...
- 2D Primitives rendering
- implemented AA rendering for some primitives and painting types
- investigated multisampling AA rendering, tried on AA parallelogram rendering
- optimised geometry handling (no unnecessary MTLBuffer creation)
- improved stability: fixed some severe memory management problems in primitive handling
- Image rendering.
- improved stability: fixed several memory management problems
- native blit operations (Blit, IsoBlit) for almost all blit primitives (of MTLBlitLoops)
- all 32bpp raster formats with ‘opaque’ flags
- all alpha-composite modes (still unsupported extra-alpha)
- clipping, transform
- textures pool (to avoid reallocations for temporary textures) with restricted size (cleaned with LRU-strategy)
- fast search in pool
- no unnecessary sync
- blit without sampling if possible
- Grayscale Text Rendering
...
{"serverDuration": 83, "requestCorrelationId": "9ce51f74ead3c87a"}