Keep debug text colours the same with sRGB backbuffer on/off
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src/bgfx.cpp
30
src/bgfx.cpp
@ -711,7 +711,7 @@ namespace bgfx
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float m_v;
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};
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static uint32_t palette[] =
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static uint32_t paletteSrgb[] =
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{
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0x0, // Black
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0xffa46534, // Blue
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@ -730,7 +730,28 @@ namespace bgfx
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0xff4fe9fc, // Yellow
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0xffeceeee, // White
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};
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BX_STATIC_ASSERT(BX_COUNTOF(palette) == 16);
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BX_STATIC_ASSERT(BX_COUNTOF(paletteSrgb) == 16);
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static uint32_t paletteLinear[] =
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{
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0x0, // Black
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0xff5e2108, // Blue
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0xff005213, // Green
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0xff525000, // Cyan
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0xff000099, // Red
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0xff32142d, // Magenta
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0xff00598c, // Brown
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0xff9fada6, // Light Gray
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0xff161817, // Dark Gray
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0xff9f582a, // Light Blue
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0xff08c140, // Light Green
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0xffc1c108, // Light Cyan
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0xff0505dc, // Light Red
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0xff63366a, // Light Magenta
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0xff13cff8, // Yellow
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0xffd5dada // White
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};
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BX_STATIC_ASSERT(BX_COUNTOF(paletteLinear) == 16);
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uint32_t yy = 0;
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uint32_t xx = 0;
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@ -745,6 +766,11 @@ namespace bgfx
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_renderCtx->blitSetup(_blitter);
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uint32_t *palette = paletteSrgb;
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if (s_ctx->m_init.resolution.reset & BGFX_RESET_SRGB_BACKBUFFER) {
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palette = paletteLinear;
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}
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for (;yy < _mem.m_height;)
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{
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Vertex* vertex = (Vertex*)_blitter.m_vb->data;
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