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We already have
renderer.pixel_ratio
, but its behavior is not so great when the screen'spixel_ratio
is a fractional.With this PR:
renderer.pixel_scale
is the factor between the internal texture and target physical size.renderer.pixel_ratio
is the factor between the internal texture and target logical size.pixel_ratio
.pixel_scale
of either 1 or 2, depending on whether the screen looks like it's hiDPI.For reference, the behavior of OS display scaling
canvas.pixel_ratio
. E.g. 225%-> 2.25What this means
canvas.pixel_ratio
is always 2.0, as far as I can see.To summarize this PR in the context of the above; we use
pixel_ratio>=2
to detect HiDPI displays and turn on SSAA automatically if its not, being careful to select either a factor of 1 or 2, because the ssaa.wgsl shader is optimized for these values.