Snap sprites to pixel grid in `Renderer`
Antonio Scandurra
created 4 years ago
Previously, we were doing so in the `SpriteCache` but that would cause
floating point errors that caused glyphs to sometimes be positioned
midway through a pixel.
Change summary
gpui/src/platform/mac/renderer.rs | 4 +++-
gpui/src/platform/mac/sprite_cache.rs | 7 ++-----
2 files changed, 5 insertions(+), 6 deletions(-)
Detailed changes
@@ -293,11 +293,13 @@ impl Renderer {
glyph.origin,
scene.scale_factor(),
) {
+ // Snap sprite to pixel grid.
+ let origin = (glyph.origin * scene.scale_factor()).floor() + sprite.offset.to_f32();
sprites_by_atlas
.entry(sprite.atlas_id)
.or_insert_with(Vec::new)
.push(shaders::GPUISprite {
- origin: (glyph.origin * scene.scale_factor() + sprite.offset).to_float2(),
+ origin: origin.to_float2(),
size: sprite.size.to_float2(),
atlas_origin: sprite.atlas_origin.to_float2(),
color: glyph.color.to_uchar4(),
@@ -23,7 +23,7 @@ struct GlyphDescriptor {
pub struct GlyphSprite {
pub atlas_id: usize,
pub atlas_origin: Vector2I,
- pub offset: Vector2F,
+ pub offset: Vector2I,
pub size: Vector2I,
}
@@ -109,13 +109,10 @@ impl SpriteCache {
bounds
});
- // Snap sprite to pixel grid.
- let offset = glyph_bounds.origin().to_f32()
- - vec2f(target_position.x().fract(), target_position.y().fract());
Some(GlyphSprite {
atlas_id: atlasses.len() - 1,
atlas_origin: atlas_bounds.origin(),
- offset,
+ offset: glyph_bounds.origin(),
size: glyph_bounds.size(),
})
})