4 ms·
It depends on what the various different layers in between you and the gfx hardware are doing. For instance, see the discussion on this "monitor calibration" s
by turtledragonfly 4y ago
It depends on what the various different layers in between you and the gfx hardware are doing.
For instance, see the discussion on this "monitor calibration" shader: https://www.shadertoy.com/view/NsS3Rw https://www.shadertoy.com/view/NsS3Rw
In that case, FireFox does not 100% provide some of the needed APIs in order to get pixel-perfect rendering. There's nothing you can do to fix that yourself.
"...Anyways, long story short, we need Firefox to implement 'devicePixelContentBoxSize' before we can have pixel exact rendering, deterministically, in that browser."
That's just one example.
For something delicate like pixel-perfect rendering, every layer in the chain from hardware to OS -> libraryX -> libraryY -> libraryZ -> browser -> your code, all need to handle coordinates and thigs _perfectly_. If any one of those links in the chain messes things up, or doesn't provide the correct rounding, etc. then you are stuck.
It's not so terribly hard to do, but it has subtleties and edge cases, and everyone involved must handle them correctly. Also, if they handle them not-correctly, the result is still "good enough" for many purposes, so the fix doesn't get prioritized.
- zamadatix 4y agoFWIW Firefox has supported that for a ~year now and you could fix it yourself it was just more work than the prebuilt way.
- turtledragonfly 4y agoAh, good to know. I'm not involved in that project, just had the link handy as a relevant discussion. I'll wait for the ShaderToy devs to fix it, I guess (: