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https://github.com/ghostty-org/ghostty.git
synced 2025-07-14 15:56:13 +03:00
metal: set contentsScale and handle screen scale factor for retina
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@ -2,10 +2,6 @@
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//!
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//! Open questions:
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//!
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//! - This requires a "px_scale" uniform to account for pixel scaling
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//! issues with Retina. I'm not 100% sure why this is necessary and why
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//! this doesn't happen with OpenGL.
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//!
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pub const Metal = @This();
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const std = @import("std");
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@ -84,11 +80,6 @@ const GPUUniforms = extern struct {
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/// This is calculated based on the size of the screen.
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projection_matrix: math.Mat,
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/// A scale factor to apply to all pixels given as input (including
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/// in this uniform i.e. cell_size). This is due to HiDPI screens (Retina)
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/// mismatch with the window.
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px_scale: [2]f32,
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/// Size of a single cell in pixels, unscaled.
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cell_size: [2]f32,
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@ -217,7 +208,6 @@ pub fn init(alloc: Allocator, font_group: *font.GroupCache) !Metal {
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.cells = .{},
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.uniforms = .{
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.projection_matrix = undefined,
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.px_scale = undefined,
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.cell_size = undefined,
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.underline_position = metrics.underline_position,
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.underline_thickness = metrics.underline_thickness,
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@ -264,6 +254,13 @@ pub fn finalizeInit(self: *const Metal, window: glfw.Window) !void {
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contentView.setProperty("layer", self.swapchain.value);
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contentView.setProperty("wantsLayer", true);
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// Ensure that our metal layer has a content scale set to match the
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// scale factor of the window. This avoids magnification issues leading
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// to blurry rendering.
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const layer = contentView.getProperty(objc.Object, "layer");
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const scaleFactor = nswindow.getProperty(macos.graphics.c.CGFloat, "backingScaleFactor");
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layer.setProperty("contentsScale", scaleFactor);
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if (DevMode.enabled) {
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// Initialize for our window
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assert(imgui.ImplGlfw.initForOther(
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@ -352,24 +349,29 @@ pub fn render(
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if (critical.screen_size) |screen_size| {
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const bounds = self.swapchain.getProperty(macos.graphics.Rect, "bounds");
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// Set the size of the drawable surface to the bounds of our surface.
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self.swapchain.setProperty("drawableSize", bounds.size);
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// Scale the bounds based on the layer content scale so that we
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// properly handle Retina.
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const scaled: macos.graphics.Size = scaled: {
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const scaleFactor = self.swapchain.getProperty(macos.graphics.c.CGFloat, "contentsScale");
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break :scaled .{
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.width = bounds.size.width * scaleFactor,
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.height = bounds.size.height * scaleFactor,
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};
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};
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// Our drawable surface is usually scaled so we need to figure
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// out the scalem amount so our pixels are correct.
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const scaleX = @floatCast(f32, bounds.size.width) / @intToFloat(f32, screen_size.width);
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const scaleY = @floatCast(f32, bounds.size.height) / @intToFloat(f32, screen_size.height);
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// Set the size of the drawable surface to the scaled bounds
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self.swapchain.setProperty("drawableSize", scaled);
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log.warn("bounds={} screen={} scaled={}", .{ bounds, screen_size, scaled });
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// Setup our uniforms
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const old = self.uniforms;
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self.uniforms = .{
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.projection_matrix = math.ortho2d(
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0,
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@floatCast(f32, bounds.size.width),
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@floatCast(f32, bounds.size.height),
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@floatCast(f32, scaled.width),
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@floatCast(f32, scaled.height),
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0,
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),
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.px_scale = .{ scaleX, scaleY },
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.cell_size = .{ self.cell_size.width, self.cell_size.height },
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.underline_position = old.underline_position,
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.underline_thickness = old.underline_thickness,
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@ -14,7 +14,6 @@ enum Mode : uint8_t {
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struct Uniforms {
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float4x4 projection_matrix;
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float2 px_scale;
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float2 cell_size;
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float underline_position;
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float underline_thickness;
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@ -60,7 +59,7 @@ vertex VertexOut uber_vertex(
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VertexIn input [[ stage_in ]],
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constant Uniforms &uniforms [[ buffer(1) ]]
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) {
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float2 cell_size = uniforms.cell_size * uniforms.px_scale;
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float2 cell_size = uniforms.cell_size;
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cell_size.x = cell_size.x * input.cell_width;
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// Convert the grid x,y into world space x, y by accounting for cell size
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@ -95,8 +94,8 @@ vertex VertexOut uber_vertex(
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case MODE_FG:
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case MODE_FG_COLOR: {
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float2 glyph_size = float2(input.glyph_size) * uniforms.px_scale;
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float2 glyph_offset = float2(input.glyph_offset) * uniforms.px_scale;
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float2 glyph_size = float2(input.glyph_size);
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float2 glyph_offset = float2(input.glyph_offset);
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// If the glyph is larger than our cell, we need to downsample it.
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// The "+ 3" here is to give some wiggle room for fonts that are
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@ -121,7 +120,6 @@ vertex VertexOut uber_vertex(
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// Calculate the texture coordinate in pixels. This is NOT normalized
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// (between 0.0 and 1.0) and must be done in the fragment shader.
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// TODO: do I need to px_scale?
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out.tex_coord = float2(input.glyph_pos) + float2(input.glyph_size) * position;
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break;
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}
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@ -158,7 +156,7 @@ vertex VertexOut uber_vertex(
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float2 underline_size = float2(cell_size.x, uniforms.underline_thickness);
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// Position the underline where we are told to
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float2 underline_offset = float2(cell_size.x, uniforms.underline_position * uniforms.px_scale.y);
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float2 underline_offset = float2(cell_size.x, uniforms.underline_position);
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// Go to the bottom of the cell, take away the size of the
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// underline, and that is our position. We also float it slightly
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@ -174,7 +172,7 @@ vertex VertexOut uber_vertex(
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float2 strikethrough_size = float2(cell_size.x, uniforms.strikethrough_thickness);
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// Position the strikethrough where we are told to
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float2 strikethrough_offset = float2(cell_size.x, uniforms.strikethrough_position * uniforms.px_scale.y);
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float2 strikethrough_offset = float2(cell_size.x, uniforms.strikethrough_position);
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// Go to the bottom of the cell, take away the size of the
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// strikethrough, and that is our position. We also float it slightly
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