gpu: Implement basic texcopy
* Improves rendering in FE:A but the screens will still not show because it requires surface validation
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@@ -77,9 +77,10 @@ class RendererGL final : public Renderer {
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void initGraphicsContext(SDL_Window* window) override; // Initialize graphics context
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void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) override; // Clear a GPU buffer in VRAM
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void displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags) override; // Perform display transfer
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void textureCopy(u32 inputAddr, u32 outputAddr, u32 totalBytes, u32 inputSize, u32 outputSize, u32 flags) override;
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void drawVertices(PICA::PrimType primType, std::span<const PICA::Vertex> vertices) override; // Draw the given vertices
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ColourBuffer getColourBuffer(u32 addr, PICA::ColorFmt format, u32 width, u32 height);
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std::optional<ColourBuffer> getColourBuffer(u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound = true);
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// Take a screenshot of the screen and store it in a file
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void screenshot(const std::string& name) override;
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