From 5ff05b7f02b2ff1b0859a9a61ca7e1af6476424f Mon Sep 17 00:00:00 2001 From: Héctor Ramón Jiménez Date: Tue, 5 Nov 2019 20:40:17 +0100 Subject: Apply HiDPI scaling to quads The anti-aliasing strategy is pretty naive, but we will manage for now. --- wgpu/src/renderer.rs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'wgpu/src/renderer.rs') diff --git a/wgpu/src/renderer.rs b/wgpu/src/renderer.rs index 7ac74e93..f46acb8c 100644 --- a/wgpu/src/renderer.rs +++ b/wgpu/src/renderer.rs @@ -239,7 +239,7 @@ impl Renderer { color: match background { Background::Color(color) => color.into_linear(), }, - border_radius: *border_radius as u32, + border_radius: *border_radius as f32, }); } Primitive::Image { path, bounds } => { @@ -327,13 +327,14 @@ impl Renderer { encoder, &layer.quads, transformation, + dpi, bounds, target, ); } if layer.images.len() > 0 { - let translated = transformation + let translated_and_scaled = transformation * Transformation::scale(dpi, dpi) * Transformation::translate( -(layer.offset.x as f32), @@ -344,7 +345,7 @@ impl Renderer { &mut self.device, encoder, &layer.images, - translated, + translated_and_scaled, bounds, target, ); -- cgit