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authorGravatar fearlessTobi2019-02-15 21:27:29 +0100
committerGravatar fearlessTobi2019-02-15 21:27:29 +0100
commit9a56b99fa46b6a8d13537f1660557e7a91545dee (patch)
tree83883ea083db681ee919445c7b88a19018cf8ae7 /src
parentMerge pull request #2112 from lioncash/shadowing (diff)
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renderer_opengl: respect the sRGB colorspace for the screenshot feature
Previously, we were completely ignoring for screenshots whether the game uses RGB or sRGB. This resulted in screenshot colors that looked off for some titles.
Diffstat (limited to 'src')
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index cca2ed708..f23aad2c5 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -380,7 +380,8 @@ void RendererOpenGL::CaptureScreenshot() {
380 GLuint renderbuffer; 380 GLuint renderbuffer;
381 glGenRenderbuffers(1, &renderbuffer); 381 glGenRenderbuffers(1, &renderbuffer);
382 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); 382 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
383 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height); 383 glRenderbufferStorage(GL_RENDERBUFFER, state.GetsRGBUsed() ? GL_SRGB8 : GL_RGB8, layout.width,
384 layout.height);
384 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer); 385 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
385 386
386 DrawScreen(layout); 387 DrawScreen(layout);