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The values read back when saving a context or getting matrix data are set differently than the actual values used for rendering. This implements the wrapping and bleeding between matrices within softgpu, but leaves hardware rendering to only use the rendering registers for speed. |
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.. | ||
BinManager.cpp | ||
BinManager.h | ||
Clipper.cpp | ||
Clipper.h | ||
DrawPixel.cpp | ||
DrawPixel.h | ||
DrawPixelX86.cpp | ||
FuncId.cpp | ||
FuncId.h | ||
Lighting.cpp | ||
Lighting.h | ||
Rasterizer.cpp | ||
Rasterizer.h | ||
RasterizerRectangle.cpp | ||
RasterizerRectangle.h | ||
RasterizerRegCache.cpp | ||
RasterizerRegCache.h | ||
README.txt | ||
Sampler.cpp | ||
Sampler.h | ||
SamplerX86.cpp | ||
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.