ppsspp/GPU/Software
Unknown W. Brackets 8187927b9d SoftGPU: Use vertexjit for submitted primitives.
This uses the standard cache other rendering uses.

In Legend of Heroes 3, for example, this provides a 10% speed improvement.
2017-05-20 20:22:35 -07:00
..
Clipper.cpp SoftGPU: Clip lines entirely outside early. 2017-05-14 18:28:47 -07:00
Clipper.h softgpu: Don't call rectangles quads. 2014-01-18 16:39:07 -08:00
Lighting.cpp SoftGPU: Correct fog for rectangles. 2017-05-13 17:27:34 -07:00
Lighting.h Ignore the material update flag w/o vertex color. 2013-12-29 12:57:30 -08:00
Rasterizer.cpp Merge pull request #9684 from unknownbrackets/softgpu-lines 2017-05-15 08:53:46 +02:00
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 SoftGPU: Use vertexjit for submitted primitives. 2017-05-20 20:22:35 -07:00
SoftGpu.h SoftGPU: Use vertexjit for submitted primitives. 2017-05-20 20:22:35 -07:00
TransformUnit.cpp SoftGPU: Use vertexjit for submitted primitives. 2017-05-20 20:22:35 -07:00
TransformUnit.h SoftGPU: Use vertexjit for submitted primitives. 2017-05-20 20:22:35 -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.