ppsspp/GPU/Software
Henrik Rydgard 82e5787bbe Preparation for proper spline/bez: Convert control points to a simple format.
The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
..
Clipper.cpp softgpu: Process rasterization in screen space, rather than drawing space. 2013-08-16 23:49:15 +02:00
Clipper.h softgpu: Small cleanup in Clipper. 2013-08-16 23:49:10 +02:00
Colors.h Fix softgpu's 4444 color conversion. 2013-08-17 17:33:10 -07:00
Lighting.cpp Fix some minor warnings. 2013-09-07 22:40:08 -07:00
Lighting.h softgpu: Add support for ambient lighting. 2013-08-16 23:48:58 +02:00
Rasterizer.cpp Oops (last commit) 2013-09-21 21:05:15 +02:00
Rasterizer.h softgpu: Optimization, part 2. 2013-08-16 23:49:11 +02:00
README.txt
SoftGpu.cpp Remove a bunch of debug logs, sync with gles. 2013-09-14 14:28:37 -07:00
SoftGpu.h Use less pointer math in softgpu buffer access. 2013-09-14 11:36:56 -07:00
TransformUnit.cpp Preparation for proper spline/bez: Convert control points to a simple format. 2013-09-21 23:37:14 +02:00
TransformUnit.h Use gstate.* accessors in a few more places. 2013-08-24 11:34:35 -07:00
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.