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Round after applying device pixel ratio in resize() - #4
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- Canvas setters will implicitly floor. If float math gives us something like 99.9999 we actually want 100, but it would be using 99. - If pixel ratio scaling results in a decimal, the old code would fail the if check on every call because the getters would be floored.
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Cherry-pick of TurboWarp commit 4a71110.
With fractional display scaling (125% or 150%, common on low-end Windows laptops),
pixelsWide * pixelRatiois not an integer. The canvas floors it when it is set, socanvas.width !== newWidthstayed true on everyresize()call. Each call then reallocated the WebGL backbuffer, updated render quality and overlays, and drew an extra frame. Rounding makes the check match, so repeated resizes at the same size do nothing.Nothing visible changes.