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  1. 2D Primitives rendering
    1. implemented AA rendering for some primitives and painting types
    2. investigated multisampling AA rendering, tried on AA parallelogram rendering
    3. optimised geometry handling (no unnecessary MTLBuffer creation)
    4. improved stability: fixed some severe memory management problems in primitive handling
  2. Image rendering. 
    1. improved stability: fixed several memory management problems
    2. native blit operations (Blit, IsoBlit) for almost all blit primitives (of MTLBlitLoops)
    3. all 32bpp raster formats with ‘opaque’ flags
    4. all alpha-composite modes (still unsupported extra-alpha)
    5. clipping, transform
    6. textures pool (to avoid reallocations for temporary textures) with restricted size (cleaned with LRU-strategy)
      1. fast search in pool
      2. no unnecessary sync
      3. blit without sampling if possible
  3. Grayscale Text Rendering

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