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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.
This commit is contained in:
fearlessTobi 2019-02-15 21:27:29 +01:00
parent 4327f430f1
commit 9a56b99fa4

View file

@ -380,7 +380,8 @@ void RendererOpenGL::CaptureScreenshot() {
GLuint renderbuffer; GLuint renderbuffer;
glGenRenderbuffers(1, &renderbuffer); glGenRenderbuffers(1, &renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, 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); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
DrawScreen(layout); DrawScreen(layout);