ppsspp/GPU/Software
2022-01-11 00:07:24 -08:00
..
Clipper.cpp softgpu: Prepare more state per prim call. 2022-01-10 22:12:35 -08:00
Clipper.h softgpu: Prepare more state per prim call. 2022-01-10 22:12:35 -08:00
DrawPixel.cpp softgpu: Use func IDs instead of gstate more. 2022-01-10 22:12:35 -08:00
DrawPixel.h softjit: Add describes here too. 2022-01-03 06:45:10 -08:00
DrawPixelX86.cpp softjit: Use RIP access in color/depth off. 2022-01-03 06:45:10 -08:00
FuncId.cpp samplerjit: Fix standard bufw check. 2022-01-05 00:11:34 -08:00
FuncId.h softjit: Keep mip S/T calc in SIMD. 2022-01-03 06:45:10 -08:00
Lighting.cpp softgpu: Retain floats in diffuse/specular. 2022-01-06 21:52:31 -08:00
Lighting.h softgpu: Separate calculation of S/T. 2022-01-06 21:19:47 -08:00
Rasterizer.cpp softgpu: Move tex filter setting check to state. 2022-01-11 00:07:24 -08:00
Rasterizer.h softgpu: Move texture addresses to prim state. 2022-01-11 00:00:03 -08:00
RasterizerRectangle.cpp softgpu: Move texture addresses to prim state. 2022-01-11 00:00:03 -08:00
RasterizerRectangle.h softgpu: Prepare more state per prim call. 2022-01-10 22:12:35 -08:00
RasterizerRegCache.cpp samplerjit: Refactor nearest using reg cache. 2021-12-04 13:04:53 -08:00
RasterizerRegCache.h samplerjit: Use VPGATHERDD for simple CLUT4 loads. 2022-01-02 17:19:17 -08:00
README.txt Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00
Sampler.cpp Merge pull request #15273 from unknownbrackets/softjit-bloom 2022-01-02 18:11:07 +01:00
Sampler.h softgpu: Prepare more state per prim call. 2022-01-10 22:12:35 -08:00
SamplerX86.cpp softgpu: Correct decal doubling without alpha. 2022-01-09 12:23:55 -08:00
SoftGpu.cpp GPU: Avoid spline crashes on bad data. 2022-01-01 16:40:59 -08:00
SoftGpu.h softgpu: Add some comments and cleanup. 2021-11-15 06:09:12 -08:00
TransformUnit.cpp softgpu: Move texture addresses to prim state. 2022-01-11 00:00:03 -08:00
TransformUnit.h softgpu: Fix leaked range flag on cull. 2021-11-14 08:43:52 -08:00
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.