diff --git a/src/citra/config.cpp b/src/citra/config.cpp
index 072568827..b2c878ddf 100644
--- a/src/citra/config.cpp
+++ b/src/citra/config.cpp
@@ -151,6 +151,7 @@ void Config::ReadValues() {
     Settings::values.layout_option =
         static_cast<Settings::LayoutOption>(sdl2_config->GetInteger("Layout", "layout_option", 0));
     Settings::values.swap_screen = sdl2_config->GetBoolean("Layout", "swap_screen", false);
+    Settings::values.upright_screen = sdl2_config->GetBoolean("Layout", "upright_screen", false);
     Settings::values.custom_layout = sdl2_config->GetBoolean("Layout", "custom_layout", false);
     Settings::values.custom_top_left =
         static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_top_left", 0));
diff --git a/src/citra/default_ini.h b/src/citra/default_ini.h
index ca154c4a7..9c441e354 100644
--- a/src/citra/default_ini.h
+++ b/src/citra/default_ini.h
@@ -183,6 +183,10 @@ custom_bottom_bottom =
 # 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
 swap_screen =
 
+# Toggle upright orientation, for book style games.
+# 0 (default): Off, 1: On
+upright_screen =
+
 # Dumps textures as PNG to dump/textures/[Title ID]/.
 # 0 (default): Off, 1: On
 dump_textures =
diff --git a/src/citra_qt/configuration/config.cpp b/src/citra_qt/configuration/config.cpp
index 7601d485b..662385086 100644
--- a/src/citra_qt/configuration/config.cpp
+++ b/src/citra_qt/configuration/config.cpp
@@ -296,6 +296,7 @@ void Config::ReadLayoutValues() {
     Settings::values.layout_option =
         static_cast<Settings::LayoutOption>(ReadSetting(QStringLiteral("layout_option")).toInt());
     Settings::values.swap_screen = ReadSetting(QStringLiteral("swap_screen"), false).toBool();
+    Settings::values.upright_screen = ReadSetting(QStringLiteral("upright_screen"), false).toBool();
     Settings::values.custom_layout = ReadSetting(QStringLiteral("custom_layout"), false).toBool();
     Settings::values.custom_top_left = ReadSetting(QStringLiteral("custom_top_left"), 0).toInt();
     Settings::values.custom_top_top = ReadSetting(QStringLiteral("custom_top_top"), 0).toInt();
@@ -765,6 +766,7 @@ void Config::SaveLayoutValues() {
     WriteSetting(QStringLiteral("filter_mode"), Settings::values.filter_mode, true);
     WriteSetting(QStringLiteral("layout_option"), static_cast<int>(Settings::values.layout_option));
     WriteSetting(QStringLiteral("swap_screen"), Settings::values.swap_screen, false);
+    WriteSetting(QStringLiteral("upright_screen"), Settings::values.upright_screen, false);
     WriteSetting(QStringLiteral("custom_layout"), Settings::values.custom_layout, false);
     WriteSetting(QStringLiteral("custom_top_left"), Settings::values.custom_top_left, 0);
     WriteSetting(QStringLiteral("custom_top_top"), Settings::values.custom_top_top, 0);
diff --git a/src/citra_qt/configuration/configure_enhancements.cpp b/src/citra_qt/configuration/configure_enhancements.cpp
index 4067d64bc..3619adb34 100644
--- a/src/citra_qt/configuration/configure_enhancements.cpp
+++ b/src/citra_qt/configuration/configure_enhancements.cpp
@@ -53,6 +53,7 @@ void ConfigureEnhancements::SetConfiguration() {
     ui->layout_combobox->setCurrentIndex(static_cast<int>(Settings::values.layout_option));
     ui->swap_screen->setChecked(Settings::values.swap_screen);
     ui->toggle_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache);
+    ui->upright_screen->setChecked(Settings::values.upright_screen);
     ui->toggle_dump_textures->setChecked(Settings::values.dump_textures);
     ui->toggle_custom_textures->setChecked(Settings::values.custom_textures);
     ui->toggle_preload_textures->setChecked(Settings::values.preload_textures);
@@ -101,6 +102,7 @@ void ConfigureEnhancements::ApplyConfiguration() {
         static_cast<Settings::LayoutOption>(ui->layout_combobox->currentIndex());
     Settings::values.swap_screen = ui->swap_screen->isChecked();
     Settings::values.use_disk_shader_cache = ui->toggle_disk_shader_cache->isChecked();
+    Settings::values.upright_screen = ui->upright_screen->isChecked();
     Settings::values.dump_textures = ui->toggle_dump_textures->isChecked();
     Settings::values.custom_textures = ui->toggle_custom_textures->isChecked();
     Settings::values.preload_textures = ui->toggle_preload_textures->isChecked();
diff --git a/src/citra_qt/configuration/configure_enhancements.ui b/src/citra_qt/configuration/configure_enhancements.ui
index 26c65ed59..289c1178e 100644
--- a/src/citra_qt/configuration/configure_enhancements.ui
+++ b/src/citra_qt/configuration/configure_enhancements.ui
@@ -239,6 +239,13 @@
         </property>
        </widget>
       </item>
+      <item>
+       <widget class="QCheckBox" name="upright_screen">
+        <property name="text">
+         <string>Rotate Screens Upright</string>
+        </property>
+       </widget>
+      </item>
       <item>
        <layout class="QHBoxLayout" name="horizontalLayout_6">
         <item>
diff --git a/src/citra_qt/main.cpp b/src/citra_qt/main.cpp
index dd56f4b13..457de1b60 100644
--- a/src/citra_qt/main.cpp
+++ b/src/citra_qt/main.cpp
@@ -618,6 +618,8 @@ void GMainWindow::ConnectMenuEvents() {
             &GMainWindow::ChangeScreenLayout);
     connect(ui.action_Screen_Layout_Swap_Screens, &QAction::triggered, this,
             &GMainWindow::OnSwapScreens);
+    connect(ui.action_Screen_Layout_Upright_Screens, &QAction::triggered, this,
+            &GMainWindow::OnRotateScreens);
 
     // Movie
     connect(ui.action_Record_Movie, &QAction::triggered, this, &GMainWindow::OnRecordMovie);
@@ -1435,6 +1437,11 @@ void GMainWindow::OnSwapScreens() {
     Settings::Apply();
 }
 
+void GMainWindow::OnRotateScreens() {
+    Settings::values.upright_screen = ui.action_Screen_Layout_Upright_Screens->isChecked();
+    Settings::Apply();
+}
+
 void GMainWindow::OnCheats() {
     CheatDialog cheat_dialog(this);
     cheat_dialog.exec();
@@ -2032,6 +2039,7 @@ void GMainWindow::SyncMenuUISettings() {
     ui.action_Screen_Layout_Side_by_Side->setChecked(Settings::values.layout_option ==
                                                      Settings::LayoutOption::SideScreen);
     ui.action_Screen_Layout_Swap_Screens->setChecked(Settings::values.swap_screen);
+    ui.action_Screen_Layout_Upright_Screens->setChecked(Settings::values.upright_screen);
 }
 
 void GMainWindow::RetranslateStatusBar() {
diff --git a/src/citra_qt/main.h b/src/citra_qt/main.h
index 0fa04f5b8..7ec4fa185 100644
--- a/src/citra_qt/main.h
+++ b/src/citra_qt/main.h
@@ -187,6 +187,7 @@ private slots:
     void ChangeScreenLayout();
     void ToggleScreenLayout();
     void OnSwapScreens();
+    void OnRotateScreens();
     void OnCheats();
     void ShowFullscreen();
     void HideFullscreen();
diff --git a/src/citra_qt/main.ui b/src/citra_qt/main.ui
index 60dff0417..c950fefd5 100644
--- a/src/citra_qt/main.ui
+++ b/src/citra_qt/main.ui
@@ -110,6 +110,7 @@
      <addaction name="action_Screen_Layout_Side_by_Side"/>
      <addaction name="separator"/>
      <addaction name="action_Screen_Layout_Swap_Screens"/>
+     <addaction name="action_Screen_Layout_Upright_Screens"/>
     </widget>
     <addaction name="action_Fullscreen"/>
     <addaction name="action_Single_Window_Mode"/>
@@ -425,6 +426,14 @@
     <string>Swap Screens</string>
    </property>
   </action>
+  <action name="action_Screen_Layout_Upright_Screens">
+   <property name="checkable">
+    <bool>true</bool>
+   </property>
+   <property name="text">
+    <string>Rotate Upright</string>
+   </property>
+  </action>
   <action name="action_Check_For_Updates">
    <property name="text">
     <string>Check for Updates</string>
diff --git a/src/core/frontend/emu_window.cpp b/src/core/frontend/emu_window.cpp
index f393e4c76..23c33f627 100644
--- a/src/core/frontend/emu_window.cpp
+++ b/src/core/frontend/emu_window.cpp
@@ -118,6 +118,11 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
         static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) /
         (framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
 
+    if (!framebuffer_layout.is_rotated) {
+        std::swap(touch_state->touch_x, touch_state->touch_y);
+        touch_state->touch_x = 1.f - touch_state->touch_x;
+    }
+
     touch_state->touch_pressed = true;
 }
 
@@ -145,17 +150,21 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height)
     } else {
         switch (Settings::values.layout_option) {
         case Settings::LayoutOption::SingleScreen:
-            layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen);
+            layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen,
+                                               Settings::values.upright_screen);
             break;
         case Settings::LayoutOption::LargeScreen:
-            layout = Layout::LargeFrameLayout(width, height, Settings::values.swap_screen);
+            layout = Layout::LargeFrameLayout(width, height, Settings::values.swap_screen,
+                                              Settings::values.upright_screen);
             break;
         case Settings::LayoutOption::SideScreen:
-            layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen);
+            layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen,
+                                             Settings::values.upright_screen);
             break;
         case Settings::LayoutOption::Default:
         default:
-            layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen);
+            layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen,
+                                                Settings::values.upright_screen);
             break;
         }
     }
diff --git a/src/core/frontend/framebuffer_layout.cpp b/src/core/frontend/framebuffer_layout.cpp
index c66a4bc95..2c6c9cdce 100644
--- a/src/core/frontend/framebuffer_layout.cpp
+++ b/src/core/frontend/framebuffer_layout.cpp
@@ -15,9 +15,17 @@ static const float TOP_SCREEN_ASPECT_RATIO =
     static_cast<float>(Core::kScreenTopHeight) / Core::kScreenTopWidth;
 static const float BOT_SCREEN_ASPECT_RATIO =
     static_cast<float>(Core::kScreenBottomHeight) / Core::kScreenBottomWidth;
+static const float TOP_SCREEN_UPRIGHT_ASPECT_RATIO =
+    static_cast<float>(Core::kScreenTopWidth) / Core::kScreenTopHeight;
+static const float BOT_SCREEN_UPRIGHT_ASPECT_RATIO =
+    static_cast<float>(Core::kScreenBottomWidth) / Core::kScreenBottomHeight;
 
 u32 FramebufferLayout::GetScalingRatio() const {
-    return static_cast<u32>(((top_screen.GetWidth() - 1) / Core::kScreenTopWidth) + 1);
+    if (is_rotated) {
+        return static_cast<u32>(((top_screen.GetWidth() - 1) / Core::kScreenTopWidth) + 1);
+    } else {
+        return static_cast<u32>(((top_screen.GetWidth() - 1) / Core::kScreenTopHeight) + 1);
+    }
 }
 
 // Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
@@ -30,57 +38,108 @@ static Common::Rectangle<T> maxRectangle(Common::Rectangle<T> window_area,
                                 static_cast<T>(std::round(scale * screen_aspect_ratio))};
 }
 
-FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped) {
+FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
     ASSERT(width > 0);
     ASSERT(height > 0);
 
-    FramebufferLayout res{width, height, true, true, {}, {}};
-    // Default layout gives equal screen sizes to the top and bottom screen
-    Common::Rectangle<u32> screen_window_area{0, 0, width, height / 2};
-    Common::Rectangle<u32> top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
-    Common::Rectangle<u32> bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
+    FramebufferLayout res{width, height, true, true, {}, {}, !upright};
+    Common::Rectangle<u32> screen_window_area;
+    Common::Rectangle<u32> top_screen;
+    Common::Rectangle<u32> bot_screen;
+    float emulation_aspect_ratio;
+    if (upright) {
+        // Default layout gives equal screen sizes to the top and bottom screen
+        screen_window_area = {0, 0, width / 2, height};
+        top_screen = maxRectangle(screen_window_area, TOP_SCREEN_UPRIGHT_ASPECT_RATIO);
+        bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
+        // both screens width are taken into account by dividing by 2
+        emulation_aspect_ratio = TOP_SCREEN_UPRIGHT_ASPECT_RATIO / 2;
+    } else {
+        // Default layout gives equal screen sizes to the top and bottom screen
+        screen_window_area = {0, 0, width, height / 2};
+        top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
+        bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
+        // both screens height are taken into account by multiplying by 2
+        emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
+    }
 
     float window_aspect_ratio = static_cast<float>(height) / width;
-    // both screens height are taken into account by multiplying by 2
-    float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
 
     if (window_aspect_ratio < emulation_aspect_ratio) {
-        // Apply borders to the left and right sides of the window.
-        top_screen =
-            top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
-        bot_screen =
-            bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
+        // Window is wider than the emulation content => apply borders to the right and left sides
+        if (upright) {
+            // Recalculate the bottom screen to account for the height difference between right and
+            // left
+            screen_window_area = {0, 0, top_screen.GetWidth(), height};
+            bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
+            bot_screen =
+                bot_screen.TranslateY((top_screen.GetHeight() - bot_screen.GetHeight()) / 2);
+            if (swapped) {
+                bot_screen = bot_screen.TranslateX(width / 2 - bot_screen.GetWidth());
+            } else {
+                top_screen = top_screen.TranslateX(width / 2 - top_screen.GetWidth());
+            }
+        } else {
+            top_screen =
+                top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
+            bot_screen =
+                bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
+        }
     } else {
         // Window is narrower than the emulation content => apply borders to the top and bottom
-        // Recalculate the bottom screen to account for the width difference between top and bottom
-        screen_window_area = {0, 0, width, top_screen.GetHeight()};
-        bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
-        bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
-        if (swapped) {
-            bot_screen = bot_screen.TranslateY(height / 2 - bot_screen.GetHeight());
+        if (upright) {
+            top_screen = top_screen.TranslateY(
+                (screen_window_area.GetHeight() - top_screen.GetHeight()) / 2);
+            bot_screen = bot_screen.TranslateY(
+                (screen_window_area.GetHeight() - bot_screen.GetHeight()) / 2);
         } else {
-            top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight());
+            // Recalculate the bottom screen to account for the width difference between top and
+            // bottom
+            screen_window_area = {0, 0, width, top_screen.GetHeight()};
+            bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
+            bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
+            if (swapped) {
+                bot_screen = bot_screen.TranslateY(height / 2 - bot_screen.GetHeight());
+            } else {
+                top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight());
+            }
         }
     }
-    // Move the top screen to the bottom if we are swapped.
-    res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen;
-    res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2);
+    if (upright) {
+        // Move the top screen to the right if we are swapped.
+        res.top_screen = swapped ? top_screen.TranslateX(width / 2) : top_screen;
+        res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateX(width / 2);
+    } else {
+        // Move the top screen to the bottom if we are swapped.
+        res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen;
+        res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2);
+    }
     return res;
 }
 
-FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool swapped) {
+FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
     ASSERT(width > 0);
     ASSERT(height > 0);
     // The drawing code needs at least somewhat valid values for both screens
     // so just calculate them both even if the other isn't showing.
-    FramebufferLayout res{width, height, !swapped, swapped, {}, {}};
+    FramebufferLayout res{width, height, !swapped, swapped, {}, {}, !upright};
 
     Common::Rectangle<u32> screen_window_area{0, 0, width, height};
-    Common::Rectangle<u32> top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
-    Common::Rectangle<u32> bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
+    Common::Rectangle<u32> top_screen;
+    Common::Rectangle<u32> bot_screen;
+    float emulation_aspect_ratio;
+    if (upright) {
+        top_screen = maxRectangle(screen_window_area, TOP_SCREEN_UPRIGHT_ASPECT_RATIO);
+        bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_UPRIGHT_ASPECT_RATIO);
+        emulation_aspect_ratio =
+            (swapped) ? BOT_SCREEN_UPRIGHT_ASPECT_RATIO : TOP_SCREEN_UPRIGHT_ASPECT_RATIO;
+    } else {
+        top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
+        bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
+        emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
+    }
 
     float window_aspect_ratio = static_cast<float>(height) / width;
-    float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
 
     if (window_aspect_ratio < emulation_aspect_ratio) {
         top_screen =
@@ -96,11 +155,11 @@ FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool swapped) {
     return res;
 }
 
-FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped) {
+FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
     ASSERT(width > 0);
     ASSERT(height > 0);
 
-    FramebufferLayout res{width, height, true, true, {}, {}};
+    FramebufferLayout res{width, height, true, true, {}, {}, true};
     // Split the window into two parts. Give 4x width to the main screen and 1x width to the small
     // To do that, find the total emulation box and maximize that based on window size
     float window_aspect_ratio = static_cast<float>(height) / width;
@@ -133,11 +192,11 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool swapped) {
     return res;
 }
 
-FramebufferLayout SideFrameLayout(u32 width, u32 height, bool swapped) {
+FramebufferLayout SideFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
     ASSERT(width > 0);
     ASSERT(height > 0);
 
-    FramebufferLayout res{width, height, true, true, {}, {}};
+    FramebufferLayout res{width, height, true, true, {}, {}, true};
     // Aspect ratio of both screens side by side
     const float emulation_aspect_ratio = static_cast<float>(Core::kScreenTopHeight) /
                                          (Core::kScreenTopWidth + Core::kScreenBottomWidth);
@@ -170,7 +229,7 @@ FramebufferLayout CustomFrameLayout(u32 width, u32 height) {
     ASSERT(width > 0);
     ASSERT(height > 0);
 
-    FramebufferLayout res{width, height, true, true, {}, {}};
+    FramebufferLayout res{width, height, true, true, {}, {}, !Settings::values.upright_screen};
 
     Common::Rectangle<u32> top_screen{
         Settings::values.custom_top_left, Settings::values.custom_top_top,
@@ -194,14 +253,25 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
         int width, height;
         switch (Settings::values.layout_option) {
         case Settings::LayoutOption::SingleScreen:
-            if (Settings::values.swap_screen) {
-                width = Core::kScreenBottomWidth * res_scale;
-                height = Core::kScreenBottomHeight * res_scale;
+            if (Settings::values.upright_screen) {
+                if (Settings::values.swap_screen) {
+                    width = Core::kScreenBottomHeight * res_scale;
+                    height = Core::kScreenBottomWidth * res_scale;
+                } else {
+                    width = Core::kScreenTopHeight * res_scale;
+                    height = Core::kScreenTopWidth * res_scale;
+                }
             } else {
-                width = Core::kScreenTopWidth * res_scale;
-                height = Core::kScreenTopHeight * res_scale;
+                if (Settings::values.swap_screen) {
+                    width = Core::kScreenBottomWidth * res_scale;
+                    height = Core::kScreenBottomHeight * res_scale;
+                } else {
+                    width = Core::kScreenTopWidth * res_scale;
+                    height = Core::kScreenTopHeight * res_scale;
+                }
             }
-            layout = SingleFrameLayout(width, height, Settings::values.swap_screen);
+            layout = SingleFrameLayout(width, height, Settings::values.swap_screen,
+                                       Settings::values.upright_screen);
             break;
         case Settings::LayoutOption::LargeScreen:
             if (Settings::values.swap_screen) {
@@ -211,18 +281,26 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
                 width = (Core::kScreenTopWidth + Core::kScreenBottomWidth / 4) * res_scale;
                 height = Core::kScreenTopHeight * res_scale;
             }
-            layout = LargeFrameLayout(width, height, Settings::values.swap_screen);
+            layout = LargeFrameLayout(width, height, Settings::values.swap_screen,
+                                      Settings::values.upright_screen);
             break;
         case Settings::LayoutOption::SideScreen:
             width = (Core::kScreenTopWidth + Core::kScreenBottomWidth) * res_scale;
             height = Core::kScreenTopHeight * res_scale;
-            layout = SideFrameLayout(width, height, Settings::values.swap_screen);
+            layout = SideFrameLayout(width, height, Settings::values.swap_screen,
+                                     Settings::values.upright_screen);
             break;
         case Settings::LayoutOption::Default:
         default:
-            width = Core::kScreenTopWidth * res_scale;
-            height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
-            layout = DefaultFrameLayout(width, height, Settings::values.swap_screen);
+            if (Settings::values.upright_screen) {
+                width = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
+                height = Core::kScreenTopWidth * res_scale;
+            } else {
+                width = Core::kScreenTopWidth * res_scale;
+                height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
+            }
+            layout = DefaultFrameLayout(width, height, Settings::values.swap_screen,
+                                        Settings::values.upright_screen);
             break;
         }
     }
diff --git a/src/core/frontend/framebuffer_layout.h b/src/core/frontend/framebuffer_layout.h
index c565d33b8..5feb16f64 100644
--- a/src/core/frontend/framebuffer_layout.h
+++ b/src/core/frontend/framebuffer_layout.h
@@ -16,6 +16,7 @@ struct FramebufferLayout {
     bool bottom_screen_enabled;
     Common::Rectangle<u32> top_screen;
     Common::Rectangle<u32> bottom_screen;
+    bool is_rotated = true;
 
     /**
      * Returns the ration of pixel size of the top screen, compared to the native size of the 3DS
@@ -31,7 +32,7 @@ struct FramebufferLayout {
  * @param is_swapped if true, the bottom screen will be displayed above the top screen
  * @return Newly created FramebufferLayout object with default screen regions initialized
  */
-FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool is_swapped);
+FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool is_swapped, bool upright);
 
 /**
  * Factory method for constructing a FramebufferLayout with only the top or bottom screen
@@ -40,7 +41,7 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool is_swapped);
  * @param is_swapped if true, the bottom screen will be displayed (and the top won't be displayed)
  * @return Newly created FramebufferLayout object with default screen regions initialized
  */
-FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool is_swapped);
+FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool is_swapped, bool upright);
 
 /**
  * Factory method for constructing a Frame with the a 4x size Top screen with a 1x size bottom
@@ -51,7 +52,7 @@ FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool is_swapped);
  * @param is_swapped if true, the bottom screen will be the large display
  * @return Newly created FramebufferLayout object with default screen regions initialized
  */
-FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool is_swapped);
+FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool is_swapped, bool upright);
 
 /**
  * Factory method for constructing a Frame with the Top screen and bottom
@@ -62,7 +63,7 @@ FramebufferLayout LargeFrameLayout(u32 width, u32 height, bool is_swapped);
  * @param is_swapped if true, the bottom screen will be the left display
  * @return Newly created FramebufferLayout object with default screen regions initialized
  */
-FramebufferLayout SideFrameLayout(u32 width, u32 height, bool is_swapped);
+FramebufferLayout SideFrameLayout(u32 width, u32 height, bool is_swapped, bool upright);
 
 /**
  * Factory method for constructing a custom FramebufferLayout
diff --git a/src/core/settings.h b/src/core/settings.h
index 2d139e1b2..78b11912c 100644
--- a/src/core/settings.h
+++ b/src/core/settings.h
@@ -150,6 +150,7 @@ struct Values {
 
     LayoutOption layout_option;
     bool swap_screen;
+    bool upright_screen;
     bool custom_layout;
     u16 custom_top_left;
     u16 custom_top_top;
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index b1fe38a7e..5046895e0 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -781,6 +781,35 @@ void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, floa
     state.Apply();
 }
 
+void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w,
+                                      float h) {
+    const auto& texcoords = screen_info.display_texcoords;
+
+    const std::array<ScreenRectVertex, 4> vertices = {{
+        ScreenRectVertex(x, y, texcoords.bottom, texcoords.right),
+        ScreenRectVertex(x + w, y, texcoords.top, texcoords.right),
+        ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left),
+        ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left),
+    }};
+
+    u16 scale_factor = VideoCore::GetResolutionScaleFactor();
+    glUniform4f(uniform_i_resolution, screen_info.texture.width * scale_factor,
+                screen_info.texture.height * scale_factor,
+                1.0 / (screen_info.texture.width * scale_factor),
+                1.0 / (screen_info.texture.height * scale_factor));
+    glUniform4f(uniform_o_resolution, w, h, 1.0f / w, 1.0f / h);
+    state.texture_units[0].texture_2d = screen_info.display_texture;
+    state.texture_units[0].sampler = filter_sampler.handle;
+    state.Apply();
+
+    glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
+    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+    state.texture_units[0].texture_2d = 0;
+    state.texture_units[0].sampler = 0;
+    state.Apply();
+}
+
 /**
  * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD
  * rotation.
@@ -819,6 +848,40 @@ void RendererOpenGL::DrawSingleScreenStereoRotated(const ScreenInfo& screen_info
     state.Apply();
 }
 
+void RendererOpenGL::DrawSingleScreenStereo(const ScreenInfo& screen_info_l,
+                                            const ScreenInfo& screen_info_r, float x, float y,
+                                            float w, float h) {
+    const auto& texcoords = screen_info_l.display_texcoords;
+
+    const std::array<ScreenRectVertex, 4> vertices = {{
+        ScreenRectVertex(x, y, texcoords.bottom, texcoords.right),
+        ScreenRectVertex(x + w, y, texcoords.top, texcoords.right),
+        ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left),
+        ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left),
+    }};
+
+    u16 scale_factor = VideoCore::GetResolutionScaleFactor();
+    glUniform4f(uniform_i_resolution, screen_info_l.texture.width * scale_factor,
+                screen_info_l.texture.height * scale_factor,
+                1.0 / (screen_info_l.texture.width * scale_factor),
+                1.0 / (screen_info_l.texture.height * scale_factor));
+    glUniform4f(uniform_o_resolution, w, h, 1.0f / w, 1.0f / h);
+    state.texture_units[0].texture_2d = screen_info_l.display_texture;
+    state.texture_units[1].texture_2d = screen_info_r.display_texture;
+    state.texture_units[0].sampler = filter_sampler.handle;
+    state.texture_units[1].sampler = filter_sampler.handle;
+    state.Apply();
+
+    glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
+    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+    state.texture_units[0].texture_2d = 0;
+    state.texture_units[1].texture_2d = 0;
+    state.texture_units[0].sampler = 0;
+    state.texture_units[1].sampler = 0;
+    state.Apply();
+}
+
 /**
  * Draws the emulated screens to the emulator window.
  */
@@ -866,44 +929,85 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
 
     glUniform1i(uniform_layer, 0);
     if (layout.top_screen_enabled) {
-        if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
-            DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
-                                    (float)top_screen.GetWidth(), (float)top_screen.GetHeight());
-        } else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
-            DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2,
-                                    (float)top_screen.top, (float)top_screen.GetWidth() / 2,
-                                    (float)top_screen.GetHeight());
-            glUniform1i(uniform_layer, 1);
-            DrawSingleScreenRotated(screen_infos[1],
-                                    ((float)top_screen.left / 2) + ((float)layout.width / 2),
-                                    (float)top_screen.top, (float)top_screen.GetWidth() / 2,
-                                    (float)top_screen.GetHeight());
-        } else if (stereo_single_screen) {
-            DrawSingleScreenStereoRotated(screen_infos[0], screen_infos[1], (float)top_screen.left,
-                                          (float)top_screen.top, (float)top_screen.GetWidth(),
-                                          (float)top_screen.GetHeight());
+        if (layout.is_rotated) {
+            if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
+                DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left,
+                                        (float)top_screen.top, (float)top_screen.GetWidth(),
+                                        (float)top_screen.GetHeight());
+            } else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
+                DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2,
+                                        (float)top_screen.top, (float)top_screen.GetWidth() / 2,
+                                        (float)top_screen.GetHeight());
+                glUniform1i(uniform_layer, 1);
+                DrawSingleScreenRotated(screen_infos[1],
+                                        ((float)top_screen.left / 2) + ((float)layout.width / 2),
+                                        (float)top_screen.top, (float)top_screen.GetWidth() / 2,
+                                        (float)top_screen.GetHeight());
+            } else if (stereo_single_screen) {
+                DrawSingleScreenStereoRotated(
+                    screen_infos[0], screen_infos[1], (float)top_screen.left, (float)top_screen.top,
+                    (float)top_screen.GetWidth(), (float)top_screen.GetHeight());
+            }
+        } else {
+            if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
+                DrawSingleScreen(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
+                                 (float)top_screen.GetWidth(), (float)top_screen.GetHeight());
+            } else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
+                DrawSingleScreen(screen_infos[0], (float)top_screen.left / 2, (float)top_screen.top,
+                                 (float)top_screen.GetWidth() / 2, (float)top_screen.GetHeight());
+                glUniform1i(uniform_layer, 1);
+                DrawSingleScreen(screen_infos[1],
+                                 ((float)top_screen.left / 2) + ((float)layout.width / 2),
+                                 (float)top_screen.top, (float)top_screen.GetWidth() / 2,
+                                 (float)top_screen.GetHeight());
+            } else if (stereo_single_screen) {
+                DrawSingleScreenStereo(screen_infos[0], screen_infos[1], (float)top_screen.left,
+                                       (float)top_screen.top, (float)top_screen.GetWidth(),
+                                       (float)top_screen.GetHeight());
+            }
         }
     }
     glUniform1i(uniform_layer, 0);
     if (layout.bottom_screen_enabled) {
-        if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
-            DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left,
-                                    (float)bottom_screen.top, (float)bottom_screen.GetWidth(),
-                                    (float)bottom_screen.GetHeight());
-        } else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
-            DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left / 2,
-                                    (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
-                                    (float)bottom_screen.GetHeight());
-            glUniform1i(uniform_layer, 1);
-            DrawSingleScreenRotated(screen_infos[2],
-                                    ((float)bottom_screen.left / 2) + ((float)layout.width / 2),
-                                    (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
-                                    (float)bottom_screen.GetHeight());
-        } else if (stereo_single_screen) {
-            DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2],
-                                          (float)bottom_screen.left, (float)bottom_screen.top,
-                                          (float)bottom_screen.GetWidth(),
-                                          (float)bottom_screen.GetHeight());
+        if (layout.is_rotated) {
+            if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
+                DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left,
+                                        (float)bottom_screen.top, (float)bottom_screen.GetWidth(),
+                                        (float)bottom_screen.GetHeight());
+            } else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
+                DrawSingleScreenRotated(
+                    screen_infos[2], (float)bottom_screen.left / 2, (float)bottom_screen.top,
+                    (float)bottom_screen.GetWidth() / 2, (float)bottom_screen.GetHeight());
+                glUniform1i(uniform_layer, 1);
+                DrawSingleScreenRotated(
+                    screen_infos[2], ((float)bottom_screen.left / 2) + ((float)layout.width / 2),
+                    (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
+                    (float)bottom_screen.GetHeight());
+            } else if (stereo_single_screen) {
+                DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2],
+                                              (float)bottom_screen.left, (float)bottom_screen.top,
+                                              (float)bottom_screen.GetWidth(),
+                                              (float)bottom_screen.GetHeight());
+            }
+        } else {
+            if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
+                DrawSingleScreen(screen_infos[2], (float)bottom_screen.left,
+                                 (float)bottom_screen.top, (float)bottom_screen.GetWidth(),
+                                 (float)bottom_screen.GetHeight());
+            } else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
+                DrawSingleScreen(screen_infos[2], (float)bottom_screen.left / 2,
+                                 (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
+                                 (float)bottom_screen.GetHeight());
+                glUniform1i(uniform_layer, 1);
+                DrawSingleScreen(screen_infos[2],
+                                 ((float)bottom_screen.left / 2) + ((float)layout.width / 2),
+                                 (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
+                                 (float)bottom_screen.GetHeight());
+            } else if (stereo_single_screen) {
+                DrawSingleScreenStereo(screen_infos[2], screen_infos[2], (float)bottom_screen.left,
+                                       (float)bottom_screen.top, (float)bottom_screen.GetWidth(),
+                                       (float)bottom_screen.GetHeight());
+            }
         }
     }
 }
diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h
index 465ebfb6e..96df7f8ac 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.h
+++ b/src/video_core/renderer_opengl/renderer_opengl.h
@@ -77,9 +77,12 @@ private:
                                      const GPU::Regs::FramebufferConfig& framebuffer);
     void DrawScreens(const Layout::FramebufferLayout& layout);
     void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h);
+    void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h);
     void DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
                                        const ScreenInfo& screen_info_r, float x, float y, float w,
                                        float h);
+    void DrawSingleScreenStereo(const ScreenInfo& screen_info_l, const ScreenInfo& screen_info_r,
+                                float x, float y, float w, float h);
     void UpdateFramerate();
 
     // Loads framebuffer from emulated memory into the display information structure