diff options
author | fearlessTobi <thm.frey@gmail.com> | 2019-02-15 21:27:29 +0100 |
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committer | fearlessTobi <thm.frey@gmail.com> | 2019-02-15 21:27:29 +0100 |
commit | 9a56b99fa46b6a8d13537f1660557e7a91545dee (patch) | |
tree | 83883ea083db681ee919445c7b88a19018cf8ae7 /src | |
parent | 4327f430f1a4bb33024c13592f229db27bc884b0 (diff) |
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.cpp | 3 |
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() { GLuint renderbuffer; glGenRenderbuffers(1, &renderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); - glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height); + glRenderbufferStorage(GL_RENDERBUFFER, state.GetsRGBUsed() ? GL_SRGB8 : GL_RGB8, layout.width, + layout.height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer); DrawScreen(layout); |