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AtlasEngine: Scale glyphs to better fit the cell size #13549

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Aug 1, 2022

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lhecker
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@lhecker lhecker commented Jul 20, 2022

This commit contains 3 improvements for glyph rendering:

  • Scale block element and box drawing characters to fit the cell size
    "perfectly" without leaving pixel gaps between cells.
  • Use IDWriteTextLayout::GetOverhangMetrics to determine whether glyphs
    are outside the given layout box and if they are, offset their position
    to fit them back in. If that still fails to fit, we downscale them.
  • Always scale up glyphs that are more than 2 cells wide
    This ensures that long ligatures that mimic box drawing characters like
    "===" under Cascadia Code are upscaled just like regular box drawings.
    Unfortunately this results in ligature-heavy text (like Myanmar) to get an
    "uneven" appearance because some ligatures can suddenly appear too large.
    It's difficult to come up with a good heuristic here.

Closes #12512

Validation Steps Performed

  • Print UTF-8-demo.txt
  • Block characters don't leave gaps ✅
  • Print a lorem-ipsum in Myanmar
  • Glyphs aren't cut off anymore ✅
  • Print a long "===" ligature under Cascadia Code
  • The ligature is as wide as the number of cells used ✅

src/renderer/atlas/AtlasEngine.cpp Outdated Show resolved Hide resolved
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@kasper93
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I was testing this patch with and it works better, but still the tip is cut with bold. It is noticeable, but if you want extreme case, Cascadia Code, 17pt, extra-bold width, aliased.
Without Atlas:
image
With Atlas:
image

Also Atlas doesn't respect Intense text style option, it always use bold.

@lhecker
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lhecker commented Jul 21, 2022

Does this look correct to you? Are you using a 100% display scale? Because I can't replicate the exact same look you get given that config. For instance your second row of text is thin, but you specified that you set the font to extra-bold. 🤔

{
    "antialiasingMode": "aliased",
    "experimental.useAtlasEngine": true,
    "font": 
    {
        "face": "Cascadia Code",
        "size": 17,
        "weight": "extra-bold"
    }
}

But I believe the fix is to:

  • Add 0.5px of "margin" on each side when downscaling glyphs. That way we ensure that when DirectWrite/D2D snap glyph outlines to pixels, that those pixels actually end up within the layout box.
  • AtlasEngine::_resolveFontMetrics seems to not respect font weight. When I change Cascadia Code from Regular to Bold the cell size doesn't change at all. But it should - the bold "M" character is a few pixels fatter after all.

@kasper93
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Are you using a 100% display scale?

Yes.

Because I can't replicate the exact same look you get given that config. For instance your second row of text is thin, but you specified that you set the font to extra-bold. 🤔

Ah, yes, may bad. I got lost when compering with Atlas disabled, because I initially had Intense text style set to bright colors instead of bold, and since Atlas uses bold regardless, I got confused. Images in previous comment are with normal font width and "intenseTextStyle": "bold". Here are with extra-bold.

echo -e "\033[1m➜ text\033[0m\n➜ text"

With Atlas:
image

Without Atlas:
image

I also noticed two things

  1. font size does not match between two modes. Sorry, this may not be related, but maybe it is. In the following table I listed sizes which visually match with each other in the respective modes.
Atlas ON Atlas OFF
16pt 16pt
17pt 18pt
18pt 19pt
19pt 20pt
20pt 20pt
  1. Actually Atlas renders those arrows nicer than normal mode. They are vertically aligned and to my eyes with proper size, except the cut with some font sizes. In normal mode arrows are smaller and little bit off center.

I hope I'm making sense.

@lhecker lhecker force-pushed the dev/lhecker/glyph-sizing branch 2 times, most recently from 151eba0 to 81f809e Compare July 22, 2022 22:13
@microsoft microsoft deleted a comment from github-actions bot Jul 22, 2022
@lhecker
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lhecker commented Jul 22, 2022

  1. font size does not match between two modes. Sorry, this may not be related, but maybe it is. In the following table I listed sizes which visually match with each other in the respective modes.

Yeah I did this intentionally. The current text renderer (DxEngine) draws glyphs with fractional font sizes so that they fit perfectly into their glyph cells. This solves some issues (glyphs like "========" in Cascadia Code not having the correct size in AtlasEngine) but brings other issues (glyphs being blurry as you noted). It's a trade-off and there's unfortunately no correct decision. 🙁 I went with the "pixel-perfect" approach which makes ASCII and CJK text look nicer.

The latest commit should make your arrows look a bit nicer. Unfortunately they're sometimes still slightly cut off but at least for me it's tolerable now... We'll have to see how it goes! 🙂

@lhecker lhecker changed the title AtlasEngine: Scale down glyphs with overhangs AtlasEngine: Scale glyphs to better fit the cell size Jul 22, 2022
@lhecker lhecker force-pushed the dev/lhecker/glyph-sizing branch from 81f809e to 5633060 Compare July 25, 2022 15:19
@ghost ghost added Area-AtlasEngine Issue-Bug It either shouldn't be doing this or needs an investigation. Priority-2 A description (P2) Product-Terminal The new Windows Terminal. labels Jul 25, 2022
@lhecker lhecker marked this pull request as draft July 26, 2022 18:39
@lhecker lhecker force-pushed the dev/lhecker/glyph-sizing branch from 5633060 to b6acacc Compare July 26, 2022 19:17
@lhecker lhecker force-pushed the dev/lhecker/glyph-sizing branch from b6acacc to 2cd9523 Compare July 28, 2022 13:59
@lhecker lhecker marked this pull request as ready for review July 28, 2022 13:59
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lhecker commented Jul 28, 2022

Rebased and ready for review!

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All in all, the code looks good to me, just a couple questions before I give the ✅

@@ -0,0 +1,172 @@
#include "pch.h"
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note to reviewers: this whole file is just code that was deleted from the TextAnalyzer in AtlasEngine.cpp

src/renderer/atlas/AtlasEngine.r.cpp Outdated Show resolved Hide resolved
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I'm cool with this, let's get it into selfhosting!

// But we do want it technically, so this re-implements baseline snapping... I think?
// It calculates the new `baseline` height after transformation by `scale.y` relative to the center point `halfSize.y`.
//
// This works even if `scale.y == 1`, because then `baseline == baselineInDIP + offset.y` and `baselineInDIP`
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to some extent i just have to, like... trust your math lol

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Yeah, this is really hard to read:

baseline = halfSize.y + (_r.fontMetrics.baselineInDIP + offset.y - halfSize.y) * scale.y

If it helps here's an image explanation:
image

offset.y shifts the glyph (and thus the baseline) up and down as needed to fit the glyph into the cell. So it's a simple + offset.y and you arrive at my complex line of code there.

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lhecker commented Jul 29, 2022

@zadjii-msft FYI I just pushed some commits. It addresses these issues:

  • I (hopefully correctly) fixed support for baseline snapping - CJK looks a better now!
  • Fixed centering of glyphs - the offset was applied to the origin before the transformation was applied, which meant that the offset was applied twice: Once to center the origin of DrawTextLayout and once to offset the scaling center (= after scaling the glyph isn't centered anymore).
  • The use targetSize was entirely incorrect - glyphs like "W" are just as wide as "M" (= cell width), but since targetSize is 1px smaller than the cell size, it accidentally downsized all W by a factor of like 0.999995.

@lhecker lhecker added the AutoMerge Marked for automatic merge by the bot when requirements are met label Aug 1, 2022
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ghost commented Aug 1, 2022

Hello @lhecker!

Because this pull request has the AutoMerge label, I will be glad to assist with helping to merge this pull request once all check-in policies pass.

p.s. you can customize the way I help with merging this pull request, such as holding this pull request until a specific person approves. Simply @mention me (@msftbot) and give me an instruction to get started! Learn more here.

@ghost ghost merged commit a84f4d5 into main Aug 1, 2022
@ghost ghost deleted the dev/lhecker/glyph-sizing branch August 1, 2022 15:42
@lhecker lhecker added this to the Terminal v1.16 milestone Aug 1, 2022
DHowett pushed a commit that referenced this pull request Sep 9, 2022
AtlasEngine: Implement LRU invalidation for glyph tiles (#13458)

So far AtlasEngine would only grow the backing texture atlas once it gets full,
without the ability to reuse tiles once it gets full. This commit adds LRU
capabilities to the glyph-to-tile hashmap, allowing us to reuse the least
recently used tiles for new ones once the atlas texture is full.
This commit uses a quadratic growth factor with power-of-2 textures,
resulting in a backing atlas of 1x to 2x the size of the window.
While AtlasEngine is still incapable of shrinking the texture, it'll now at
least not grow to 128MB or result in weird glitches under most circumstances.

* Print `utf8_sequence_0-0x2ffff_assigned_printable_unseparated.txt`
  from https://github.com/bits/UTF-8-Unicode-Test-Documents
* Scroll back up to the top
* PowerShell input line is still there rendering as ASCII. ✅

AtlasEngine: Improve glyph generation performance (#13477)

so that we stop running out of GPU memory for complex Unicode.
This however can result in our glyph generation being a performance issue in
edge cases, to the point that the application may feel outright unuseable.

CJK glyphs for instance can easily exceed the maximum atlas texture size
(twice the window size), but take a significant amount of CPU and GPU time to
rasterize and draw, which results in "jelly scrolling" down to ~1 FPS.
This PR improves the situation of the latter half by directly drawing
glyphs into the texture atlas without an intermediate scratchpad texture.

This reduces GPU usage by 96% on my system (33% -> 2%) which improves general
render performance by ~100% (15 -> 30 FPS). CPU usage remains the same however,
but that's not really something we can do anything about at this time.
The atlas texture is already our primary means to reduce the CPU cost after all.

* Disable V-Sync for OpenConsole in NVIDIA Control Panel
* Enable `debugGlyphGenerationPerformance`
* Print the entire CJK block U+4E00..U+9FFF
* Measure the above GPU usage and FPS improvements ✅
  (Alternatively: Just scroll around and judge the "jellyness".)

AtlasEngine: Fix bugs introduced in 66f4f9d and d74b66a (#13496)

We only process glyphs within the dirtyRect, but glyphs outside of the dirtyRect
are still in use and shouldn't be discarded. This is critical if someone uses
a tool like tmux to split the terminal horizontally. If they then print a lot
of Unicode text on just one side, we have to ensure that the (for example)
plain ASCII glyphs on the other half of the viewport are still retained.

The cursor was drawn without a clip rect, causing the entire atlas
texture to be filled with black. This just so happened to work fine
in Windows Terminal but relied on a race condition.

Closes #13490

* Disappearing glyphs
  * Start `tmux` in `wsl`
  * Split horizontally with `Ctrl+B`, `"`
  * `cat` a huge Unicode text file on the bottom
  * Ensure ASCII glyphs in the top half don't disappear ✅
* Black viewport after font changes
  * Start `OpenConsole` with `AtlasEngine`
  * Open Properties dialog and click "Ok"
  * Viewport content doesn't disappear ✅

AtlasEngine: Improve robustness against TextBuffer bugs (#13530)

The current TextBuffer implementation will happily overwrite the
leading/trailing half of a wide glyph with a narrow one without
padding the other half with whitespace. This could crash AtlasEngine
which aggressively guarded against such inconsistencies.

Closes #13522

* Run .bat file linked in #13522
  (Override wide glyph with a single space.)
* `AtlasEngine` doesn't crash ✅

AtlasEngine: Handle IntenseIsBold (#13577)

This change adds support for the `IntenseIsBold` rendering setting.
Windows Terminal for instance defaults to `false` here, causing
intense colors to only be bright but not bold.

* Set "Intense text style" to "Bright colors"
* Enable AtlasEngine
* Print ``echo "`e[1mtest`e[0m"``
* "test" appears as bright without being bold ✅

AtlasEngine: Fix LRU state after scrolling (#13607)

66f4f9d had another bug: Just like how we scroll our viewport by `memmove`ing
the `_r.cells` array, we also have to `memmove` the new `_r.cellGlyphMapping`.
Without this fix drawing lots of glyphs while only scrolling slightly
(= not invalidating the entire viewport), would erroneously call
`makeNewest` on glyphs now outside of the viewport. This would cause
actually visible glyphs to be recycled and overwritten by new ones.

* Switch to Cascadia Code
* Print some text that fills the glyph atlas
* Scroll down by a few rows
* Write a long "==========" ligature (this quickly fills up
  any remaining space in the atlas and exacerbates the issue)
* Unrelated rows don't get corrupted ✅

AtlasEngine: Remove support for Windows 7 (#13608)

We recently figured that we can drop support for Windows 7. Coincidentally
AtlasEngine never actually supported Windows 7 properly, because it called
`ResizeBuffers` with `DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT`
no matter whether the swap chain was created with it enabled.

The new minimally supported version is Windows 8.1.

AtlasEngine: Implement remaining grid lines (#13587)

This commit implements the remaining 5 of 8 grid lines:
left/top/right/bottom (COMMON_LVB) borders and double underline

`AtlasEngine::_resolveFontMetrics` was partially refactored to use `float`s
instead of `double`s, because that's what the remaining code uses as well.
It also helps the new, slightly more complex double underline calculation.

* Print characters with the `COMMON_LVB_GRID_HORIZONTAL`, `GRID_LVERTICAL`,
  `GRID_RVERTICAL` and `UNDERSCORE` attributes via `WriteConsoleOutputW`
* All 4 grid lines are visible ✅
* Grid lines correctly scale according to the `lineWidth` ✅
* Print a double underline with `printf "\033[21mtest\033[0m"`
* A double underline is fully visible ✅

AtlasEngine: Scale glyphs to better fit the cell size (#13549)

This commit contains 3 improvements for glyph rendering:
* Scale block element and box drawing characters to fit the cell size
  "perfectly" without leaving pixel gaps between cells.
* Use `IDWriteTextLayout::GetOverhangMetrics` to determine whether glyphs
  are outside the given layout box and if they are, offset their position
  to fit them back in. If that still fails to fit, we downscale them.
* Always scale up glyphs that are more than 2 cells wide
  This ensures that long ligatures that mimic box drawing characters like
  "===" under Cascadia Code are upscaled just like regular box drawings.
  Unfortunately this results in ligature-heavy text (like Myanmar) to get an
  "uneven" appearance because some ligatures can suddenly appear too large.
  It's difficult to come up with a good heuristic here.

Closes #12512

* Print UTF-8-demo.txt
* Block characters don't leave gaps ✅
* Print a lorem-ipsum in Myanmar
* Glyphs aren't cut off anymore ✅
* Print a long "===" ligature under Cascadia Code
* The ligature is as wide as the number of cells used ✅

AtlasEngine: Recognize Powerline glyphs (#13650)

This commit makes AtlasEngine recognize Powerline glyphs as box drawing ones.
The extra pixel offsets when determining the `scale` caused weird artifacts
and thus were removed. It seems like this causes no noticeable regressions.

Closes #13029

* Run all values of `wchar_t` through `isInInversionList`
  and ensure it produces the expected value ✅
* Powerline glyphs are correctly scaled with Cascadia Code PL ✅

AtlasEngine: Fix debugGlyphGenerationPerformance (#13757)

`debugGlyphGenerationPerformance` used to only test the performance of
text segmentation/parsing, so I renamed it to `debugTextParsingPerformance`.
The new `debugGlyphGenerationPerformance` actually clears the glyph atlas now.

Additionally this fixes a bug with `debugGeneralPerformance`:
If a `DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT` is requested,
it needs to be used. Since `debugGeneralPerformance` is for testing without
V-Sync, we need to ensure that the waitable object is properly disabled.

AtlasEngine: Fix the fix for LRU state after scrolling (#13784)

The absolute disgrace of a fix called 65b71ff failed to account for `std::move`
being unsafe to use for overlapping ranges. While `std::move` works for trivial
types (it happens to delegate to `memmove`), we need to dynamically switch
between that and `std::move_backward` to be correct.

Without this fix the LRU refresh is incorrect and might lead to crashes.

I'm working on a new, pure D2D renderer inside AtlasEngine, which uses
the iterators contained in `_r.cellGlyphMapping` to draw text.
I noticed the bug, because scrolling up caused the text to be garbled
and with this fix applied it works as expected.

AtlasEngine: Round cell sizes to nearest instead of up (#13833)

After some deliberation I noticed that rounding the glyph advance up to yield
the cell width is at least just as wrong as rounding it. This is because
we draw glyphs centered, meaning that (at least in theory) anti-aliased
pixels might clip outside of the layout box on _both_ sides of the glyph
adding not 1 but 2 extra pixels to the glyph size. Instead of just `ceilf`
we would have had to use `ceilf(advanceWidth / 2) * 2` to account for that.

This commit simplifies our issue by just going with what other applications do:
Round all sizes (cell width and height) to the nearest pixel size.

Closes #13812

* Set a breakpoint on `scaling Required == true` in `AtlasEngine::_drawGlyph`
* Test an assortment of Cascadia Mono, Consolas, MS Gothic, Lucida Console
  at various font sizes (6, 7, 8, 10, 12, 24, ...)
* Ensure breakpoint isn't hit ✅
  This tells us that no glyph resizing was necessary

AtlasEngine: Improve RDP performance (#13816)

Direct2D is able to detect remote connections and will switch to sending
draw commands across RDP instead of rendering the data on the server.
This reduces the amount of data that needs to be transmitted as well
as the CPU load of the server, if it has no GPU installed.
This commit changes `AtlasEngine` to render with just Direct2D if a software or
remote device was chosen by `D3D11CreateDevice`. Selecting the DXGI adapter the
window is on explicitly in the future would allow us to be more precise here.

This new rendering mode doesn't implement some of the more fancy features just
yet, like inverted cursors or coloring a single wide glyph in multiple colors.
It reuses most existing facilities and uses the existing tile hash map to cache
DirectWrite text layouts to improve performance. Unfortunately this does incur
a fairly high memory overhead of approximately 25MB for a 120x30 viewport.

Additional drive-by changes include:
* Treat the given font size exactly as its given without rounding
  Apparently we don't really need to round the font size to whole pixels
* Stop updating the const buffer on every frame
* Support window resizing if `debugGeneralPerformance` is enabled

Closes #13079

* Tested fairly exhaustively over RDP ✅

AtlasEngine: Implement support for custom shaders (#13885)

This commit implements support for custom shaders in AtlasEngine
(`experimental.retroTerminalEffect` and `experimental.pixelShaderPath`).
Setting these properties invalidates the device because that made it
the easiest to implement this less often used feature.
The retro shader was slightly rewritten so that it compiles without warnings.

Additionally we noticed that AtlasEngine works well with D3D 10.0 hardware,
so support for that was added bringing feature parity with DxRenderer.

Closes #13853

* Default settings (Independent Flip) ✅
* ClearType (Independent Flip) ✅
* Retro Terminal Effect (Composed Flip) ✅
* Use wallpaper as background image (Composed Flip) ✅
  * Running `color 40` draws everything red ✅
  * With Retro Terminal Effect ✅

AtlasEngine: Add support for SetSoftwareRendering (#13886)

This commit implements support for `experimental.rendering.software`.
There's not much to it. It's just another 2 if conditions.

* `"experimental.rendering.software": false` renders with D3D ✅
* `"experimental.rendering.software": true` triggers the new code path ✅

atlas: only enable continuous redraw if the shader needs it (#13903)

We do this by detecting whether the shader is using variable 0 in
constant buffer 0 (typically "time", but it can go by many names.)

Closes #13901

AtlasEngine: Fix various bugs found in testing (#13906)

In testing the following issues were found in AtlasEngine and fixed:
1. "Toggle terminal visual effects" action not working
2. `d2dMode` failed to work with transparent backgrounds
3. `GetSwapChainHandle()` is thread-unsafe due to it being called outside
  of the console lock and with single-threaded Direct2D enabled
4. 2 swap chain buffers are less performant than 3
5. Flip-Discard and `Present()` is less energy efficient than
  Flip-Sequential and `Present1()`
6. `d2dMode` used to copy the front to back buffer for partial rendering,
  but always redraw the entire dirty region anyways
7. Added support for DirectX 9 hardware
8. If custom shaders are used not all pixels would be presented

Closes #13906

1. Toggling visual effects runs retro shader ✅
   With a custom shader set, it toggles the shader ✅
   Toggling `experimental.rendering.software` toggles the shader ✅
2. `"backgroundImage": "desktopWallpaper"` works with D2D ✅ and D3D ✅
3. Adding a `Sleep(3000)` in `_AttachDxgiSwapChainToXaml` doesn't break
   Windows 10 ✅ nor Windows 11 ✅
4. Screen animations run at 144 FPS ✅ even while moving the window ✅
5. No weird artefacts during cursor movement or scrolling ✅
6. No weird artefacts during cursor movement or scrolling ✅
7. Forcing DirectX 9.3 in `dxcpl` runs fine ✅

AtlasEngine: Fix a correctness bug (#13956)

`ATLAS_POD_OPS` doesn't check for `has_unique_object_representations` and so a
bug exists where `CachedCursorOptions` comparisons invoke undefined behavior.
@ghost
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ghost commented Sep 13, 2022

🎉Windows Terminal Preview v1.16.252 has been released which incorporates this pull request.:tada:

Handy links:

DHowett pushed a commit that referenced this pull request Sep 21, 2022
AtlasEngine: Implement LRU invalidation for glyph tiles (#13458)

So far AtlasEngine would only grow the backing texture atlas once it gets full,
without the ability to reuse tiles once it gets full. This commit adds LRU
capabilities to the glyph-to-tile hashmap, allowing us to reuse the least
recently used tiles for new ones once the atlas texture is full.
This commit uses a quadratic growth factor with power-of-2 textures,
resulting in a backing atlas of 1x to 2x the size of the window.
While AtlasEngine is still incapable of shrinking the texture, it'll now at
least not grow to 128MB or result in weird glitches under most circumstances.

* Print `utf8_sequence_0-0x2ffff_assigned_printable_unseparated.txt`
  from https://github.com/bits/UTF-8-Unicode-Test-Documents
* Scroll back up to the top
* PowerShell input line is still there rendering as ASCII. ✅

AtlasEngine: Improve glyph generation performance (#13477)

so that we stop running out of GPU memory for complex Unicode.
This however can result in our glyph generation being a performance issue in
edge cases, to the point that the application may feel outright unuseable.

CJK glyphs for instance can easily exceed the maximum atlas texture size
(twice the window size), but take a significant amount of CPU and GPU time to
rasterize and draw, which results in "jelly scrolling" down to ~1 FPS.
This PR improves the situation of the latter half by directly drawing
glyphs into the texture atlas without an intermediate scratchpad texture.

This reduces GPU usage by 96% on my system (33% -> 2%) which improves general
render performance by ~100% (15 -> 30 FPS). CPU usage remains the same however,
but that's not really something we can do anything about at this time.
The atlas texture is already our primary means to reduce the CPU cost after all.

* Disable V-Sync for OpenConsole in NVIDIA Control Panel
* Enable `debugGlyphGenerationPerformance`
* Print the entire CJK block U+4E00..U+9FFF
* Measure the above GPU usage and FPS improvements ✅
  (Alternatively: Just scroll around and judge the "jellyness".)

AtlasEngine: Fix bugs introduced in 66f4f9d and d74b66a (#13496)

We only process glyphs within the dirtyRect, but glyphs outside of the dirtyRect
are still in use and shouldn't be discarded. This is critical if someone uses
a tool like tmux to split the terminal horizontally. If they then print a lot
of Unicode text on just one side, we have to ensure that the (for example)
plain ASCII glyphs on the other half of the viewport are still retained.

The cursor was drawn without a clip rect, causing the entire atlas
texture to be filled with black. This just so happened to work fine
in Windows Terminal but relied on a race condition.

Closes #13490

* Disappearing glyphs
  * Start `tmux` in `wsl`
  * Split horizontally with `Ctrl+B`, `"`
  * `cat` a huge Unicode text file on the bottom
  * Ensure ASCII glyphs in the top half don't disappear ✅
* Black viewport after font changes
  * Start `OpenConsole` with `AtlasEngine`
  * Open Properties dialog and click "Ok"
  * Viewport content doesn't disappear ✅

AtlasEngine: Improve robustness against TextBuffer bugs (#13530)

The current TextBuffer implementation will happily overwrite the
leading/trailing half of a wide glyph with a narrow one without
padding the other half with whitespace. This could crash AtlasEngine
which aggressively guarded against such inconsistencies.

Closes #13522

* Run .bat file linked in #13522
  (Override wide glyph with a single space.)
* `AtlasEngine` doesn't crash ✅

AtlasEngine: Handle IntenseIsBold (#13577)

This change adds support for the `IntenseIsBold` rendering setting.
Windows Terminal for instance defaults to `false` here, causing
intense colors to only be bright but not bold.

* Set "Intense text style" to "Bright colors"
* Enable AtlasEngine
* Print ``echo "`e[1mtest`e[0m"``
* "test" appears as bright without being bold ✅

AtlasEngine: Fix LRU state after scrolling (#13607)

66f4f9d had another bug: Just like how we scroll our viewport by `memmove`ing
the `_r.cells` array, we also have to `memmove` the new `_r.cellGlyphMapping`.
Without this fix drawing lots of glyphs while only scrolling slightly
(= not invalidating the entire viewport), would erroneously call
`makeNewest` on glyphs now outside of the viewport. This would cause
actually visible glyphs to be recycled and overwritten by new ones.

* Switch to Cascadia Code
* Print some text that fills the glyph atlas
* Scroll down by a few rows
* Write a long "==========" ligature (this quickly fills up
  any remaining space in the atlas and exacerbates the issue)
* Unrelated rows don't get corrupted ✅

AtlasEngine: Remove support for Windows 7 (#13608)

We recently figured that we can drop support for Windows 7. Coincidentally
AtlasEngine never actually supported Windows 7 properly, because it called
`ResizeBuffers` with `DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT`
no matter whether the swap chain was created with it enabled.

The new minimally supported version is Windows 8.1.

AtlasEngine: Implement remaining grid lines (#13587)

This commit implements the remaining 5 of 8 grid lines:
left/top/right/bottom (COMMON_LVB) borders and double underline

`AtlasEngine::_resolveFontMetrics` was partially refactored to use `float`s
instead of `double`s, because that's what the remaining code uses as well.
It also helps the new, slightly more complex double underline calculation.

* Print characters with the `COMMON_LVB_GRID_HORIZONTAL`, `GRID_LVERTICAL`,
  `GRID_RVERTICAL` and `UNDERSCORE` attributes via `WriteConsoleOutputW`
* All 4 grid lines are visible ✅
* Grid lines correctly scale according to the `lineWidth` ✅
* Print a double underline with `printf "\033[21mtest\033[0m"`
* A double underline is fully visible ✅

AtlasEngine: Scale glyphs to better fit the cell size (#13549)

This commit contains 3 improvements for glyph rendering:
* Scale block element and box drawing characters to fit the cell size
  "perfectly" without leaving pixel gaps between cells.
* Use `IDWriteTextLayout::GetOverhangMetrics` to determine whether glyphs
  are outside the given layout box and if they are, offset their position
  to fit them back in. If that still fails to fit, we downscale them.
* Always scale up glyphs that are more than 2 cells wide
  This ensures that long ligatures that mimic box drawing characters like
  "===" under Cascadia Code are upscaled just like regular box drawings.
  Unfortunately this results in ligature-heavy text (like Myanmar) to get an
  "uneven" appearance because some ligatures can suddenly appear too large.
  It's difficult to come up with a good heuristic here.

Closes #12512

* Print UTF-8-demo.txt
* Block characters don't leave gaps ✅
* Print a lorem-ipsum in Myanmar
* Glyphs aren't cut off anymore ✅
* Print a long "===" ligature under Cascadia Code
* The ligature is as wide as the number of cells used ✅

AtlasEngine: Recognize Powerline glyphs (#13650)

This commit makes AtlasEngine recognize Powerline glyphs as box drawing ones.
The extra pixel offsets when determining the `scale` caused weird artifacts
and thus were removed. It seems like this causes no noticeable regressions.

Closes #13029

* Run all values of `wchar_t` through `isInInversionList`
  and ensure it produces the expected value ✅
* Powerline glyphs are correctly scaled with Cascadia Code PL ✅

AtlasEngine: Fix debugGlyphGenerationPerformance (#13757)

`debugGlyphGenerationPerformance` used to only test the performance of
text segmentation/parsing, so I renamed it to `debugTextParsingPerformance`.
The new `debugGlyphGenerationPerformance` actually clears the glyph atlas now.

Additionally this fixes a bug with `debugGeneralPerformance`:
If a `DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT` is requested,
it needs to be used. Since `debugGeneralPerformance` is for testing without
V-Sync, we need to ensure that the waitable object is properly disabled.

AtlasEngine: Fix the fix for LRU state after scrolling (#13784)

The absolute disgrace of a fix called 65b71ff failed to account for `std::move`
being unsafe to use for overlapping ranges. While `std::move` works for trivial
types (it happens to delegate to `memmove`), we need to dynamically switch
between that and `std::move_backward` to be correct.

Without this fix the LRU refresh is incorrect and might lead to crashes.

I'm working on a new, pure D2D renderer inside AtlasEngine, which uses
the iterators contained in `_r.cellGlyphMapping` to draw text.
I noticed the bug, because scrolling up caused the text to be garbled
and with this fix applied it works as expected.

AtlasEngine: Round cell sizes to nearest instead of up (#13833)

After some deliberation I noticed that rounding the glyph advance up to yield
the cell width is at least just as wrong as rounding it. This is because
we draw glyphs centered, meaning that (at least in theory) anti-aliased
pixels might clip outside of the layout box on _both_ sides of the glyph
adding not 1 but 2 extra pixels to the glyph size. Instead of just `ceilf`
we would have had to use `ceilf(advanceWidth / 2) * 2` to account for that.

This commit simplifies our issue by just going with what other applications do:
Round all sizes (cell width and height) to the nearest pixel size.

Closes #13812

* Set a breakpoint on `scaling Required == true` in `AtlasEngine::_drawGlyph`
* Test an assortment of Cascadia Mono, Consolas, MS Gothic, Lucida Console
  at various font sizes (6, 7, 8, 10, 12, 24, ...)
* Ensure breakpoint isn't hit ✅
  This tells us that no glyph resizing was necessary

AtlasEngine: Improve RDP performance (#13816)

Direct2D is able to detect remote connections and will switch to sending
draw commands across RDP instead of rendering the data on the server.
This reduces the amount of data that needs to be transmitted as well
as the CPU load of the server, if it has no GPU installed.
This commit changes `AtlasEngine` to render with just Direct2D if a software or
remote device was chosen by `D3D11CreateDevice`. Selecting the DXGI adapter the
window is on explicitly in the future would allow us to be more precise here.

This new rendering mode doesn't implement some of the more fancy features just
yet, like inverted cursors or coloring a single wide glyph in multiple colors.
It reuses most existing facilities and uses the existing tile hash map to cache
DirectWrite text layouts to improve performance. Unfortunately this does incur
a fairly high memory overhead of approximately 25MB for a 120x30 viewport.

Additional drive-by changes include:
* Treat the given font size exactly as its given without rounding
  Apparently we don't really need to round the font size to whole pixels
* Stop updating the const buffer on every frame
* Support window resizing if `debugGeneralPerformance` is enabled

Closes #13079

* Tested fairly exhaustively over RDP ✅

AtlasEngine: Implement support for custom shaders (#13885)

This commit implements support for custom shaders in AtlasEngine
(`experimental.retroTerminalEffect` and `experimental.pixelShaderPath`).
Setting these properties invalidates the device because that made it
the easiest to implement this less often used feature.
The retro shader was slightly rewritten so that it compiles without warnings.

Additionally we noticed that AtlasEngine works well with D3D 10.0 hardware,
so support for that was added bringing feature parity with DxRenderer.

Closes #13853

* Default settings (Independent Flip) ✅
* ClearType (Independent Flip) ✅
* Retro Terminal Effect (Composed Flip) ✅
* Use wallpaper as background image (Composed Flip) ✅
  * Running `color 40` draws everything red ✅
  * With Retro Terminal Effect ✅

AtlasEngine: Add support for SetSoftwareRendering (#13886)

This commit implements support for `experimental.rendering.software`.
There's not much to it. It's just another 2 if conditions.

* `"experimental.rendering.software": false` renders with D3D ✅
* `"experimental.rendering.software": true` triggers the new code path ✅

atlas: only enable continuous redraw if the shader needs it (#13903)

We do this by detecting whether the shader is using variable 0 in
constant buffer 0 (typically "time", but it can go by many names.)

Closes #13901

AtlasEngine: Fix various bugs found in testing (#13906)

In testing the following issues were found in AtlasEngine and fixed:
1. "Toggle terminal visual effects" action not working
2. `d2dMode` failed to work with transparent backgrounds
3. `GetSwapChainHandle()` is thread-unsafe due to it being called outside
  of the console lock and with single-threaded Direct2D enabled
4. 2 swap chain buffers are less performant than 3
5. Flip-Discard and `Present()` is less energy efficient than
  Flip-Sequential and `Present1()`
6. `d2dMode` used to copy the front to back buffer for partial rendering,
  but always redraw the entire dirty region anyways
7. Added support for DirectX 9 hardware
8. If custom shaders are used not all pixels would be presented

Closes #13906

1. Toggling visual effects runs retro shader ✅
   With a custom shader set, it toggles the shader ✅
   Toggling `experimental.rendering.software` toggles the shader ✅
2. `"backgroundImage": "desktopWallpaper"` works with D2D ✅ and D3D ✅
3. Adding a `Sleep(3000)` in `_AttachDxgiSwapChainToXaml` doesn't break
   Windows 10 ✅ nor Windows 11 ✅
4. Screen animations run at 144 FPS ✅ even while moving the window ✅
5. No weird artefacts during cursor movement or scrolling ✅
6. No weird artefacts during cursor movement or scrolling ✅
7. Forcing DirectX 9.3 in `dxcpl` runs fine ✅

AtlasEngine: Fix a correctness bug (#13956)

`ATLAS_POD_OPS` doesn't check for `has_unique_object_representations` and so a
bug exists where `CachedCursorOptions` comparisons invoke undefined behavior.

Relax shader strictness in RELEASE mode (#13998)

Disables strictness and warnings as errors for custom pixel shaders in
RELEASE. Windows terminal is not telling the user why the shader won't
compile which makes it very frustrating for the shader hacker.

After trying the recent preview none of my shaders loaded anymore in
Windows Terminal Preview which made me very sad. I had no idea what was
wrong with them. After cloning the git repo, building it, fighting an
issue that prevent DEBUG SDK from being used I finally was able to
identify some issues that were blocking my shaders.

> error X3556: integer modulus may be much slower, try using uints if possible.
> error X4000: use of potentially uninitialized variable (rayCylinder)

While the first one is a good warning I don't think it is an error and
the tools I use didn't flag it so was hard to know.

The second one I was staring at the code and was unable to identify what
exactly was causing the issues, I fumbled with the code a few times and
just felt the fun drain away.

IMHO: I want it to be fun to develop shaders for windows terminal.
Fighting invisible errors are not fun. I am not after building
production shaders for Windows Terminal, I want some cool effects. So
while I am as a .NET developer always runs with Warning as errors I
don't think it's the right option here. Especially since Windows
Terminal doesn't tell what is the problem.

However, I understand if the shaders you ship with Windows Terminal
should be free of errors and silly mistakes, so I kept the stricter
setting in DEBUG mode.

Loaded Windows Terminal in RELEASE and DEBUG mode and validated that
RELEASE mode had reduced strictness but DEBUG retained the previous more
restrictive mode.

(cherry picked from commit b4b6636)
Service-Card-Id: 85660397
Service-Version: 1.16
(cherry picked from commit b899d49)

AtlasEngine: Properly detect shader model 4 support (#13994)

Direct3D 10.0 and 10.1 only have optional support for shader model 4.
This commit fixes our assumption that it's always present by checking
`ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x` first.

Closes #13985

* Set feature level to 10.1 via `dxcpl`
* `CheckFeatureSupport` is called and doesn't throw ✅

(cherry picked from commit e2b2d9b)
Service-Card-Id: 85653388
Service-Version: 1.16
(cherry picked from commit 5e9147e)

AtlasEngine: Fix a crash when drawing double width rows (#13966)

The `TileHashMap` refresh via `makeNewest()` in `StartPaint()` depends
on us filling the entire `cellGlyphMapping` row with valid data.
This commit makes sure to initialize the `cellGlyphMapping` buffer.
Additionally it clears the rest of the row with whitespace
until proper `LineRendition` support is added.

Closes #13962

* vttest's "Test of double-sized characters" stops crashing ✅
* No weird leftover characters ✅

(cherry picked from commit 16aa79d)
Service-Card-Id: 85653281
Service-Version: 1.16
(cherry picked from commit c2c5f41)

AtlasEngine: Fix bugs around bitmap font rendering (#14014)

This commit fixes several issues:
* Some fonts set a line-gap even though they behave as if they
  don't want any line-gaps. Since Terminals don't really have
  any gaps anyways, it'll now not be taken into account anymore.
* Center alignment breaks bitmap glyphs which expect left-alignment.
* Automatic "opsz" axis makes Terminus TTF's italic glyphs look quite
  weird. I disabled this feature as we might not need it anyways.

A complete fix depends on #14013
Closes #14006

* Use Terminus TTF at 13.5pt
* Print UTF-8-demo.txt
* No gaps between block characters ✅

(cherry picked from commit bea13bd)
Service-Card-Id: 85767355
Service-Version: 1.16
(cherry picked from commit 9310db5)

AtlasEngine: Fix cursor invalidation (#14038)

There's a different behavior regarding cursors between conhost and Windows
Terminal. In case of the latter we don't necessarily call `PaintCursor`
during cursor movement, because the cursor blinker never stops "blinking".

Closes #14028

* Enter text until after the line wraps
* Hold backspace until the line unwraps
* No leftover cursor on the second line ✅

(cherry picked from commit 08096b2)
Service-Card-Id: 85767353
Service-Version: 1.16
(cherry picked from commit 9d0346c)
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Area-AtlasEngine AutoMerge Marked for automatic merge by the bot when requirements are met Issue-Bug It either shouldn't be doing this or needs an investigation. Priority-2 A description (P2) Product-Terminal The new Windows Terminal.
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experimental.useAtlasEngine breaks draw-box rendering
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