ppsspp/GPU/Software
Henrik Rydgård 077eae6255 Merge pull request #7566 from Bigpet/vs2015
Make compilable under VS2015
2015-03-07 00:16:50 +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 Revert "Merge pull request #7361 from hrydgard/color-conv-centralize" 2015-01-22 19:53:32 +01:00
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 capture by value, since the dispatch seems asynchronous 2015-03-06 22:10:10 +01:00
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 Revert "Merge pull request #7361 from hrydgard/color-conv-centralize" 2015-01-22 19:53:32 +01:00
SoftGpu.h Add debug interface for non-L0 texture preview. 2014-06-15 09:30:37 -07:00
TransformUnit.cpp Floor float z coords in throughmode. 2015-02-22 21:04:48 -08:00
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.