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WIP: Improve color emoji #1
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Codecov Report
@@ Coverage Diff @@
## master #1 +/- ##
==========================================
+ Coverage 74.49% 74.51% +0.02%
==========================================
Files 91 91
Lines 132416 132415 -1
Branches 29083 29084 +1
==========================================
+ Hits 98643 98674 +31
+ Misses 33748 33712 -36
- Partials 25 29 +4
Continue to review full report at Codecov.
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src/gui_w32.c
Outdated
@@ -6575,6 +6576,7 @@ clear_rect(RECT *rcp) | |||
#if defined(FEAT_DIRECTX) | |||
if (IS_ENABLE_DIRECTX()) | |||
{ | |||
DWriteContext_FlushInterop(s_dwc); | |||
DWriteContext_FillRect(s_dwc, rcp, gui.back_pixel); |
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これ(FlushInterop)、いっそのこと FillRect のほうに入れてしまうのはどうでしょう?
たぶん Interop モード中は、DirectXのネイティブの描画はできないんですよね?
- GDIモード
- DirectX モード
- Interop モード
たぶんこの3つのモードがあって、gui_w32.c からみると GDIモードへの遷移だけ Flush で行って
あとのモード間の遷移は gui_dwrite.cpp のなかで閉じてるとスッキリしそうに感じます。
* Do not switch between GDI and Direct2D if not really needed. - Implement both GDI and D2D version of FillRect and DrawLine.
Use DrawLine in Direct2D mode instead of SetPixel.
introduce DrawingMode to reduce switching
It seems that redrawing is much faster than scrolling when DirectX is used.
Make it customizable whether ScrollWindowEx or RedrawWindow is used.
Need to recreate the render taget when the error is returned.
Most part is written by koron.
投げました。 vim#2401 |
vim#2401 に日本語コメントが表示されてしまっているな。ま、いいっか? |
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