ppsspp/GPU/Software
2014-03-22 00:12:21 +01:00
..
Clipper.cpp softgpu: Don't call rectangles quads. 2014-01-18 16:39:07 -08:00
Clipper.h softgpu: Don't call rectangles quads. 2014-01-18 16:39:07 -08:00
Colors.h Optimize some 4444/8888 color conversions. 2014-03-17 01:21:52 -07:00
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 Crashfix for software renderer in 32-bit (SSE misalignment) 2014-03-22 00:12:21 +01:00
Rasterizer.h SoftGPU: Quick and dirty lines and points implementation 2013-12-09 12:43:49 +01:00
README.txt Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00
SoftGpu.cpp Shrink the very common sceKernelThread.h include. 2014-03-15 11:44:02 -07:00
SoftGpu.h More include untangling 2013-12-29 23:44:35 +01:00
TransformUnit.cpp remove some redundant brackets 2014-02-22 23:26:20 -05:00
TransformUnit.h More include cleanup. Hoping for very slightly faster compile times.. 2013-12-30 10:49:05 +01:00
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.