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Win32: DPI Awareness is broken with OpenGL contexts #321
Fractional scaling does not appear to be working on Windows. This is the output I get when running the render_femtovg example with the display set to 125% scale.
The mouse cursor is also not in the correct place.
Egui-baseview also looks pixelated and has an incorrect window size when ran in standalone mode on Windows with fractional scaling:
When ran as a plugin, the window has an incorrect size:
I know baseview manages its own OpenGL context. Is there maybe something special you need to do with the context on Windows? We could look into how glutin/glow does this.
Ok, found that the issue happens from 468c21b onwards (Win32: Migrate to Per-Monitor V2 Thread-based DPI awareness (#266)).
The commits before that one start off at with the rendered image not filling the whole window, but after resizing the window once, everything works correctly.
Just tried #335 on AMD. render_femtovg works perfectly. clack_plugin works the first time the window is opened on FL Studio. But if I reopen the window, the GUI is missing.
@Soulusions@danferns I have added some extra (temporary) logging on Windows in the clack_plugin example, and added a new clack_plugin_femtovg plugin to test the OpenGL behavior, can you guys give it a try and share the plugin's log outputs?
2026-09-10T08:22:57.559574Z DEBUG baseview::platform::win::dpi: OpenGL context requested: bypassing DPI awareness checking, using process DPI awareness instead.
2026-09-10T08:22:57.559659Z DEBUG baseview::platform::win::dpi: Using DPI Awareness Context of type Some(PerMonitorDpiAware).
@danferns Thanks! The logs look like it's behaving correctly. For the other issues you raised, unless they're caused by #335, I think filing them as separate issues would be better, yes. 🙂
I just got my hands on an NVIDIA Windows system, and while I could reproduce the original issue, it seems #335 fixes it (both standalone and in Bitwig).
@Soulusions do you still have issues with the latest commits on #335? If not then I think we'll be able to close this issue. 🙂
I have just merged #335 and will publish it as part of the next release, since it seems to fix the issue for all of us I will close this issue, but feel free to comment here if the issue arises again. 🙂
Thank you Adrien, Billy, and @/Soulusions! Your work is really appreciated! This is not just great news for Rust plugin developers, but also of great benefit to users of said plugins! 😁
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prokopyl commentedon Aug 22, 2026
Notes from further testing from Discord:
BillyDM commentedon Aug 22, 2026
I know baseview manages its own OpenGL context. Is there maybe something special you need to do with the context on Windows? We could look into how glutin/glow does this.
prokopyl commentedon Aug 24, 2026
Looking into this again, I just realized that the OpenGL view seems to be actually scaled twice for some reason?
@BillyDM I'm not sure if this is a regression, have you had this problem with Baseview on windows before? Do you think you could bisect the issue?
BillyDM commentedon Aug 24, 2026
Ok, I'll see if I can recreate the issue on an older version of baseview tomorrow.
BillyDM commentedon Aug 24, 2026
Ok, found that the issue happens from 468c21b onwards (Win32: Migrate to Per-Monitor V2 Thread-based DPI awareness (#266)).
The commits before that one start off at with the rendered image not filling the whole window, but after resizing the window once, everything works correctly.
prokopyl commentedon Aug 25, 2026
@BillyDM Can you try the fix in this branch to see if it helps? https://github.com/RustAudio/baseview/tree/win32-opengl-fix
BillyDM commentedon Aug 25, 2026
No, that doesn't fix it.
prokopyl commentedon Aug 26, 2026
@BillyDM can you try the latest one on that branch?
Sorry to use you as a ping-pong like that 😅
danferns commentedon Aug 26, 2026
If you guys can use another hand I'm here :)
danferns commentedon Aug 26, 2026
This also does not fix it.
[-]Fractional scaling not working on Windows[/-][+]Win32: DPI Awareness is broken with OpenGL contexts[/+]5 remaining items
danferns commentedon Sep 5, 2026
#334 works for me too on AMD!
prokopyl commentedon Sep 8, 2026
Can you guys try if #335 helps for the plugin (embedded window) case?
Soulusions commentedon Sep 8, 2026
On nVidia #335 doesn't seem to work (testing thru bitwig).
danferns commentedon Sep 9, 2026
Just tried #335 on AMD. render_femtovg works perfectly. clack_plugin works the first time the window is opened on FL Studio. But if I reopen the window, the GUI is missing.
After reopening:
prokopyl commentedon Sep 9, 2026
@Soulusions @danferns I have added some extra (temporary) logging on Windows in the
clack_pluginexample, and added a newclack_plugin_femtovgplugin to test the OpenGL behavior, can you guys give it a try and share the plugin's log outputs?danferns commentedon Sep 10, 2026
Both plugins look good on my system.
I've added logs from testing in Reaper (since FL Studio turns out to be at 100% scale for me).
Clack plugin:
Clack plugin femtovg:
(Moved other issue to #337)
prokopyl commentedon Sep 11, 2026
@danferns Thanks! The logs look like it's behaving correctly. For the other issues you raised, unless they're caused by #335, I think filing them as separate issues would be better, yes. 🙂
prokopyl commentedon Sep 11, 2026
I just got my hands on an NVIDIA Windows system, and while I could reproduce the original issue, it seems #335 fixes it (both standalone and in Bitwig).
@Soulusions do you still have issues with the latest commits on #335? If not then I think we'll be able to close this issue. 🙂
Soulusions commentedon Sep 11, 2026
I can't get logs due to bitwig running plugins in a "server", but it looks like now the behavior in femtosvg with opengl is good.
BillyDM commentedon Sep 11, 2026
Plugin logs can be found in Bitwig's
engine.logfile.prokopyl commentedon Sep 12, 2026
I have just merged #335 and will publish it as part of the next release, since it seems to fix the issue for all of us I will close this issue, but feel free to comment here if the issue arises again. 🙂
danferns commentedon Sep 12, 2026
Thank you Adrien, Billy, and @/Soulusions! Your work is really appreciated! This is not just great news for Rust plugin developers, but also of great benefit to users of said plugins! 😁
Win32: skip thread-scoped DPI awareness for OpenGL windows