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 1cf741c23a
commit cdf45ff44a
@@ -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);