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:
parent
4327f430f1
commit
9a56b99fa4
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue