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1994a2ea2d
Switches from using a dynamic vertex buffer to an immutable vertex buffer. This feels counter-intuitive to me; the purpose of dynamic is to sustain frequent updates, but mapping the buffer needs to synchronize with the GPU, and if we are rapidly invalidating the window that can stall painting by tens of milliseconds. Switching to an immutable buffer avoids the stall and makes quad mapping more consistently < 10ms, but its still not ideal. refs: https://github.com/wez/wezterm/issues/546 |
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