we now have alignas(16) from C++11 2017-08-31 01:14:51 +02:00
Sampler.h SoftGPU: Jit the linear sampling too. 2017-05-30 22:57:46 -07:00
SamplerX86.cpp Remove category from _assert_msg_ functions. We don't filter these by category anyway. 2020-07-19 20:33:25 +02:00
SoftGpu.cpp DarkStalkers: Handle the "normal" screen stretch too, not just "wide", to avoid a surprising performance drop. 2020-05-24 16:53:44 +02:00
SoftGpu.h DarkStalkers: Handle the "normal" screen stretch too, not just "wide", to avoid a surprising performance drop. 2020-05-24 16:53:44 +02:00
TransformUnit.cpp Remove category from _assert_msg_ functions. We don't filter these by category anyway. 2020-07-19 20:33:25 +02:00
TransformUnit.h GPU: Track HW tess at start of frame too. 2020-04-04 11:52:32 -07:00
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.