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metal: don't do auto sRGB -> P3 color conversions on the backbuffer
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@@ -469,6 +469,12 @@ bool Graphics::setMode(void *context, int width, int height, int pixelwidth, int
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metalLayer.device = device;
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metalLayer.device = device;
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metalLayer.pixelFormat = isGammaCorrect() ? MTLPixelFormatBGRA8Unorm_sRGB : MTLPixelFormatBGRA8Unorm;
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metalLayer.pixelFormat = isGammaCorrect() ? MTLPixelFormatBGRA8Unorm_sRGB : MTLPixelFormatBGRA8Unorm;
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// Explicitly turn off color matching, for now (eg don't make sRGB content
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// appear correct on P3 displays). It looks better with color matching, but
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// having it off matches the OpenGL backend and there's some cost to it.
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// TODO: revisit this?
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metalLayer.colorspace = nil;
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// This is set to NO when there are pending screen captures.
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// This is set to NO when there are pending screen captures.
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metalLayer.framebufferOnly = YES;
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metalLayer.framebufferOnly = YES;
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