From ed5e95d6d47509b0ad39f761c0e4a722b19a1b6d Mon Sep 17 00:00:00 2001 From: jacob Date: Tue, 16 Dec 2025 16:07:45 -0600 Subject: [PATCH] fix draw target uv scaling --- src/meta/meta_lay.c | 4 ++-- src/pp/pp_vis/pp_vis_core.c | 4 ++-- src/pp/pp_vis/pp_vis_shaders.g | 8 ++++---- 3 files changed, 8 insertions(+), 8 deletions(-) diff --git a/src/meta/meta_lay.c b/src/meta/meta_lay.c index dc1d36f4..2b23f63f 100644 --- a/src/meta/meta_lay.c +++ b/src/meta/meta_lay.c @@ -79,8 +79,8 @@ M_Token *M_PushToken(Arena *arena, M_TokenFile *file, String s, M_TokenKind kind M_TokenFileList M_TokensFromSrcDirs(Arena *arena, StringList src_dirs) { - TempArena scratch = BeginScratch(arena); M_TokenFileList result = ZI; + TempArena scratch = BeginScratch(arena); result.first = &M_NilTokenFile; result.last = &M_NilTokenFile; @@ -195,7 +195,7 @@ M_TokenFileList M_TokensFromSrcDirs(Arena *arena, StringList src_dirs) } } - + EndScratch(scratch); return result; } diff --git a/src/pp/pp_vis/pp_vis_core.c b/src/pp/pp_vis/pp_vis_core.c index cb5d86d5..2c3aaf63 100644 --- a/src/pp/pp_vis/pp_vis_core.c +++ b/src/pp/pp_vis/pp_vis_core.c @@ -595,7 +595,7 @@ void V_TickForever(WaveLaneCtx *lane) G_ResourceHandle draw_target = G_PushTexture2D( frame->gpu_arena, G_Format_R16G16B16A16_Float, - window_frame.monitor_size, + draw_size, G_Layout_DirectQueue_ShaderReadWrite, .flags = G_ResourceFlag_AllowShaderReadWrite | G_ResourceFlag_AllowRenderTarget ); @@ -663,7 +663,7 @@ void V_TickForever(WaveLaneCtx *lane) Rng2 uv = ZI; uv.p0 = Vec2FromVec(viewport.p0); uv.p1 = Vec2FromVec(viewport.p1); - uv = DivRng2Vec2(uv, Vec2FromVec(window_frame.monitor_size)); + uv = DivRng2Vec2(uv, Vec2FromVec(draw_size)); UI_SetRawTexture(vis_box, draw_target_ro, uv); } } diff --git a/src/pp/pp_vis/pp_vis_shaders.g b/src/pp/pp_vis/pp_vis_shaders.g index 70a5cacc..2eed9026 100644 --- a/src/pp/pp_vis/pp_vis_shaders.g +++ b/src/pp/pp_vis/pp_vis_shaders.g @@ -10,7 +10,7 @@ ComputeShader2D(V_BackdropCS, 8, 8) Vec2I32 target_size = params.target_size; if (target_pos.x < target_size.x && target_pos.y < target_size.y) { - Vec4 result = Vec4(0.05, 0.05, 0.05, 1); + Vec4 result = 0; /* Checkered square color */ { @@ -42,15 +42,15 @@ ComputeShader2D(V_BackdropCS, 8, 8) /* Axis color */ { - f32 thickness = 2; + f32 half_thickness = 1; Vec2 zero_screen = mul(params.world_to_draw_xf, Vec3(0, 0, 1)); f32 x_dist = abs(target_pos.x - zero_screen.x); f32 y_dist = abs(target_pos.y - zero_screen.y); - if (y_dist <= (thickness * 0.5)) + if (y_dist <= half_thickness) { result = Color_Red; } - else if (x_dist <= (thickness * 0.5)) + else if (x_dist <= half_thickness) { result = Color_Green; }