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Fix builtin glyph corruption in the D2D renderer (#17464)
The initial contents of a texture are undefined. That's not good. Now they are. That's good. (cherry picked from commit 8c14a34263165bb3ab0a3689dc49840159a17820) Service-Card-Id: 92788897 Service-Version: 1.21
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@ -394,8 +394,14 @@ void BackendD2D::_prepareBuiltinGlyphRenderTarget(const RenderingPayload& p)
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THROW_IF_FAILED(target->GetBitmap(_builtinGlyphsBitmap.put()));
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_builtinGlyphsRenderTarget = target.query<ID2D1DeviceContext>();
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_builtinGlyphsBitmapCellCountU = cellCountU;
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_builtinGlyphsRenderTargetActive = false;
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memset(&_builtinGlyphsReady[0], 0, sizeof(_builtinGlyphsReady));
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_builtinGlyphsRenderTarget->BeginDraw();
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_builtinGlyphsRenderTargetActive = true;
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// The initial contents of the bitmap are undefined.
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// -> We need to define them. :)
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_builtinGlyphsRenderTarget->Clear();
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}
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D2D1_RECT_U BackendD2D::_prepareBuiltinGlyph(const RenderingPayload& p, char32_t ch, u32 off)
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