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fix(Metal): fix crunchy appearance of constrained glyphs
We can't use nearest neighbor filtering for sampling from the atlas because we might not actually be doing pixel perfect sampling if the glyph has been constrained. This will change in the future, but this will have to be set to linear for now.
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@@ -499,7 +499,11 @@ fragment float4 cell_text_fragment(
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constexpr sampler textureSampler(
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coord::pixel,
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address::clamp_to_edge,
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filter::nearest
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// TODO(qwerasd): This can be changed back to filter::nearest when
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// we move the constraint logic out of the GPU code
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// which should once again guarantee pixel perfect
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// sizing.
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filter::linear
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);
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switch (in.mode) {
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