DPI scaling fixes

This commit is contained in:
Zachary Levy
2026-05-05 14:45:34 -07:00
parent e8ffa28de3
commit 4e15f831de
19 changed files with 509 additions and 368 deletions
+31 -14
View File
@@ -1,6 +1,6 @@
#version 450 core
// ---------- Vertex attributes (used in both modes) ----------
// ---------- Vertex attributes (used in all modes) ----------
layout(location = 0) in vec2 v_position;
layout(location = 1) in vec2 v_uv;
layout(location = 2) in vec4 v_color;
@@ -16,10 +16,18 @@ layout(location = 6) flat out vec4 f_uv_rect;
layout(location = 7) flat out uvec4 f_effects;
// ---------- Uniforms (single block — avoids spirv-cross reordering on Metal) ----------
// Mode values mirror Core_2D_Mode in core_2d.odin:
// 0 = Tessellated v_position is in logical pixels; shader scales by dpi_scale.
// 1 = SDF v_position is a unit-quad corner; world-space comes from
// primitives[gl_InstanceIndex].bounds (logical px). Shader
// scales by dpi_scale.
// 2 = Text v_position is in *physical* pixels already (the CPU baked
// the anchor snap and SDL_ttf glyph offsets, both physical).
// Shader must NOT rescale.
layout(set = 1, binding = 0) uniform Uniforms {
mat4 projection;
float dpi_scale;
uint mode; // 0 = tessellated, 1 = SDF
uint mode;
};
// ---------- SDF primitive storage buffer ----------
@@ -44,18 +52,7 @@ layout(std430, set = 0, binding = 0) readonly buffer Core_2D_Primitives {
// ---------- Entry point ----------
void main() {
if (mode == 0u) {
// ---- Mode 0: Tessellated (used for text and arbitrary user geometry) ----
f_color = v_color;
f_local_or_uv = v_uv;
f_params = vec4(0.0);
f_params2 = vec4(0.0);
f_flags = 0u;
f_uv_rect = vec4(0.0);
f_effects = uvec4(0);
gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0);
} else {
if (mode == 1u) {
// ---- Mode 1: SDF instanced quads ----
Core_2D_Primitive p = primitives[gl_InstanceIndex];
@@ -86,5 +83,25 @@ void main() {
f_effects = p.effects;
gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
} else {
// ---- Mode 0 (Tessellated) and Mode 2 (Text) ----
// Both feed the raw-vertex pipeline (kind 0 in the fragment shader).
// They differ only in what coord space `v_position` is in:
// Mode 0 — logical pixels, scale here by dpi_scale.
// Mode 2 — physical pixels (CPU pre-scaled and snapped to integer
// physical pixels for atlas-aligned bilinear sampling).
// Do NOT rescale.
// `mode` is uniform across the workgroup, so the select compiles to a
// uniform-controlled branch with no SIMT divergence cost.
f_color = v_color;
f_local_or_uv = v_uv;
f_params = vec4(0.0);
f_params2 = vec4(0.0);
f_flags = 0u;
f_uv_rect = vec4(0.0);
f_effects = uvec4(0);
vec2 pos = (mode == 2u) ? v_position : (v_position * dpi_scale);
gl_Position = projection * vec4(pos, 0.0, 1.0);
}
}