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always use native (ANGLE) blit on macOS
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2 changed files with 13 additions and 9 deletions
18
mkxp.json
18
mkxp.json
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@ -20,18 +20,18 @@
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//
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// "rgssVersion": 1,
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// Render using Metal instead of OpenGL, if possible.
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// Render using Metal instead of OpenGL, if possible. It should
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// be far more reliable across all kinds of Macs.
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//
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// Using Metal requires macOS 10.13+ and a compatible GPU.
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// Switching this to false will break the Steam Overlay
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// on some systems (M1/Max/Pro, maybe more)
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// "preferMetalRenderer": true,
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// Create a debug context and log
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// OpenGL debug information to the console
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// (default: disabled)
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// Any machine supporting 10.14+ or newer should automatically
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// support Metal.
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//
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// "debugMode": false,
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// Unless there's some kind of problem, you should really leave
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// this on. OpenGL will cause trouble, such as blitting problems,
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// the Steam overlay not working, and v-sync failing completely.
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// "preferMetalRenderer": true,
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// Continuously print average FPS to console.
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@ -502,8 +502,12 @@ static SDL_GLContext initGL(SDL_Window *win, Config &conf,
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return 0;
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}
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// This breaks scaling for Retina screens.
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// Using Metal should be rendering this irrelevant anyway, hopefully
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#ifndef __APPLE__
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if (!conf.enableBlitting)
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gl.BlitFramebuffer = 0;
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#endif
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gl.ClearColor(0, 0, 0, 1);
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gl.Clear(GL_COLOR_BUFFER_BIT);
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