ppsspp/GPU/Software
Tony Wasserka a013aad6f1 softgpu: Fix incorrect depth buffer write base address.
softgpu: Implement framebuffer pixel formats different than RGBA8888.
softgpu: Move texel decoding functions to a separate header.
2013-08-16 23:49:09 +02:00
..
Clipper.cpp softgpu: Clip primitives when one of their vertices is outside the screen coordinate range (the code really needs a cleanup though). 2013-08-16 23:49:08 +02:00
Clipper.h softgpu: Clip primitives when one of their vertices is outside the screen coordinate range (the code really needs a cleanup though). 2013-08-16 23:49:08 +02:00
Colors.h softgpu: Fix incorrect depth buffer write base address. 2013-08-16 23:49:09 +02:00
Lighting.cpp softgpu: Fix specular lighting (or rather, the dumb code that always threw away the result). 2013-08-16 23:49:00 +02:00
Lighting.h softgpu: Add support for ambient lighting. 2013-08-16 23:48:58 +02:00
Rasterizer.cpp softgpu: Fix incorrect depth buffer write base address. 2013-08-16 23:49:09 +02:00
Rasterizer.h softgpu: Simplify Rasterizer::DrawTriangle by passing individual vertices instead of a vertex array. 2013-08-16 23:49:03 +02:00
README.txt Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00
SoftGpu.cpp softgpu: Fix incorrect depth buffer write base address. 2013-08-16 23:49:09 +02:00
SoftGpu.h softgpu: Dummy implementation for CopyDisplayToOutput. 2013-08-16 23:48:52 +02:00
TransformUnit.cpp softgpu: Clip primitives when one of their vertices is outside the screen coordinate range (the code really needs a cleanup though). 2013-08-16 23:49:08 +02:00
TransformUnit.h softgpu/TransformPipeline: Clean up VertexData::Lerp by using Math3D effectively. 2013-08-16 23:49:04 +02:00
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.