ppsspp/GPU/Software
2019-10-27 20:54:36 +01:00
..
Clipper.cpp Darkstalkers: Gross hack to avoid the game's own stretch, and present the raw buffer instead for a sharper image. 2019-10-27 20:54:36 +01:00
Clipper.h SoftGPU: Correct clipping for flat shading. 2018-11-22 17:48:55 -08:00
Lighting.cpp GPU: Correct specular exponent zero. 2018-11-22 08:53:25 -08:00
Lighting.h Ignore the material update flag w/o vertex color. 2013-12-29 12:57:30 -08:00
Rasterizer.cpp More darkstalkers work 2019-10-27 20:54:36 +01:00
Rasterizer.h Detect sprite drawing (1:1 texture mapping), run a simpler function without the triangle state tracking. 2019-10-27 20:54:36 +01:00
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 softgpu: remove RIP addressing from SamplerX86 2018-05-04 17:37:46 +01:00
SoftGpu.cpp DarkStalkers: Fix display in the D3D backends. Still broken in OpenGL. 2019-10-27 20:54:36 +01:00
SoftGpu.h DarkStalkers: Fix display in the D3D backends. Still broken in OpenGL. 2019-10-27 20:54:36 +01:00
TransformUnit.cpp Detect sprite drawing (1:1 texture mapping), run a simpler function without the triangle state tracking. 2019-10-27 20:54:36 +01:00
TransformUnit.h GPU: Fix curve breakage due to cull flipping. 2018-12-16 13:00:36 -08:00
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.