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Tests show this takes a number very close to 1.9 times the number of bytes in cycles @222. Using that value caused a tiny fps drop in one area of the God of War demo, which may be correct but might also cause complaints. A lot of our other timing is not accurate, so using a lower value (1.6) to be on the safer side. This may cause things to reschedule more accurately when games drawsync, and improves the gpu/commands/blocktransfer test. |
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.. | ||
Clipper.cpp | ||
Clipper.h | ||
Colors.h | ||
Lighting.cpp | ||
Lighting.h | ||
Rasterizer.cpp | ||
Rasterizer.h | ||
README.txt | ||
SoftGpu.cpp | ||
SoftGpu.h | ||
TransformUnit.cpp | ||
TransformUnit.h | ||
trirast.txt |
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.