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Implemented scRGB colorspace and HDR support on macOS
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@@ -188,7 +188,7 @@ static int SW_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
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return 0;
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}
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static int SW_QueueSetViewport(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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static int SW_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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@@ -706,6 +706,11 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
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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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drawstate.viewport = &cmd->data.viewport.rect;
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@@ -1149,8 +1154,9 @@ SDL_Renderer *SW_CreateRendererForSurface(SDL_Surface *surface)
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renderer->UnlockTexture = SW_UnlockTexture;
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renderer->SetTextureScaleMode = SW_SetTextureScaleMode;
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renderer->SetRenderTarget = SW_SetRenderTarget;
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renderer->QueueSetViewport = SW_QueueSetViewport;
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renderer->QueueSetDrawColor = SW_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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renderer->QueueSetViewport = SW_QueueNoOp;
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renderer->QueueSetDrawColor = SW_QueueNoOp;
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renderer->QueueSetColorScale = SW_QueueNoOp;
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renderer->QueueDrawPoints = SW_QueueDrawPoints;
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renderer->QueueDrawLines = SW_QueueDrawPoints; /* lines and points queue vertices the same way. */
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renderer->QueueFillRects = SW_QueueFillRects;
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