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authorriperiperi <rhy3756547@hotmail.com>2023-04-11 07:32:31 +0100
committerGitHub <noreply@github.com>2023-04-11 08:32:31 +0200
commit915d6d044cbf8c89935f14b8c7e085ad729f0e28 (patch)
tree268009c8a470b941ee742c9c702dfc50b2480ae1
parenta4780ab33b9ca6b698917ded3ef6db6e6716cad1 (diff)
OpenGL: Fix OBS/Overlays again by binding FB before present (#4668)1.1.704
This seems to have been removed by the Post-Processing PR, but it is required for the display in OBS to be the right way up and properly scaled. I've tested this with AA and FSR on MK8D and it seems to behave properly. Testing is welcome.
-rw-r--r--Ryujinx.Graphics.OpenGL/Window.cs1
1 files changed, 1 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.OpenGL/Window.cs b/Ryujinx.Graphics.OpenGL/Window.cs
index d6606f39..b37ec375 100644
--- a/Ryujinx.Graphics.OpenGL/Window.cs
+++ b/Ryujinx.Graphics.OpenGL/Window.cs
@@ -226,6 +226,7 @@ namespace Ryujinx.Graphics.OpenGL
// Set clip control, viewport and the framebuffer to the output to placate overlays and OBS capture.
GL.ClipControl(ClipOrigin.LowerLeft, ClipDepthMode.NegativeOneToOne);
GL.Viewport(0, 0, _width, _height);
+ GL.BindFramebuffer(FramebufferTarget.Framebuffer, drawFramebuffer);
swapBuffersCallback();