ppsspp/GPU/Software
2018-03-05 12:28:10 +01:00
..
Clipper.cpp Vulkan: Use depth clamping, where available. 2017-12-26 16:54:39 -08:00
Clipper.h softgpu: Don't call rectangles quads. 2014-01-18 16:39:07 -08:00
Lighting.cpp SoftGPU: Correct fog for rectangles. 2017-05-13 17:27:34 -07:00
Lighting.h Ignore the material update flag w/o vertex color. 2013-12-29 12:57:30 -08:00
Rasterizer.cpp SoftGPU: Oops, fix silly typo. 2017-11-12 23:07:37 -08:00
Rasterizer.h SoftGPU: Add a clear mode fast path. 2017-11-11 21:04:32 -08:00
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 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
SoftGpu.cpp Remove further remains of hardware skinning. Fixes #10661 2018-03-05 00:03:47 +01:00
SoftGpu.h Virtualize CheckGPUFeatures 2018-02-26 11:35:37 +01:00
TransformUnit.cpp Move the vertTypeID calculation out of DrawEngine. Need to shorten SubmitPrim as much as possible. 2018-03-05 12:28:10 +01:00
TransformUnit.h SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718 2017-05-24 10:20:10 +02:00
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.