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Working off the latest changes from main:
SDL_GetCurrentRenderOutputSize seems to now be returning the same as SDL_GetWindowSize, which regresses all scaling logic based off that functionality.
My setup, roughly:
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
SDL_SetHint(SDL_HINT_IME_SUPPORT_EXTENDED_TEXT, "1");
SDL_SetHint(SDL_HINT_IME_INTERNAL_EDITING, "1");
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
SDL_SetHint(SDL_HINT_ORIENTATIONS,
"Portrait PortraitUpsideDown LandscapeLeft LandscapeRight");
WINDOW = SDL_CreateWindow(nullptr, SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, DEFAULT_WINDOW_WIDTH,
DEFAULT_WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE);
RENDERER = SDL_CreateRenderer(
WINDOW, NULL, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
// Calculates and sets rendering scale.
int2 renderer_size, pixel_size;
SDL_GetCurrentRenderOutputSize(RENDERER, &renderer_size.x, &renderer_size.y);
SDL_GetWindowSize(WINDOW, &pixel_size.x, &pixel_size.y);
float PIXEL_SCALE = renderer_size.x / pixel_size.x;
SDL_SetRenderScale(RENDERER, PIXEL_SCALE, PIXEL_SCALE);
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