| Commit message (Collapse) | Author | Age | Files | Lines |
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The real screen silently clips coordinates out of bounds.
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Amazing how much difference it makes even when the implementation is so
naive and slow.
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Before: we always drew pixels atop characters, and we only drew pixels
that were explicitly requested.
After: we always draw pixels atop characters, and we only draw pixels that
don't have color 0.
Both semantics should be identical as long as pixels are never drawn atop
characters.
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Even if they duplicate lower-level ones, we have an opportunity for better
error messages. Any time I see a hard-to-debug error message, I should
be asking myself, "what higher-level primitive should catch and improve
this error?"
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Filling pixels isn't a rare corner case. I'm going to switch to a dense
rather than sparse representation for pixels, but callers will have to
explicitly request the additional memory.
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It causes us to run out of memory during tests.
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So far we aren't running out of memory. Might as well loosen our belts.
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And we give a high-level error when the pixel buffer fills up.
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