ppsspp/GPU/Software
2017-05-30 22:57:40 -07:00
..
Clipper.cpp SoftGPU: Clip lines entirely outside early. 2017-05-14 18:28:47 -07:00
Clipper.h
Lighting.cpp SoftGPU: Correct fog for rectangles. 2017-05-13 17:27:34 -07:00
Lighting.h
Rasterizer.cpp SoftGPU: Stub a jit for texel fetch. 2017-05-30 22:57:30 -07:00
Rasterizer.h Add debug interface for non-L0 texture preview. 2014-06-15 09:30:37 -07:00
README.txt
Sampler.cpp SoftGPU: Stop calling bufw pixels bytes. 2017-05-30 22:57:40 -07:00
Sampler.h SoftGPU: Jit swizzled texel lookup. 2017-05-30 22:57:40 -07:00
SamplerX86.cpp SoftGPU: Jit swizzled texel lookup. 2017-05-30 22:57:40 -07:00
SoftGpu.cpp SoftGPU: Stub a jit for texel fetch. 2017-05-30 22:57:30 -07:00
SoftGpu.h SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718 2017-05-24 10:20:10 +02:00
TransformUnit.cpp SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718 2017-05-24 10:20:10 +02:00
TransformUnit.h SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718 2017-05-24 10:20:10 +02:00
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.