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Specifying the srgb window flag should now cause it to fall back to srgb=false in all situations if an srgb-capable system framebuffer isn't supported, instead of failing to create the window
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@@ -82,7 +82,7 @@ bool Window::setWindow(int width, int height, WindowSettings *settings)
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f.minwidth = std::max(f.minwidth, 1);
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f.minheight = std::max(f.minheight, 1);
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f.display = std::min(std::max(f.display, 0), getDisplayCount());
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f.display = std::min(std::max(f.display, 0), getDisplayCount() - 1);
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// Use the desktop resolution if a width or height of 0 is specified.
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if (width == 0 || height == 0)
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@@ -290,7 +290,7 @@ bool Window::setContext(int fsaa, bool vsync, bool sRGB)
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return true;
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}
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void Window::setWindowGLAttributes(int fsaa, bool sRGB) const
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void Window::setWindowGLAttributes(int fsaa, bool /* sRGB */) const
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{
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// Set GL window attributes.
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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@@ -304,9 +304,14 @@ void Window::setWindowGLAttributes(int fsaa, bool sRGB) const
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, (fsaa > 0) ? 1 : 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, (fsaa > 0) ? fsaa : 0);
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/* FIXME: Enable this code but make sure to try to re-create the window and
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* context with this disabled, if creation fails with it enabled.
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* We can leave this out for now because in practice the framebuffer will
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* already be sRGB-capable (on desktops at least.)
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#if SDL_VERSION_ATLEAST(2,0,1)
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SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, sRGB ? 1 : 0);
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#endif
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*/
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// Do we want a debug context?
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const char *debugenv = SDL_GetHint("LOVE_GRAPHICS_DEBUG");
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