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Implemented scRGB colorspace and HDR support on macOS
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@@ -808,7 +808,7 @@ static int D3D_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
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return D3D_SetRenderTargetInternal(renderer, texture);
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}
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static int D3D_QueueSetViewport(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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static int D3D_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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@@ -1179,6 +1179,11 @@ static int D3D_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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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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@@ -1615,8 +1620,9 @@ SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_pro
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renderer->UnlockTexture = D3D_UnlockTexture;
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renderer->SetTextureScaleMode = D3D_SetTextureScaleMode;
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renderer->SetRenderTarget = D3D_SetRenderTarget;
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renderer->QueueSetViewport = D3D_QueueSetViewport;
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renderer->QueueSetDrawColor = D3D_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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renderer->QueueSetViewport = D3D_QueueNoOp;
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renderer->QueueSetDrawColor = D3D_QueueNoOp;
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renderer->QueueSetColorScale = D3D_QueueNoOp;
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renderer->QueueDrawPoints = D3D_QueueDrawPoints;
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renderer->QueueDrawLines = D3D_QueueDrawPoints; /* lines and points queue vertices the same way. */
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renderer->QueueGeometry = D3D_QueueGeometry;
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