Open
Description
On macOS, the buffer is applied using logical pixels rather than physical pixels so a 100x100 buffer will fill a 100x100 (logical pixels) window even if the window occupies 200x200 (physical) pixels. A 200x200 buffer in the same scenario will just be cropped. This is a good default that makes UI easier to develop, but results in output that looks low res.
I'm currently working around this by setting my buffer to the physical pixel size, then scaling it on application by adding the following to set_buffer in cg.rs:
self.layer.set_contents_scale(width as f64 / self.layer.bounds().size.width);
I'm not sure what the right and real mechanism for doing this should be (e.g. always use physical? allow scale factor choice?)