native_render: HiDPI glyph pages, sharp UI upscaling, 4x MSAA
- CGraphicFontTexture rasterises glyph pages at the swapchain density (UISetFontOversample, MT_FONT_OVERSAMPLE) with anti-aliased coverage; metrics, packing and UVs stay the 40250 1x values. Default 1 keeps the verbatim bilevel path (Godot unchanged). - native.frag: sharp-bilinear sampling for magnified UI textures. - Multisampled colour/depth with a resolve into the swapchain (MT_MSAA, default 4); stats line reports msaa=N. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5.5
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22ca5da387
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52ccb80d01
@@ -72,3 +72,10 @@ void UIRenderAdd(UIRenderCommand command);
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const std::vector<UIRenderCommand>& UIRenderCommands();
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void UIRenderSetClip(float x, float y, float width, float height);
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void UIRenderRestoreClip();
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// HiDPI text: CGraphicFontTexture rasterises its glyph pages at this multiple of the logical font
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// size (the swapchain's pixels per UI pixel) while keeping the 40250 glyph metrics and page UVs in
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// logical pixels. 1 (the default) is the verbatim 40250 path. Latched when the first font page is
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// created, so set it before the game creates fonts.
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void UISetFontOversample(int scale);
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int UIFontOversample();
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