`width`/`height` are PHYSICAL pixels (the actual GPU surface). `logical_width`/`logical_height` are the points size reported to user code via `screenWidth`/HUD — on non-HiDPI platforms they match the physical size. Render-pass extent used by main_hdr + scene_compose, computed from `render_scale`. At 0.5 this is half the surface size and the TAA pass (or upscale pass) brings it back to the full sur
(&self)
| 6322 | /// the TAA pass (or upscale pass) brings it back to the full |
| 6323 | /// surface for composite; at 1.0 it matches the surface. |
| 6324 | pub fn render_extent(&self) -> (u32, u32) { |
| 6325 | let sw = self.surface_config.width as f32; |
| 6326 | let sh = self.surface_config.height as f32; |
| 6327 | let s = self.render_scale.clamp(0.5, 1.0); |
| 6328 | ( |
| 6329 | ((sw * s).round() as u32).max(1), |
| 6330 | ((sh * s).round() as u32).max(1), |
| 6331 | ) |
| 6332 | } |
| 6333 | |
| 6334 | pub fn resize(&mut self, width: u32, height: u32, logical_width: u32, logical_height: u32) { |
| 6335 | if width > 0 && height > 0 { |
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