From 78574746bddb1d62d85ae90707e1f0283af2a5db Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Tue, 3 Sep 2019 01:05:23 -0300 Subject: renderer_opengl: Fix sRGB blits Removes the sRGB hack of tracking if a frame used an sRGB rendertarget to apply at least once to blit the final texture as sRGB. Instead of doing this apply sRGB if the presented image has sRGB. Also enable sRGB by default on Maxwell3D registers as some games seem to assume this. --- src/video_core/renderer_opengl/renderer_opengl.cpp | 13 ++++--------- 1 file changed, 4 insertions(+), 9 deletions(-) (limited to 'src/video_core/renderer_opengl/renderer_opengl.cpp') diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 839178152..d6e1e5aba 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -264,7 +264,6 @@ void RendererOpenGL::CreateRasterizer() { if (rasterizer) { return; } - OpenGLState::ClearsRGBUsed(); rasterizer = std::make_unique(system, emu_window, screen_info); } @@ -342,10 +341,8 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v), }}; - state.textures[0] = screen_info.display_texture; - // Workaround brigthness problems in SMO by enabling sRGB in the final output - // if it has been used in the frame. Needed because of this bug in QT: QTBUG-50987 - state.framebuffer_srgb.enabled = OpenGLState::GetsRGBUsed(); + state.textures[0].texture = screen_info.display_texture; + state.framebuffer_srgb.enabled = screen_info.display_srgb; state.AllDirty(); state.Apply(); glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data()); @@ -355,8 +352,6 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, state.textures[0] = 0; state.AllDirty(); state.Apply(); - // Clear sRGB state for the next frame - OpenGLState::ClearsRGBUsed(); } /** @@ -406,8 +401,8 @@ void RendererOpenGL::CaptureScreenshot() { GLuint renderbuffer; glGenRenderbuffers(1, &renderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); - glRenderbufferStorage(GL_RENDERBUFFER, state.GetsRGBUsed() ? GL_SRGB8 : GL_RGB8, layout.width, - layout.height); + glRenderbufferStorage(GL_RENDERBUFFER, screen_info.display_srgb ? GL_SRGB8 : GL_RGB8, + layout.width, layout.height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer); DrawScreen(layout); -- cgit v1.2.3