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atlas,d2d: overdraw the background bitmap by one cell on all sides #17674
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BackendD2D will now draw one extra cell on all sides when rendering the background, filled with the expected background color, starting at (-1, -1) to ensure that cell backgrounds do not bleed over the edges of the viewport. Fixes #17672
The translation in `transform` ensures that we render it off the top left of the render target. | ||
*/ | ||
auto backgroundFill = std::make_unique_for_overwrite<u32[]>(static_cast<size_t>(size.width * size.height)); | ||
std::fill_n(backgroundFill.get(), size.width * size.height, u32ColorPremultiply(p.s->misc->backgroundColor)); |
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A heap alloc for 1440 bytes? At least it only happens when we need to recreate the bitmap.
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Thinking about it some more, you could use CreateCompatibleRenderTarget
and Clear()
to initialize the bitmap. There's some code you could copy in _resizeCursorBitmap
.
Another option is that we preallocate the foreground/background bitmap with a 1px margin and adjust the "stride" accordingly so that D3D is unaffected by this. The latter option is potentially the optimal solution, I think. (I'd be happy to help with that if you'd like.)
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Arguably more expensive than a heap alloc of 1440 bytes, FWIW.
A compatible render target, pointed to the bitmap, based on the current render target, all to just clear it (after converting the background color to D2D's preferred D2D_COLOR_F
) and suck the bitmap out to stride-copy the actual background colors in.
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However, preallocating it down in the Renderer is a good idea. Can we book that for the future, or would you like it in this PR?
/azp run |
Azure Pipelines successfully started running 1 pipeline(s). |
BackendD2D will now draw one extra cell on all sides when rendering the background, filled with the expected background color, starting at (-1, -1) to ensure that cell backgrounds do not bleed over the edges of the viewport where the is swapchain but no content. Fixes #17672 (cherry picked from commit 9007fc2) Service-Card-Id: 93494324 Service-Version: 1.21
BackendD2D will now draw one extra cell on all sides when rendering the background, filled with the expected background color, starting at (-1, -1) to ensure that cell backgrounds do not bleed over the edges of the viewport where the is swapchain but no content.
Fixes #17672