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AtlasEngine: Fix bugs introduced in 66f4f9d and d74b66a #13496
AtlasEngine: Fix bugs introduced in 66f4f9d and d74b66a #13496
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hahahaha, ok that makes me feel much better about this
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Sorry, I'm just really confused about this. Why are we iterating from the x-coord to the y-coord? The inner loop makes sense because we're looping over each y value. Shouldn't this be looping over the x values then?
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I've added a brief comment explaining this peculiar code.
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These 3
Buffer
changes should've been here all along. The 3 corresponding STL functions already do exactly the optimal thing: nothing for trivial types (i.e. leave the memory uninitialized) and properly construct/destruct the types if they're proper classes. And in case ofstd::uninitialized_copy_n
in particular it already usesmemmove
for trivial types internally. Perfect!This change allows us to construct a
Buffer<iterator>
which is an array of non-trivial types.BTW/FYI: I didn't use
std::vector
and wroteBuffer
instead, because I want to convey that these things explicitly don't hold resizeable contents (in general). For instance I didn't want apush_back
method on my viewport arrays - that wouldn't make sense so that always felt a bit wrong to me. It also doesn't initialize contents to zero, allowing rapid creation/destruction and you can specify a custom alignment (improves rendering perf by about 20% overstd::vector
IIRC).There was a problem hiding this comment.
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When you pull these classes out to their own files, explain that ^^ in a comment!
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Why do we need clip? I mean, I see that we call
PushAxisAlignedClip()
down below, but it would be nice to add a comment here explaining the purpose of clip and what it fixes, exactly. More just so that anybody that comes along understands this code better.There was a problem hiding this comment.
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Let me know if the comment I just added is sufficient. 🙂
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Love it. Thanks!
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I don't actually understand why we need this clip! We are only filling or stroking within
0,0 .. cellSizeDIP
already; were we measurably "accidentally" drawing into the neighboring tiles? When? How?There was a problem hiding this comment.
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I'm a bit concerned that D2D might draw lines/rectangles outside of the coordinates I specify, be it due to off-by-fractional-1 bugs or due to AA. I think using a clip rect is more robust and doesn't hurt performance since we only seldomly draw a cursor.