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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:
@@ -27,6 +27,8 @@
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#include <string>
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typedef struct SDL_Window SDL_Window;
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namespace love
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{
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namespace macosx
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@@ -55,6 +57,12 @@ std::string getExecutablePath();
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**/
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void requestAttention(bool continuous);
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/**
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* Explicitly sets the window's color space to be sRGB - which stops the OS
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* from interpreting the backbuffer output as P3 on P3-capable displays.
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**/
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void setWindowSRGBColorSpace(SDL_Window *window);
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} // macosx
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} // love
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+19
-2
@@ -26,9 +26,11 @@
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#import <Cocoa/Cocoa.h>
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#ifdef LOVE_MACOSX_SDL_DIRECT_INCLUDE
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# include <SDL.h>
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#include <SDL.h>
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#include <SDL_syswm.h>
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#else
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# include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_syswm.h>
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#endif
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namespace love
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@@ -93,6 +95,21 @@ void requestAttention(bool continuous)
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}
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}
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void setWindowSRGBColorSpace(SDL_Window *window)
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{
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@autoreleasepool
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{
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// This works on earlier macOS versions, but performance may be worse
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// (at least, it was back when I tested in December 2016).
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if (@available(macOS 11.0, *))
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{
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SDL_SysWMinfo info = {};
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if (SDL_GetWindowWMInfo(window, &info))
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info.info.cocoa.window.colorSpace = [NSColorSpace sRGBColorSpace];
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}
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}
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}
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} // osx
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} // love
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