Implemented scRGB colorspace and HDR support on macOS
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451dc41427
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ba074acad4
24 changed files with 10547 additions and 8010 deletions
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@ -910,7 +910,7 @@ static int GL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
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/* !!! FIXME: all these Queue* calls set up the vertex buffer the way the immediate mode
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!!! FIXME: renderer wants it, but this might want to operate differently if we move to
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!!! FIXME: VBOs at some point. */
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static int GL_QueueSetViewport(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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static int GL_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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{
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return 0; /* nothing to do in this backend. */
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}
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@ -1251,6 +1251,11 @@ static int GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
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break;
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}
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case SDL_RENDERCMD_SETCOLORSCALE:
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{
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break;
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}
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case SDL_RENDERCMD_SETVIEWPORT:
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{
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SDL_Rect *viewport = &data->drawstate.viewport;
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@ -1700,8 +1705,9 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, SDL_PropertiesID crea
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renderer->UnlockTexture = GL_UnlockTexture;
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renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
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renderer->SetRenderTarget = GL_SetRenderTarget;
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renderer->QueueSetViewport = GL_QueueSetViewport;
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renderer->QueueSetDrawColor = GL_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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renderer->QueueSetViewport = GL_QueueNoOp;
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renderer->QueueSetDrawColor = GL_QueueNoOp;
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renderer->QueueSetColorScale = GL_QueueNoOp;
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renderer->QueueDrawPoints = GL_QueueDrawPoints;
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renderer->QueueDrawLines = GL_QueueDrawLines;
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renderer->QueueGeometry = GL_QueueGeometry;
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