Mitchell Hashimoto 5081e65570 Metal alpha blending fixes + color handling improvements (#4913)
This PR addresses #2125 for the Metal renderer. Both options are
available: "Apple-style" blending where colors are blended in a wide
gamut color space, which reduces but does not eliminate artifacts; and
linear blending where colors are blended in linear RGB.

Because this doesn't add support for linear blending on Linux, I don't
know whether the issue should be closed or not.

### List of changes in no particular order
- We now set the layer's color space in the renderer not in the apprt
- We always set the layer to Display P3 color spaces
- If the user hasn't configured their `window-colorspace` to
`display-p3` then terminal colors are automatically converted from sRGB
to the corresponding Display P3 color in the shader
- Background color is not set with the clear color anymore, instead we
explicitly set all bg cell colors since this is needed for minimum
contrast to not break with dark text on the default bg color (try it
out, it forces it fully white right now), and we just draw the
background as a part of the bg cells shader. Note: We may want to move
the main background color to be the `backgroundColor` property on the
`CAMetalLayer`, because this should fix the flash of transparency during
startup (#4516) and the weirdness at the edge of the window when
resizing. I didn't make that a part of this PR because it requires
further changes and my changes are already pretty significant, but I can
make it a follow-up.
- Added a config option for changing alpha blending between "native"
blending, where colors are just blended directly in sRGB (or Display P3)
and linear blending, where colors are blended in linear space.
- Added a config option for an experimental technique that I think works
pretty well which compensates for the perceptual thinning and thickening
of dark and light text respectively when using linear blending.
- Custom shaders can now be hot reloaded with config reloads.
- Fixed a bug that was revealed when I changed how we handle
backgrounds, page widths weren't being set while cloning the screen.

### Main takeaways
Color blending now matches nearly identically to Apple apps like
Terminal.app and TextEdit, not *quite* identical in worst case
scenarios, off by the tiniest bit, because the default color space is
*slightly* different than Display P3.

Linear alpha blending is now available for mac users who prefer more
accurate color reproduction, and personally I think it looks very nice
with the alpha correction turned on, I will be daily driving that
configuration.

### Future work
- Handle primary background color with `CALayer.backgroundColor` instead
of in shader, to avoid issues around edges when resizing.
- Parse color space info directly from ICC profiles and compute the
color conversion matrix dynamically, and pass it as a uniform to the
shaders.
- Port linear blending option to OpenGL.
- Maybe support wide gamut images (right now all images are assumed to
be sRGB).
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