- don't run the custom shaders twice on screenshots

This commit is contained in:
Magnus Norddahl 2019-05-20 12:46:05 +02:00
parent 2a15f65065
commit e4dab707e4
1 changed files with 3 additions and 1 deletions

View File

@ -174,7 +174,9 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
auto fb = GetVulkanFrameBuffer(); auto fb = GetVulkanFrameBuffer();
VkPPRenderState renderstate; VkPPRenderState renderstate;
hw_postprocess.customShaders.Run(&renderstate, "screen");
if (!screenshot) // Already applied as we are actually copying the last frame here (GetScreenshotBuffer is called after swap)
hw_postprocess.customShaders.Run(&renderstate, "screen");
PresentUniforms uniforms; PresentUniforms uniforms;
if (!applyGamma) if (!applyGamma)