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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@@ -65,7 +65,8 @@ struct ColourBuffer {
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texture.setMagFilter(OpenGL::Linear);
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glBindTexture(GL_TEXTURE_2D, prevTexture);
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//Helpers::panic("Creating FBO: %d, %d\n", size.x(), size.y());
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const auto name = Helpers::format("Surface %dx%d %s from 0x%08X", size.x(), size.y(), PICA::textureFormatToString(format), location);
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OpenGL::setObjectLabel(GL_TEXTURE, texture.handle(), name.c_str());
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fbo.createWithDrawTexture(texture);
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fbo.bind(OpenGL::DrawAndReadFramebuffer);
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