ppsspp/GPU/Software
2014-09-12 02:00:32 +02:00
..
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 Respect max texture level in GE debugger preview. 2014-06-15 10:31:16 -07:00
Rasterizer.h Add debug interface for non-L0 texture preview. 2014-06-15 09:30:37 -07:00
README.txt Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00
SoftGpu.cpp Eat cycles during block transfers. 2014-08-30 22:02:28 -07:00
SoftGpu.h Add debug interface for non-L0 texture preview. 2014-06-15 09:30:37 -07:00
TransformUnit.cpp Move vertexdecoder files into GPU/Common 2014-09-12 02:00:32 +02:00
TransformUnit.h softgpu: Align spline patches, keep buffer. 2014-06-15 09:00:49 -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.