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https://github.com/love2d/love.git
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macOS: fix colors appearing oversaturated on P3 displays.
The fix only applies to macOS 11+ when using OpenGL.
This commit is contained in:
@@ -479,12 +479,6 @@ bool Graphics::setMode(void *context, int width, int height, int pixelwidth, int
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metalLayer.device = device;
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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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metalLayer.framebufferOnly = YES;
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@@ -366,27 +366,29 @@ bool Window::createWindowAndContext(int x, int y, int w, int h, Uint32 windowfla
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return false;
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}
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if (renderer == love::graphics::Renderer::RENDERER_OPENGL) {
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if (attribs != nullptr)
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if (attribs != nullptr && renderer == love::graphics::Renderer::RENDERER_OPENGL)
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{
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#ifdef LOVE_MACOS
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love::macos::setWindowSRGBColorSpace(window);
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#endif
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glcontext = SDL_GL_CreateContext(window);
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if (!glcontext)
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contexterror = std::string(SDL_GetError());
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// Make sure the context's version is at least what we requested.
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if (glcontext && !checkGLVersion(*attribs, glversion))
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{
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glcontext = SDL_GL_CreateContext(window);
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SDL_GL_DeleteContext(glcontext);
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glcontext = nullptr;
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}
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if (!glcontext)
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contexterror = std::string(SDL_GetError());
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// Make sure the context's version is at least what we requested.
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if (glcontext && !checkGLVersion(*attribs, glversion))
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{
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SDL_GL_DeleteContext(glcontext);
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glcontext = nullptr;
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}
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if (!glcontext)
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{
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SDL_DestroyWindow(window);
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window = nullptr;
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return false;
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}
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if (!glcontext)
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{
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SDL_DestroyWindow(window);
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window = nullptr;
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return false;
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}
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}
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