ppsspp/GPU/Software
2013-10-20 13:52:31 +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 Simplify lighting clamping in softgpu. 2013-10-05 13:05:32 -07:00
Lighting.h softgpu: Add support for ambient lighting. 2013-08-16 23:48:58 +02:00
Rasterizer.cpp Compare stencil correctly based on bitdepth. 2013-10-12 22:20:38 -07:00
Rasterizer.h Use the slow way to get the softgpu texture. 2013-10-07 01:26:48 -07:00
README.txt Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00
SoftGpu.cpp Better fix for the UINT_64 define issue on android 2013-10-20 13:52:31 +02:00
SoftGpu.h Add basic GetCurrentTexture() to softgpu. 2013-10-05 11:37:14 -07:00
TransformUnit.cpp Add GPU debugging hooks to Host, not yet in use. 2013-09-22 08:14:55 -07:00
TransformUnit.h Use gstate.* accessors in a few more places. 2013-08-24 11:34:35 -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.