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atlas,d2d: overdraw the background bitmap by one cell on all sides #17674
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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
andClear()
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.There was a problem hiding this comment.
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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?