terminal/src/renderer/dx/DxRenderer.cpp

2220 lines
85 KiB
C++

// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
#include "precomp.h"
#include "DxRenderer.hpp"
#include "CustomTextLayout.h"
#include "../../interactivity/win32/CustomWindowMessages.h"
#include "../../types/inc/Viewport.hpp"
#include "../../inc/unicode.hpp"
#include "../../inc/DefaultSettings.h"
#include <VersionHelpers.h>
#include "ScreenPixelShader.h"
#include "ScreenVertexShader.h"
#include <DirectXMath.h>
#include <d3dcompiler.h>
#include <DirectXColors.h>
using namespace DirectX;
std::atomic<size_t> Microsoft::Console::Render::DxEngine::_tracelogCount{ 0 };
#pragma warning(suppress : 26477) // We don't control tracelogging macros
TRACELOGGING_DEFINE_PROVIDER(g_hDxRenderProvider,
"Microsoft.Windows.Terminal.Renderer.DirectX",
// {c93e739e-ae50-5a14-78e7-f171e947535d}
(0xc93e739e, 0xae50, 0x5a14, 0x78, 0xe7, 0xf1, 0x71, 0xe9, 0x47, 0x53, 0x5d), );
// Quad where we draw the terminal.
// pos is world space coordinates where origin is at the center of screen.
// tex is texel coordinates where origin is top left.
// Layout the quad as a triangle strip where the _screenQuadVertices are place like so.
// 2 0
// 3 1
struct ShaderInput
{
XMFLOAT3 pos;
XMFLOAT2 tex;
} const _screenQuadVertices[] = {
{ XMFLOAT3(1.f, 1.f, 0.f), XMFLOAT2(1.f, 0.f) },
{ XMFLOAT3(1.f, -1.f, 0.f), XMFLOAT2(1.f, 1.f) },
{ XMFLOAT3(-1.f, 1.f, 0.f), XMFLOAT2(0.f, 0.f) },
{ XMFLOAT3(-1.f, -1.f, 0.f), XMFLOAT2(0.f, 1.f) },
};
D3D11_INPUT_ELEMENT_DESC _shaderInputLayout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
#pragma hdrstop
static constexpr float POINTS_PER_INCH = 72.0f;
static constexpr std::wstring_view FALLBACK_FONT_FACES[] = { L"Consolas", L"Lucida Console", L"Courier New" };
static constexpr std::wstring_view FALLBACK_LOCALE = L"en-us";
using namespace Microsoft::Console::Render;
using namespace Microsoft::Console::Types;
// Routine Description:
// - Constructs a DirectX-based renderer for console text
// which primarily uses DirectWrite on a Direct2D surface
#pragma warning(suppress : 26455)
// TODO GH 2683: The default constructor should not throw.
DxEngine::DxEngine() :
RenderEngineBase(),
_invalidateFullRows{ true },
_invalidMap{},
_invalidScroll{},
_firstFrame{ true },
_presentParams{ 0 },
_presentReady{ false },
_presentScroll{ 0 },
_presentDirty{ 0 },
_presentOffset{ 0 },
_isEnabled{ false },
_isPainting{ false },
_displaySizePixels{},
_foregroundColor{ 0 },
_backgroundColor{ 0 },
_selectionBackground{},
_glyphCell{},
_boxDrawingEffect{},
_haveDeviceResources{ false },
_retroTerminalEffects{ false },
_antialiasingMode{ D2D1_TEXT_ANTIALIAS_MODE_GRAYSCALE },
_defaultTextBackgroundOpacity{ 1.0f },
_hwndTarget{ static_cast<HWND>(INVALID_HANDLE_VALUE) },
_sizeTarget{},
_dpi{ USER_DEFAULT_SCREEN_DPI },
_scale{ 1.0f },
_prevScale{ 1.0f },
_chainMode{ SwapChainMode::ForComposition },
_customRenderer{ ::Microsoft::WRL::Make<CustomTextRenderer>() }
{
const auto was = _tracelogCount.fetch_add(1);
if (0 == was)
{
TraceLoggingRegister(g_hDxRenderProvider);
}
THROW_IF_FAILED(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, IID_PPV_ARGS(&_d2dFactory)));
THROW_IF_FAILED(DWriteCreateFactory(
DWRITE_FACTORY_TYPE_SHARED,
__uuidof(_dwriteFactory),
reinterpret_cast<IUnknown**>(_dwriteFactory.GetAddressOf())));
// Initialize our default selection color to DEFAULT_FOREGROUND, but make
// sure to set to to a D2D1::ColorF
SetSelectionBackground(DEFAULT_FOREGROUND);
}
// Routine Description:
// - Destroys an instance of the DirectX rendering engine
DxEngine::~DxEngine()
{
_ReleaseDeviceResources();
const auto was = _tracelogCount.fetch_sub(1);
if (1 == was)
{
TraceLoggingUnregister(g_hDxRenderProvider);
}
}
// Routine Description:
// - Sets this engine to enabled allowing painting and presentation to occur
// Arguments:
// - <none>
// Return Value:
// - Generally S_OK, but might return a DirectX or memory error if
// resources need to be created or adjusted when enabling to prepare for draw
// Can give invalid state if you enable an enabled class.
[[nodiscard]] HRESULT DxEngine::Enable() noexcept
{
return _EnableDisplayAccess(true);
}
// Routine Description:
// - Sets this engine to disabled to prevent painting and presentation from occurring
// Arguments:
// - <none>
// Return Value:
// - Should be OK. We might close/free resources, but that shouldn't error.
// Can give invalid state if you disable a disabled class.
[[nodiscard]] HRESULT DxEngine::Disable() noexcept
{
return _EnableDisplayAccess(false);
}
// Routine Description:
// - Helper to enable/disable painting/display access/presentation in a unified
// manner between enable/disable functions.
// Arguments:
// - outputEnabled - true to enable, false to disable
// Return Value:
// - Generally OK. Can return invalid state if you set to the state that is already
// active (enabling enabled, disabling disabled).
[[nodiscard]] HRESULT DxEngine::_EnableDisplayAccess(const bool outputEnabled) noexcept
{
// Invalid state if we're setting it to the same as what we already have.
RETURN_HR_IF(E_NOT_VALID_STATE, outputEnabled == _isEnabled);
_isEnabled = outputEnabled;
if (!_isEnabled)
{
_ReleaseDeviceResources();
}
return S_OK;
}
// Routine Description:
// - Compiles a shader source into binary blob.
// Arguments:
// - source - Shader source
// - target - What kind of shader this is
// - entry - Entry function of shader
// Return Value:
// - Compiled binary. Errors are thrown and logged.
inline Microsoft::WRL::ComPtr<ID3DBlob>
_CompileShader(
std::string source,
std::string target,
std::string entry = "main")
{
#ifdef __INSIDE_WINDOWS
THROW_HR(E_UNEXPECTED);
return 0;
#else
Microsoft::WRL::ComPtr<ID3DBlob> code{};
Microsoft::WRL::ComPtr<ID3DBlob> error{};
const HRESULT hr = D3DCompile(
source.c_str(),
source.size(),
nullptr,
nullptr,
nullptr,
entry.c_str(),
target.c_str(),
0,
0,
&code,
&error);
if (FAILED(hr))
{
LOG_HR_MSG(hr, "D3DCompile failed with %x.", static_cast<int>(hr));
if (error)
{
LOG_HR_MSG(hr, "D3DCompile error\n%*S", static_cast<int>(error->GetBufferSize()), static_cast<PWCHAR>(error->GetBufferPointer()));
}
THROW_HR(hr);
}
return code;
#endif
}
// Routine Description:
// - Setup D3D objects for doing shader things for terminal effects.
// Arguments:
// Return Value:
// - HRESULT status.
HRESULT DxEngine::_SetupTerminalEffects()
{
::Microsoft::WRL::ComPtr<ID3D11Texture2D> swapBuffer;
RETURN_IF_FAILED(_dxgiSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&swapBuffer));
// Setup render target.
RETURN_IF_FAILED(_d3dDevice->CreateRenderTargetView(swapBuffer.Get(), nullptr, &_renderTargetView));
// Setup _framebufferCapture, to where we'll copy current frame when rendering effects.
D3D11_TEXTURE2D_DESC framebufferCaptureDesc{};
swapBuffer->GetDesc(&framebufferCaptureDesc);
WI_SetFlag(framebufferCaptureDesc.BindFlags, D3D11_BIND_SHADER_RESOURCE);
RETURN_IF_FAILED(_d3dDevice->CreateTexture2D(&framebufferCaptureDesc, nullptr, &_framebufferCapture));
// Setup the viewport.
D3D11_VIEWPORT vp;
vp.Width = _displaySizePixels.width<float>();
vp.Height = _displaySizePixels.height<float>();
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
_d3dDeviceContext->RSSetViewports(1, &vp);
// Prepare shaders.
auto vertexBlob = _CompileShader(screenVertexShaderString, "vs_5_0");
auto pixelBlob = _CompileShader(screenPixelShaderString, "ps_5_0");
// TODO:GH#3928 move the shader files to to hlsl files and package their
// build output to UWP app and load with these.
// ::Microsoft::WRL::ComPtr<ID3DBlob> vertexBlob, pixelBlob;
// RETURN_IF_FAILED(D3DReadFileToBlob(L"ScreenVertexShader.cso", &vertexBlob));
// RETURN_IF_FAILED(D3DReadFileToBlob(L"ScreenPixelShader.cso", &pixelBlob));
RETURN_IF_FAILED(_d3dDevice->CreateVertexShader(
vertexBlob->GetBufferPointer(),
vertexBlob->GetBufferSize(),
nullptr,
&_vertexShader));
RETURN_IF_FAILED(_d3dDevice->CreatePixelShader(
pixelBlob->GetBufferPointer(),
pixelBlob->GetBufferSize(),
nullptr,
&_pixelShader));
RETURN_IF_FAILED(_d3dDevice->CreateInputLayout(
static_cast<const D3D11_INPUT_ELEMENT_DESC*>(_shaderInputLayout),
ARRAYSIZE(_shaderInputLayout),
vertexBlob->GetBufferPointer(),
vertexBlob->GetBufferSize(),
&_vertexLayout));
// Create vertex buffer for screen quad.
D3D11_BUFFER_DESC bd{};
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(ShaderInput) * ARRAYSIZE(_screenQuadVertices);
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA InitData{};
InitData.pSysMem = static_cast<const void*>(_screenQuadVertices);
RETURN_IF_FAILED(_d3dDevice->CreateBuffer(&bd, &InitData, &_screenQuadVertexBuffer));
D3D11_BUFFER_DESC pixelShaderSettingsBufferDesc{};
pixelShaderSettingsBufferDesc.Usage = D3D11_USAGE_DEFAULT;
pixelShaderSettingsBufferDesc.ByteWidth = sizeof(_pixelShaderSettings);
pixelShaderSettingsBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
_ComputePixelShaderSettings();
D3D11_SUBRESOURCE_DATA pixelShaderSettingsInitData{};
pixelShaderSettingsInitData.pSysMem = &_pixelShaderSettings;
RETURN_IF_FAILED(_d3dDevice->CreateBuffer(&pixelShaderSettingsBufferDesc, &pixelShaderSettingsInitData, &_pixelShaderSettingsBuffer));
// Sampler state is needed to use texture as input to shader.
D3D11_SAMPLER_DESC samplerDesc{};
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.BorderColor[0] = 0;
samplerDesc.BorderColor[1] = 0;
samplerDesc.BorderColor[2] = 0;
samplerDesc.BorderColor[3] = 0;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
// Create the texture sampler state.
RETURN_IF_FAILED(_d3dDevice->CreateSamplerState(&samplerDesc, &_samplerState));
return S_OK;
}
// Routine Description:
// - Puts the correct values in _pixelShaderSettings, so the struct can be
// passed the GPU.
// Arguments:
// - <none>
// Return Value:
// - <none>
void DxEngine::_ComputePixelShaderSettings() noexcept
{
// Retro scan lines alternate every pixel row at 100% scaling.
_pixelShaderSettings.ScaledScanLinePeriod = _scale * 1.0f;
// Gaussian distribution sigma used for blurring.
_pixelShaderSettings.ScaledGaussianSigma = _scale * 2.0f;
}
// Routine Description;
// - Creates device-specific resources required for drawing
// which generally means those that are represented on the GPU and can
// vary based on the monitor, display adapter, etc.
// - These may need to be recreated during the course of painting a frame
// should something about that hardware pipeline change.
// - Will free device resources that already existed as first operation.
// Arguments:
// - createSwapChain - If true, we create the entire rendering pipeline
// - If false, we just set up the adapter.
// Return Value:
// - Could be any DirectX/D3D/D2D/DXGI/DWrite error or memory issue.
[[nodiscard]] HRESULT DxEngine::_CreateDeviceResources(const bool createSwapChain) noexcept
try
{
if (_haveDeviceResources)
{
_ReleaseDeviceResources();
}
auto freeOnFail = wil::scope_exit([&]() noexcept { _ReleaseDeviceResources(); });
RETURN_IF_FAILED(CreateDXGIFactory1(IID_PPV_ARGS(&_dxgiFactory2)));
const DWORD DeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT |
// clang-format off
// This causes problems for folks who do not have the whole DirectX SDK installed
// when they try to run the rest of the project in debug mode.
// As such, I'm leaving this flag here for people doing DX-specific work to toggle it
// only when they need it and shutting it off otherwise.
// Find out more about the debug layer here:
// https://docs.microsoft.com/en-us/windows/desktop/direct3d11/overviews-direct3d-11-devices-layers
// You can find out how to install it here:
// https://docs.microsoft.com/en-us/windows/uwp/gaming/use-the-directx-runtime-and-visual-studio-graphics-diagnostic-features
// clang-format on
// D3D11_CREATE_DEVICE_DEBUG |
D3D11_CREATE_DEVICE_SINGLETHREADED;
const std::array<D3D_FEATURE_LEVEL, 5> FeatureLevels{ D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_1 };
// Trying hardware first for maximum performance, then trying WARP (software) renderer second
// in case we're running inside a downlevel VM where hardware passthrough isn't enabled like
// for Windows 7 in a VM.
const auto hardwareResult = D3D11CreateDevice(nullptr,
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
DeviceFlags,
FeatureLevels.data(),
gsl::narrow_cast<UINT>(FeatureLevels.size()),
D3D11_SDK_VERSION,
&_d3dDevice,
nullptr,
&_d3dDeviceContext);
if (FAILED(hardwareResult))
{
RETURN_IF_FAILED(D3D11CreateDevice(nullptr,
D3D_DRIVER_TYPE_WARP,
nullptr,
DeviceFlags,
FeatureLevels.data(),
gsl::narrow_cast<UINT>(FeatureLevels.size()),
D3D11_SDK_VERSION,
&_d3dDevice,
nullptr,
&_d3dDeviceContext));
}
_displaySizePixels = _GetClientSize();
if (createSwapChain)
{
DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = { 0 };
SwapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
SwapChainDesc.BufferCount = 2;
SwapChainDesc.SampleDesc.Count = 1;
SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
SwapChainDesc.Scaling = DXGI_SCALING_NONE;
switch (_chainMode)
{
case SwapChainMode::ForHwnd:
{
// use the HWND's dimensions for the swap chain dimensions.
RECT rect = { 0 };
RETURN_IF_WIN32_BOOL_FALSE(GetClientRect(_hwndTarget, &rect));
SwapChainDesc.Width = rect.right - rect.left;
SwapChainDesc.Height = rect.bottom - rect.top;
// We can't do alpha for HWNDs. Set to ignore. It will fail otherwise.
SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
const auto createSwapChainResult = _dxgiFactory2->CreateSwapChainForHwnd(_d3dDevice.Get(),
_hwndTarget,
&SwapChainDesc,
nullptr,
nullptr,
&_dxgiSwapChain);
if (FAILED(createSwapChainResult))
{
SwapChainDesc.Scaling = DXGI_SCALING_STRETCH;
RETURN_IF_FAILED(_dxgiFactory2->CreateSwapChainForHwnd(_d3dDevice.Get(),
_hwndTarget,
&SwapChainDesc,
nullptr,
nullptr,
&_dxgiSwapChain));
}
break;
}
case SwapChainMode::ForComposition:
{
// Use the given target size for compositions.
SwapChainDesc.Width = _displaySizePixels.width<UINT>();
SwapChainDesc.Height = _displaySizePixels.height<UINT>();
// We're doing advanced composition pretty much for the purpose of pretty alpha, so turn it on.
SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;
// It's 100% required to use scaling mode stretch for composition. There is no other choice.
SwapChainDesc.Scaling = DXGI_SCALING_STRETCH;
RETURN_IF_FAILED(_dxgiFactory2->CreateSwapChainForComposition(_d3dDevice.Get(),
&SwapChainDesc,
nullptr,
&_dxgiSwapChain));
break;
}
default:
THROW_HR(E_NOTIMPL);
}
if (_retroTerminalEffects)
{
const HRESULT hr = _SetupTerminalEffects();
if (FAILED(hr))
{
_retroTerminalEffects = false;
LOG_HR_MSG(hr, "Failed to setup terminal effects. Disabling.");
}
}
// With a new swap chain, mark the entire thing as invalid.
RETURN_IF_FAILED(InvalidateAll());
// This is our first frame on this new target.
_firstFrame = true;
RETURN_IF_FAILED(_PrepareRenderTarget());
}
_haveDeviceResources = true;
if (_isPainting)
{
// TODO: MSFT: 21169176 - remove this or restore the "try a few times to render" code... I think
_d2dRenderTarget->BeginDraw();
}
freeOnFail.release(); // don't need to release if we made it to the bottom and everything was good.
// Notify that swap chain changed.
if (_pfn)
{
try
{
_pfn();
}
CATCH_LOG(); // A failure in the notification function isn't a failure to prepare, so just log it and go on.
}
return S_OK;
}
CATCH_RETURN();
[[nodiscard]] HRESULT DxEngine::_PrepareRenderTarget() noexcept
{
try
{
RETURN_IF_FAILED(_dxgiSwapChain->GetBuffer(0, IID_PPV_ARGS(&_dxgiSurface)));
const D2D1_RENDER_TARGET_PROPERTIES props =
D2D1::RenderTargetProperties(
D2D1_RENDER_TARGET_TYPE_DEFAULT,
D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
0.0f,
0.0f);
RETURN_IF_FAILED(_d2dFactory->CreateDxgiSurfaceRenderTarget(_dxgiSurface.Get(),
&props,
&_d2dRenderTarget));
// We need the AntialiasMode for non-text object to be Aliased to ensure
// that background boxes line up with each other and don't leave behind
// stray colors.
// See GH#3626 for more details.
_d2dRenderTarget->SetAntialiasMode(D2D1_ANTIALIAS_MODE_ALIASED);
_d2dRenderTarget->SetTextAntialiasMode(_antialiasingMode);
RETURN_IF_FAILED(_d2dRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::DarkRed),
&_d2dBrushBackground));
RETURN_IF_FAILED(_d2dRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White),
&_d2dBrushForeground));
const D2D1_STROKE_STYLE_PROPERTIES strokeStyleProperties{
D2D1_CAP_STYLE_SQUARE, // startCap
D2D1_CAP_STYLE_SQUARE, // endCap
D2D1_CAP_STYLE_SQUARE, // dashCap
D2D1_LINE_JOIN_MITER, // lineJoin
0.f, // miterLimit
D2D1_DASH_STYLE_SOLID, // dashStyle
0.f, // dashOffset
};
RETURN_IF_FAILED(_d2dFactory->CreateStrokeStyle(&strokeStyleProperties, nullptr, 0, &_strokeStyle));
// If in composition mode, apply scaling factor matrix
if (_chainMode == SwapChainMode::ForComposition)
{
DXGI_MATRIX_3X2_F inverseScale = { 0 };
inverseScale._11 = 1.0f / _scale;
inverseScale._22 = inverseScale._11;
::Microsoft::WRL::ComPtr<IDXGISwapChain2> sc2;
RETURN_IF_FAILED(_dxgiSwapChain.As(&sc2));
RETURN_IF_FAILED(sc2->SetMatrixTransform(&inverseScale));
}
_prevScale = _scale;
return S_OK;
}
CATCH_RETURN();
}
// Routine Description:
// - Releases device-specific resources (typically held on the GPU)
// Arguments:
// - <none>
// Return Value:
// - <none>
void DxEngine::_ReleaseDeviceResources() noexcept
{
try
{
_haveDeviceResources = false;
_d2dBrushForeground.Reset();
_d2dBrushBackground.Reset();
if (nullptr != _d2dRenderTarget.Get() && _isPainting)
{
_d2dRenderTarget->EndDraw();
}
_d2dRenderTarget.Reset();
_dxgiSurface.Reset();
_dxgiSwapChain.Reset();
if (nullptr != _d3dDeviceContext.Get())
{
// To ensure the swap chain goes away we must unbind any views from the
// D3D pipeline
_d3dDeviceContext->OMSetRenderTargets(0, nullptr, nullptr);
}
_d3dDeviceContext.Reset();
_d3dDevice.Reset();
_dxgiFactory2.Reset();
}
CATCH_LOG();
}
// Routine Description:
// - Helper to create a DirectWrite text layout object
// out of a string.
// Arguments:
// - string - The text to attempt to layout
// - stringLength - Length of string above in characters
// - ppTextLayout - Location to receive new layout object
// Return Value:
// - S_OK if layout created successfully, otherwise a DirectWrite error
[[nodiscard]] HRESULT DxEngine::_CreateTextLayout(
_In_reads_(stringLength) PCWCHAR string,
_In_ size_t stringLength,
_Out_ IDWriteTextLayout** ppTextLayout) noexcept
try
{
return _dwriteFactory->CreateTextLayout(string,
gsl::narrow<UINT32>(stringLength),
_dwriteTextFormat.Get(),
_displaySizePixels.width<float>(),
_glyphCell.height() != 0 ? _glyphCell.height<float>() : _displaySizePixels.height<float>(),
ppTextLayout);
}
CATCH_RETURN()
// Routine Description:
// - Sets the target window handle for our display pipeline
// - We will take over the surface of this window for drawing
// Arguments:
// - hwnd - Window handle
// Return Value:
// - S_OK
[[nodiscard]] HRESULT DxEngine::SetHwnd(const HWND hwnd) noexcept
{
_hwndTarget = hwnd;
_chainMode = SwapChainMode::ForHwnd;
return S_OK;
}
[[nodiscard]] HRESULT DxEngine::SetWindowSize(const SIZE Pixels) noexcept
try
{
_sizeTarget = Pixels;
_invalidMap.resize(_sizeTarget / _glyphCell, true);
return S_OK;
}
CATCH_RETURN();
void DxEngine::SetCallback(std::function<void()> pfn)
{
_pfn = pfn;
}
void DxEngine::SetRetroTerminalEffects(bool enable) noexcept
{
_retroTerminalEffects = enable;
}
Microsoft::WRL::ComPtr<IDXGISwapChain1> DxEngine::GetSwapChain()
{
if (_dxgiSwapChain.Get() == nullptr)
{
THROW_IF_FAILED(_CreateDeviceResources(true));
}
return _dxgiSwapChain;
}
void DxEngine::_InvalidateRectangle(const til::rectangle& rc)
{
auto invalidate = rc;
if (_invalidateFullRows)
{
invalidate = til::rectangle{ til::point{ static_cast<ptrdiff_t>(0), rc.top() }, til::size{ _invalidMap.size().width(), rc.height() } };
}
_invalidMap.set(invalidate);
}
// Routine Description:
// - Invalidates a rectangle described in characters
// Arguments:
// - psrRegion - Character rectangle
// Return Value:
// - S_OK
[[nodiscard]] HRESULT DxEngine::Invalidate(const SMALL_RECT* const psrRegion) noexcept
try
{
RETURN_HR_IF_NULL(E_INVALIDARG, psrRegion);
_InvalidateRectangle(Viewport::FromExclusive(*psrRegion).ToInclusive());
return S_OK;
}
CATCH_RETURN()
// Routine Description:
// - Invalidates one specific character coordinate
// Arguments:
// - pcoordCursor - single point in the character cell grid
// Return Value:
// - S_OK
[[nodiscard]] HRESULT DxEngine::InvalidateCursor(const COORD* const pcoordCursor) noexcept
try
{
RETURN_HR_IF_NULL(E_INVALIDARG, pcoordCursor);
_InvalidateRectangle(til::rectangle{ *pcoordCursor, til::size{ 1, 1 } });
return S_OK;
}
CATCH_RETURN()
// Routine Description:
// - Invalidates a rectangle describing a pixel area on the display
// Arguments:
// - prcDirtyClient - pixel rectangle
// Return Value:
// - S_OK
[[nodiscard]] HRESULT DxEngine::InvalidateSystem(const RECT* const prcDirtyClient) noexcept
try
{
RETURN_HR_IF_NULL(E_INVALIDARG, prcDirtyClient);
// Dirty client is in pixels. Use divide specialization against glyph factor to make conversion
// to cells.
_InvalidateRectangle(til::rectangle{ *prcDirtyClient }.scale_down(_glyphCell));
return S_OK;
}
CATCH_RETURN();
// Routine Description:
// - Invalidates a series of character rectangles
// Arguments:
// - rectangles - One or more rectangles describing character positions on the grid
// Return Value:
// - S_OK
[[nodiscard]] HRESULT DxEngine::InvalidateSelection(const std::vector<SMALL_RECT>& rectangles) noexcept
{
for (const auto& rect : rectangles)
{
RETURN_IF_FAILED(Invalidate(&rect));
}
return S_OK;
}
// Routine Description:
// - Scrolls the existing dirty region (if it exists) and
// invalidates the area that is uncovered in the window.
// Arguments:
// - pcoordDelta - The number of characters to move and uncover.
// - -Y is up, Y is down, -X is left, X is right.
// Return Value:
// - S_OK
[[nodiscard]] HRESULT DxEngine::InvalidateScroll(const COORD* const pcoordDelta) noexcept
try
{
RETURN_HR_IF(E_INVALIDARG, !pcoordDelta);
const til::point deltaCells{ *pcoordDelta };
if (deltaCells != til::point{ 0, 0 })
{
// Shift the contents of the map and fill in revealed area.
_invalidMap.translate(deltaCells, true);
_invalidScroll += deltaCells;
}
return S_OK;
}
CATCH_RETURN();
// Routine Description:
// - Invalidates the entire window area
// Arguments:
// - <none>
// Return Value:
// - S_OK
[[nodiscard]] HRESULT DxEngine::InvalidateAll() noexcept
try
{
_invalidMap.set_all();
// Since everything is invalidated here, mark this as a "first frame", so
// that we won't use incremental drawing on it. The caller of this intended
// for _everything_ to get redrawn, so setting _firstFrame will force us to
// redraw the entire frame. This will make sure that things like the gutters
// get cleared correctly.
//
// Invalidating everything is supposed to happen with resizes of the
// entire canvas, changes of the font, and other such adjustments.
_firstFrame = true;
return S_OK;
}
CATCH_RETURN();
// Routine Description:
// - This currently has no effect in this renderer.
// Arguments:
// - pForcePaint - Always filled with false
// Return Value:
// - S_FALSE because we don't use this.
[[nodiscard]] HRESULT DxEngine::InvalidateCircling(_Out_ bool* const pForcePaint) noexcept
{
RETURN_HR_IF_NULL(E_INVALIDARG, pForcePaint);
*pForcePaint = false;
return S_FALSE;
}
// Routine Description:
// - Gets the area in pixels of the surface we are targeting
// Arguments:
// - <none>
// Return Value:
// - X by Y area in pixels of the surface
[[nodiscard]] til::size DxEngine::_GetClientSize() const
{
switch (_chainMode)
{
case SwapChainMode::ForHwnd:
{
RECT clientRect = { 0 };
LOG_IF_WIN32_BOOL_FALSE(GetClientRect(_hwndTarget, &clientRect));
return til::rectangle{ clientRect }.size();
}
case SwapChainMode::ForComposition:
{
return _sizeTarget;
}
default:
FAIL_FAST_HR(E_NOTIMPL);
}
}
// Routine Description:
// - Helper to multiply all parameters of a rectangle by the font size
// to convert from characters to pixels.
// Arguments:
// - cellsToPixels - rectangle to update
// - fontSize - scaling factors
// Return Value:
// - <none> - Updates reference
void _ScaleByFont(RECT& cellsToPixels, SIZE fontSize) noexcept
{
cellsToPixels.left *= fontSize.cx;
cellsToPixels.right *= fontSize.cx;
cellsToPixels.top *= fontSize.cy;
cellsToPixels.bottom *= fontSize.cy;
}
// Routine Description:
// - This is unused by this renderer.
// Arguments:
// - pForcePaint - always filled with false.
// Return Value:
// - S_FALSE because this is unused.
[[nodiscard]] HRESULT DxEngine::PrepareForTeardown(_Out_ bool* const pForcePaint) noexcept
{
RETURN_HR_IF_NULL(E_INVALIDARG, pForcePaint);
*pForcePaint = false;
return S_FALSE;
}
// Routine description:
// - Prepares the surfaces for painting and begins a drawing batch
// Arguments:
// - <none>
// Return Value:
// - Any DirectX error, a memory error, etc.
[[nodiscard]] HRESULT DxEngine::StartPaint() noexcept
try
{
RETURN_HR_IF(E_NOT_VALID_STATE, _isPainting); // invalid to start a paint while painting.
// If retro terminal effects are on, we must invalidate everything for them to draw correctly.
// Yes, this will further impact the performance of retro terminal effects.
// But we're talking about running the entire display pipeline through a shader for
// cosmetic effect, so performance isn't likely the top concern with this feature.
if (_retroTerminalEffects)
{
_invalidMap.set_all();
}
if (TraceLoggingProviderEnabled(g_hDxRenderProvider, WINEVENT_LEVEL_VERBOSE, 0))
{
const auto invalidatedStr = _invalidMap.to_string();
const auto invalidated = invalidatedStr.c_str();
#pragma warning(suppress : 26477 26485 26494 26482 26446 26447) // We don't control TraceLoggingWrite
TraceLoggingWrite(g_hDxRenderProvider,
"Invalid",
TraceLoggingWideString(invalidated),
TraceLoggingLevel(WINEVENT_LEVEL_VERBOSE));
}
if (_isEnabled)
{
const auto clientSize = _GetClientSize();
if (!_haveDeviceResources)
{
RETURN_IF_FAILED(_CreateDeviceResources(true));
}
else if (_displaySizePixels != clientSize || _prevScale != _scale)
{
// OK, we're going to play a dangerous game here for the sake of optimizing resize
// First, set up a complete clear of all device resources if something goes terribly wrong.
auto resetDeviceResourcesOnFailure = wil::scope_exit([&]() noexcept {
_ReleaseDeviceResources();
});
// Now let go of a few of the device resources that get in the way of resizing buffers in the swap chain
_dxgiSurface.Reset();
_d2dRenderTarget.Reset();
// Change the buffer size and recreate the render target (and surface)
RETURN_IF_FAILED(_dxgiSwapChain->ResizeBuffers(2, clientSize.width<UINT>(), clientSize.height<UINT>(), DXGI_FORMAT_B8G8R8A8_UNORM, 0));
RETURN_IF_FAILED(_PrepareRenderTarget());
// OK we made it past the parts that can cause errors. We can release our failure handler.
resetDeviceResourcesOnFailure.release();
// And persist the new size.
_displaySizePixels = clientSize;
// Mark this as the first frame on the new target. We can't use incremental drawing on the first frame.
_firstFrame = true;
}
_d2dRenderTarget->BeginDraw();
_isPainting = true;
}
return S_OK;
}
CATCH_RETURN()
// Routine Description:
// - Ends batch drawing and captures any state necessary for presentation
// Arguments:
// - <none>
// Return Value:
// - Any DirectX error, a memory error, etc.
[[nodiscard]] HRESULT DxEngine::EndPaint() noexcept
try
{
RETURN_HR_IF(E_INVALIDARG, !_isPainting); // invalid to end paint when we're not painting
HRESULT hr = S_OK;
if (_haveDeviceResources)
{
_isPainting = false;
hr = _d2dRenderTarget->EndDraw();
if (SUCCEEDED(hr))
{
if (_invalidScroll != til::point{ 0, 0 })
{
// Copy `til::rectangles` into RECT map.
_presentDirty.assign(_invalidMap.begin(), _invalidMap.end());
// Scale all dirty rectangles into pixels
std::transform(_presentDirty.begin(), _presentDirty.end(), _presentDirty.begin(), [&](til::rectangle rc) {
return rc.scale_up(_glyphCell);
});
// Invalid scroll is in characters, convert it to pixels.
const auto scrollPixels = (_invalidScroll * _glyphCell);
// The scroll rect is the entire field of cells, but in pixels.
til::rectangle scrollArea{ _invalidMap.size() * _glyphCell };
// Reduce the size of the rectangle by the scroll.
scrollArea -= til::size{} - scrollPixels;
// Assign the area to the present storage
_presentScroll = scrollArea;
// Pass the offset.
_presentOffset = scrollPixels;
// Now fill up the parameters structure from the member variables.
_presentParams.DirtyRectsCount = gsl::narrow<UINT>(_presentDirty.size());
_presentParams.pDirtyRects = _presentDirty.data();
_presentParams.pScrollOffset = &_presentOffset;
_presentParams.pScrollRect = &_presentScroll;
// The scroll rect will be empty if we scrolled >= 1 full screen size.
// Present1 doesn't like that. So clear it out. Everything will be dirty anyway.
if (IsRectEmpty(&_presentScroll))
{
_presentParams.pScrollRect = nullptr;
_presentParams.pScrollOffset = nullptr;
}
}
_presentReady = true;
}
else
{
_presentReady = false;
_ReleaseDeviceResources();
}
}
_invalidMap.reset_all();
_invalidScroll = {};
return hr;
}
CATCH_RETURN()
// Routine Description:
// - Copies the front surface of the swap chain (the one being displayed)
// to the back surface of the swap chain (the one we draw on next)
// so we can draw on top of what's already there.
// Arguments:
// - <none>
// Return Value:
// - Any DirectX error, a memory error, etc.
[[nodiscard]] HRESULT DxEngine::_CopyFrontToBack() noexcept
{
try
{
Microsoft::WRL::ComPtr<ID3D11Resource> backBuffer;
Microsoft::WRL::ComPtr<ID3D11Resource> frontBuffer;
RETURN_IF_FAILED(_dxgiSwapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)));
RETURN_IF_FAILED(_dxgiSwapChain->GetBuffer(1, IID_PPV_ARGS(&frontBuffer)));
_d3dDeviceContext->CopyResource(backBuffer.Get(), frontBuffer.Get());
}
CATCH_RETURN();
return S_OK;
}
// Routine Description:
// - Takes queued drawing information and presents it to the screen.
// - This is separated out so it can be done outside the lock as it's expensive.
// Arguments:
// - <none>
// Return Value:
// - S_OK on success, E_PENDING to indicate a retry or a relevant DirectX error
[[nodiscard]] HRESULT DxEngine::Present() noexcept
{
if (_presentReady)
{
if (_retroTerminalEffects)
{
const HRESULT hr2 = _PaintTerminalEffects();
if (FAILED(hr2))
{
_retroTerminalEffects = false;
LOG_HR_MSG(hr2, "Failed to paint terminal effects. Disabling.");
}
}
try
{
HRESULT hr = S_OK;
bool recreate = false;
// On anything but the first frame, try partial presentation.
// We'll do it first because if it fails, we'll try again with full presentation.
if (!_firstFrame)
{
hr = _dxgiSwapChain->Present1(1, 0, &_presentParams);
// These two error codes are indicated for destroy-and-recreate
// If we were told to destroy-and-recreate, we're going to skip straight into doing that
// and not try again with full presentation.
recreate = hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET;
// Log this as we actually don't expect it to happen, we just will try again
// below for robustness of our drawing.
if (FAILED(hr) && !recreate)
{
LOG_HR(hr);
}
}
// If it's the first frame through, we cannot do partial presentation.
// Also if partial presentation failed above and we weren't told to skip straight to
// device recreation.
// In both of these circumstances, do a full presentation.
if (_firstFrame || (FAILED(hr) && !recreate))
{
hr = _dxgiSwapChain->Present(1, 0);
_firstFrame = false;
// These two error codes are indicated for destroy-and-recreate
recreate = hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET;
}
// Now check for failure cases from either presentation mode.
if (FAILED(hr))
{
// If we were told to recreate the device surface, do that.
if (recreate)
{
// We don't need to end painting here, as the renderer has done it for us.
_ReleaseDeviceResources();
FAIL_FAST_IF_FAILED(InvalidateAll());
return E_PENDING; // Indicate a retry to the renderer.
}
// Otherwise, we don't know what to do with this error. Report it.
else
{
FAIL_FAST_HR(hr);
}
}
// Finally copy the front image (being presented now) onto the backing buffer
// (where we are about to draw the next frame) so we can draw only the differences
// next frame.
RETURN_IF_FAILED(_CopyFrontToBack());
_presentReady = false;
_presentDirty.clear();
_presentOffset = { 0 };
_presentScroll = { 0 };
_presentParams = { 0 };
}
CATCH_RETURN();
}
return S_OK;
}
// Routine Description:
// - This is currently unused.
// Arguments:
// - <none>
// Return Value:
// - S_OK
[[nodiscard]] HRESULT DxEngine::ScrollFrame() noexcept
{
return S_OK;
}
// Routine Description:
// - This paints in the back most layer of the frame with the background color.
// Arguments:
// - <none>
// Return Value:
// - S_OK
[[nodiscard]] HRESULT DxEngine::PaintBackground() noexcept
try
{
D2D1_COLOR_F nothing = { 0 };
// If the entire thing is invalid, just use one big clear operation.
if (_invalidMap.all())
{
_d2dRenderTarget->Clear(nothing);
}
else
{
// Runs are counts of cells.
// Use a transform by the size of one cell to convert cells-to-pixels
// as we clear.
_d2dRenderTarget->SetTransform(D2D1::Matrix3x2F::Scale(_glyphCell));
for (const auto rect : _invalidMap.runs())
{
// Use aliased.
// For graphics reasons, it'll look better because it will ensure that
// the edges are cut nice and sharp (not blended by anti-aliasing).
// For performance reasons, it takes a lot less work to not
// do anti-alias blending.
_d2dRenderTarget->PushAxisAlignedClip(rect, D2D1_ANTIALIAS_MODE_ALIASED);
_d2dRenderTarget->Clear(nothing);
_d2dRenderTarget->PopAxisAlignedClip();
}
_d2dRenderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
}
return S_OK;
}
CATCH_RETURN()
// Routine Description:
// - Places one line of text onto the screen at the given position
// Arguments:
// - clusters - Iterable collection of cluster information (text and columns it should consume)
// - coord - Character coordinate position in the cell grid
// - fTrimLeft - Whether or not to trim off the left half of a double wide character
// Return Value:
// - S_OK or relevant DirectX error
[[nodiscard]] HRESULT DxEngine::PaintBufferLine(std::basic_string_view<Cluster> const clusters,
COORD const coord,
const bool /*trimLeft*/,
const bool /*lineWrapped*/) noexcept
try
{
// Calculate positioning of our origin.
const D2D1_POINT_2F origin = til::point{ coord } * _glyphCell;
// Create the text layout
CustomTextLayout layout(_dwriteFactory.Get(),
_dwriteTextAnalyzer.Get(),
_dwriteTextFormat.Get(),
_dwriteFontFace.Get(),
clusters,
_glyphCell.width(),
_boxDrawingEffect.Get());
// Get the baseline for this font as that's where we draw from
DWRITE_LINE_SPACING spacing;
RETURN_IF_FAILED(_dwriteTextFormat->GetLineSpacing(&spacing.method, &spacing.height, &spacing.baseline));
// GH#5098: If we're rendering with cleartype text, we need to always
// render onto an opaque background. If our background's opacity is
// 1.0f, that's great, we can use that. Otherwise, we need to force the
// text renderer to render this text in grayscale. In
// UpdateDrawingBrushes, we'll set the backgroundColor's a channel to
// 1.0 if we're in cleartype mode and the background's opacity is 1.0.
// Otherwise, at this point, the _backgroundColor's alpha is <1.0.
//
// Currently, only text with the default background color uses an alpha
// of 0, every other background uses 1.0
//
// DANGER: Layers slow us down. Only do this in the specific case where
// someone has chosen the slower ClearType antialiasing (versus the faster
// grayscale antialiasing)
const bool usingCleartype = _antialiasingMode == D2D1_TEXT_ANTIALIAS_MODE_CLEARTYPE;
const bool usingTransparency = _defaultTextBackgroundOpacity != 1.0f;
// Another way of naming "bgIsDefault" is "bgHasTransparency"
const auto bgIsDefault = (_backgroundColor.a == _defaultBackgroundColor.a) &&
(_backgroundColor.r == _defaultBackgroundColor.r) &&
(_backgroundColor.g == _defaultBackgroundColor.g) &&
(_backgroundColor.b == _defaultBackgroundColor.b);
const bool forceGrayscaleAA = usingCleartype &&
usingTransparency &&
bgIsDefault;
// Assemble the drawing context information
DrawingContext context(_d2dRenderTarget.Get(),
_d2dBrushForeground.Get(),
_d2dBrushBackground.Get(),
forceGrayscaleAA,
_dwriteFactory.Get(),
spacing,
_glyphCell,
D2D1_DRAW_TEXT_OPTIONS_ENABLE_COLOR_FONT);
// Layout then render the text
RETURN_IF_FAILED(layout.Draw(&context, _customRenderer.Get(), origin.x, origin.y));
return S_OK;
}
CATCH_RETURN()
// Routine Description:
// - Paints lines around cells (draws in pieces of the grid)
// Arguments:
// - lines - Which grid lines (top, left, bottom, right) to draw
// - color - The color to use for drawing the lines
// - cchLine - Length of the line to draw in character cells
// - coordTarget - The X,Y character position in the grid where we should start drawing
// - We will draw rightward (+X) from here
// Return Value:
// - S_OK or relevant DirectX error
[[nodiscard]] HRESULT DxEngine::PaintBufferGridLines(GridLines const lines,
COLORREF const color,
size_t const cchLine,
COORD const coordTarget) noexcept
try
{
const auto existingColor = _d2dBrushForeground->GetColor();
const auto restoreBrushOnExit = wil::scope_exit([&]() noexcept { _d2dBrushForeground->SetColor(existingColor); });
_d2dBrushForeground->SetColor(_ColorFFromColorRef(color));
const auto font = _glyphCell;
D2D_POINT_2F target = til::point{ coordTarget } * font;
D2D_POINT_2F start = { 0 };
D2D_POINT_2F end = { 0 };
for (size_t i = 0; i < cchLine; i++)
{
// 0.5 pixel offset for crisp lines
start = { target.x + 0.5f, target.y + 0.5f };
if (lines & GridLines::Top)
{
end = start;
end.x += font.width();
_d2dRenderTarget->DrawLine(start, end, _d2dBrushForeground.Get(), 1.0f, _strokeStyle.Get());
}
if (lines & GridLines::Left)
{
end = start;
end.y += font.height();
_d2dRenderTarget->DrawLine(start, end, _d2dBrushForeground.Get(), 1.0f, _strokeStyle.Get());
}
// NOTE: Watch out for inclusive/exclusive rectangles here.
// We have to remove 1 from the font size for the bottom and right lines to ensure that the
// starting point remains within the clipping rectangle.
// For example, if we're drawing a letter at 0,0 and the font size is 8x16....
// The bottom left corner inclusive is at 0,15 which is Y (0) + Font Height (16) - 1 = 15.
// The top right corner inclusive is at 7,0 which is X (0) + Font Height (8) - 1 = 7.
// 0.5 pixel offset for crisp lines; -0.5 on the Y to fit _in_ the cell, not outside it.
start = { target.x + 0.5f, target.y + font.height() - 0.5f };
if (lines & GridLines::Bottom)
{
end = start;
end.x += font.width() - 1.f;
_d2dRenderTarget->DrawLine(start, end, _d2dBrushForeground.Get(), 1.0f, _strokeStyle.Get());
}
start = { target.x + font.width() - 0.5f, target.y + 0.5f };
if (lines & GridLines::Right)
{
end = start;
end.y += font.height() - 1.f;
_d2dRenderTarget->DrawLine(start, end, _d2dBrushForeground.Get(), 1.0f, _strokeStyle.Get());
}
// Move to the next character in this run.
target.x += font.width();
}
return S_OK;
}
CATCH_RETURN()
// Routine Description:
// - Paints an overlay highlight on a portion of the frame to represent selected text
// Arguments:
// - rect - Rectangle to invert or highlight to make the selection area
// Return Value:
// - S_OK or relevant DirectX error.
[[nodiscard]] HRESULT DxEngine::PaintSelection(const SMALL_RECT rect) noexcept
try
{
const auto existingColor = _d2dBrushForeground->GetColor();
_d2dBrushForeground->SetColor(_selectionBackground);
const auto resetColorOnExit = wil::scope_exit([&]() noexcept { _d2dBrushForeground->SetColor(existingColor); });
const D2D1_RECT_F draw = til::rectangle{ Viewport::FromExclusive(rect).ToInclusive() }.scale_up(_glyphCell);
_d2dRenderTarget->FillRectangle(draw, _d2dBrushForeground.Get());
return S_OK;
}
CATCH_RETURN()
// Helper to choose which Direct2D method to use when drawing the cursor rectangle
enum class CursorPaintType
{
Fill,
Outline
};
// Routine Description:
// - Draws a block at the given position to represent the cursor
// - May be a styled cursor at the character cell location that is less than a full block
// Arguments:
// - options - Packed options relevant to how to draw the cursor
// Return Value:
// - S_OK or relevant DirectX error.
[[nodiscard]] HRESULT DxEngine::PaintCursor(const IRenderEngine::CursorOptions& options) noexcept
try
{
// if the cursor is off, do nothing - it should not be visible.
if (!options.isOn)
{
return S_FALSE;
}
// Create rectangular block representing where the cursor can fill.
D2D1_RECT_F rect = til::rectangle{ til::point{ options.coordCursor } }.scale_up(_glyphCell);
// If we're double-width, make it one extra glyph wider
if (options.fIsDoubleWidth)
{
rect.right += _glyphCell.width();
}
CursorPaintType paintType = CursorPaintType::Fill;
switch (options.cursorType)
{
case CursorType::Legacy:
{
// Enforce min/max cursor height
ULONG ulHeight = std::clamp(options.ulCursorHeightPercent, s_ulMinCursorHeightPercent, s_ulMaxCursorHeightPercent);
ulHeight = (_glyphCell.height<ULONG>() * ulHeight) / 100;
rect.top = rect.bottom - ulHeight;
break;
}
case CursorType::VerticalBar:
{
// It can't be wider than one cell or we'll have problems in invalidation, so restrict here.
// It's either the left + the proposed width from the ease of access setting, or
// it's the right edge of the block cursor as a maximum.
rect.right = std::min(rect.right, rect.left + options.cursorPixelWidth);
break;
}
case CursorType::Underscore:
{
rect.top = rect.bottom - 1;
break;
}
case CursorType::EmptyBox:
{
paintType = CursorPaintType::Outline;
break;
}
case CursorType::FullBox:
{
break;
}
default:
return E_NOTIMPL;
}
Microsoft::WRL::ComPtr<ID2D1SolidColorBrush> brush = _d2dBrushForeground;
if (options.fUseColor)
{
// Make sure to make the cursor opaque
RETURN_IF_FAILED(_d2dRenderTarget->CreateSolidColorBrush(_ColorFFromColorRef(OPACITY_OPAQUE | options.cursorColor), &brush));
}
switch (paintType)
{
case CursorPaintType::Fill:
{
_d2dRenderTarget->FillRectangle(rect, brush.Get());
break;
}
case CursorPaintType::Outline:
{
// DrawRectangle in straddles physical pixels in an attempt to draw a line
// between them. To avoid this, bump the rectangle around by half the stroke width.
rect.top += 0.5f;
rect.left += 0.5f;
rect.bottom -= 0.5f;
rect.right -= 0.5f;
_d2dRenderTarget->DrawRectangle(rect, brush.Get());
break;
}
default:
return E_NOTIMPL;
}
return S_OK;
}
CATCH_RETURN()
// Routine Description:
// - Paint terminal effects.
// Arguments:
// Return Value:
// - S_OK or relevant DirectX error.
[[nodiscard]] HRESULT DxEngine::_PaintTerminalEffects() noexcept
try
{
// Should have been initialized.
RETURN_HR_IF(E_NOT_VALID_STATE, !_framebufferCapture);
// Capture current frame in swap chain to a texture.
::Microsoft::WRL::ComPtr<ID3D11Texture2D> swapBuffer;
RETURN_IF_FAILED(_dxgiSwapChain->GetBuffer(0, IID_PPV_ARGS(&swapBuffer)));
_d3dDeviceContext->CopyResource(_framebufferCapture.Get(), swapBuffer.Get());
// Prepare captured texture as input resource to shader program.
D3D11_TEXTURE2D_DESC desc;
_framebufferCapture->GetDesc(&desc);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Format = desc.Format;
::Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> shaderResource;
RETURN_IF_FAILED(_d3dDevice->CreateShaderResourceView(_framebufferCapture.Get(), &srvDesc, &shaderResource));
// Render the screen quad with shader effects.
const UINT stride = sizeof(ShaderInput);
const UINT offset = 0;
_d3dDeviceContext->OMSetRenderTargets(1, _renderTargetView.GetAddressOf(), nullptr);
_d3dDeviceContext->IASetVertexBuffers(0, 1, _screenQuadVertexBuffer.GetAddressOf(), &stride, &offset);
_d3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
_d3dDeviceContext->IASetInputLayout(_vertexLayout.Get());
_d3dDeviceContext->VSSetShader(_vertexShader.Get(), nullptr, 0);
_d3dDeviceContext->PSSetShader(_pixelShader.Get(), nullptr, 0);
_d3dDeviceContext->PSSetShaderResources(0, 1, shaderResource.GetAddressOf());
_d3dDeviceContext->PSSetSamplers(0, 1, _samplerState.GetAddressOf());
_d3dDeviceContext->PSSetConstantBuffers(0, 1, _pixelShaderSettingsBuffer.GetAddressOf());
_d3dDeviceContext->Draw(ARRAYSIZE(_screenQuadVertices), 0);
return S_OK;
}
CATCH_RETURN()
// Routine Description:
// - Updates the default brush colors used for drawing
// Arguments:
// - colorForeground - Foreground brush color
// - colorBackground - Background brush color
// - legacyColorAttribute - <unused>
// - extendedAttrs - <unused>
// - isSettingDefaultBrushes - Lets us know that these are the default brushes to paint the swapchain background or selection
// Return Value:
// - S_OK or relevant DirectX error.
[[nodiscard]] HRESULT DxEngine::UpdateDrawingBrushes(COLORREF const colorForeground,
COLORREF const colorBackground,
const WORD /*legacyColorAttribute*/,
const ExtendedAttributes /*extendedAttrs*/,
bool const isSettingDefaultBrushes) noexcept
{
// GH#5098: If we're rendering with cleartype text, we need to always render
// onto an opaque background. If our background's opacity is 1.0f, that's
// great, we can actually use cleartype in that case. In that scenario
// (cleartype && opacity == 1.0), we'll force the opacity bits of the
// COLORREF to 0xff so we draw as cleartype. In any other case, leave the
// opacity bits unchanged. PaintBufferLine will later do some logic to
// determine if we should paint the text as grayscale or not.
const bool usingCleartype = _antialiasingMode == D2D1_TEXT_ANTIALIAS_MODE_CLEARTYPE;
const bool usingTransparency = _defaultTextBackgroundOpacity != 1.0f;
const bool forceOpaqueBG = usingCleartype && !usingTransparency;
_foregroundColor = _ColorFFromColorRef(OPACITY_OPAQUE | colorForeground);
_backgroundColor = _ColorFFromColorRef((forceOpaqueBG ? OPACITY_OPAQUE : 0) | colorBackground);
_d2dBrushForeground->SetColor(_foregroundColor);
_d2dBrushBackground->SetColor(_backgroundColor);
// If this flag is set, then we need to update the default brushes too and the swap chain background.
if (isSettingDefaultBrushes)
{
_defaultForegroundColor = _foregroundColor;
_defaultBackgroundColor = _backgroundColor;
// If we have a swap chain, set the background color there too so the area
// outside the chain on a resize can be filled in with an appropriate color value.
/*if (_dxgiSwapChain)
{
const auto dxgiColor = s_RgbaFromColorF(_defaultBackgroundColor);
RETURN_IF_FAILED(_dxgiSwapChain->SetBackgroundColor(&dxgiColor));
}*/
}
return S_OK;
}
// Routine Description:
// - Updates the font used for drawing
// Arguments:
// - pfiFontInfoDesired - Information specifying the font that is requested
// - fiFontInfo - Filled with the nearest font actually chosen for drawing
// Return Value:
// - S_OK or relevant DirectX error
[[nodiscard]] HRESULT DxEngine::UpdateFont(const FontInfoDesired& pfiFontInfoDesired, FontInfo& fiFontInfo) noexcept
try
{
RETURN_IF_FAILED(_GetProposedFont(pfiFontInfoDesired,
fiFontInfo,
_dpi,
_dwriteTextFormat,
_dwriteTextAnalyzer,
_dwriteFontFace));
_glyphCell = fiFontInfo.GetSize();
// Calculate and cache the box effect for the base font. Scale is 1.0f because the base font is exactly the scale we want already.
RETURN_IF_FAILED(CustomTextLayout::s_CalculateBoxEffect(_dwriteTextFormat.Get(), _glyphCell.width(), _dwriteFontFace.Get(), 1.0f, &_boxDrawingEffect));
return S_OK;
}
CATCH_RETURN();
[[nodiscard]] Viewport DxEngine::GetViewportInCharacters(const Viewport& viewInPixels) noexcept
{
const short widthInChars = gsl::narrow_cast<short>(viewInPixels.Width() / _glyphCell.width());
const short heightInChars = gsl::narrow_cast<short>(viewInPixels.Height() / _glyphCell.height());
return Viewport::FromDimensions(viewInPixels.Origin(), { widthInChars, heightInChars });
}
// Routine Description:
// - Sets the DPI in this renderer
// Arguments:
// - iDpi - DPI
// Return Value:
// - S_OK
[[nodiscard]] HRESULT DxEngine::UpdateDpi(int const iDpi) noexcept
{
_dpi = iDpi;
// The scale factor may be necessary for composition contexts, so save it once here.
_scale = _dpi / static_cast<float>(USER_DEFAULT_SCREEN_DPI);
RETURN_IF_FAILED(InvalidateAll());
if (_retroTerminalEffects && _d3dDeviceContext && _pixelShaderSettingsBuffer)
{
_ComputePixelShaderSettings();
try
{
_d3dDeviceContext->UpdateSubresource(_pixelShaderSettingsBuffer.Get(), 0, nullptr, &_pixelShaderSettings, 0, 0);
}
CATCH_RETURN();
}
return S_OK;
}
// Method Description:
// - Get the current scale factor of this renderer. The actual DPI the renderer
// is USER_DEFAULT_SCREEN_DPI * GetScaling()
// Arguments:
// - <none>
// Return Value:
// - the scaling multiplier of this render engine
float DxEngine::GetScaling() const noexcept
{
return _scale;
}
// Method Description:
// - This method will update our internal reference for how big the viewport is.
// Does nothing for DX.
// Arguments:
// - srNewViewport - The bounds of the new viewport.
// Return Value:
// - HRESULT S_OK
[[nodiscard]] HRESULT DxEngine::UpdateViewport(const SMALL_RECT /*srNewViewport*/) noexcept
{
return S_OK;
}
// Routine Description:
// - Currently unused by this renderer
// Arguments:
// - pfiFontInfoDesired - <unused>
// - pfiFontInfo - <unused>
// - iDpi - <unused>
// Return Value:
// - S_OK
[[nodiscard]] HRESULT DxEngine::GetProposedFont(const FontInfoDesired& pfiFontInfoDesired,
FontInfo& pfiFontInfo,
int const iDpi) noexcept
{
Microsoft::WRL::ComPtr<IDWriteTextFormat> format;
Microsoft::WRL::ComPtr<IDWriteTextAnalyzer1> analyzer;
Microsoft::WRL::ComPtr<IDWriteFontFace1> face;
return _GetProposedFont(pfiFontInfoDesired,
pfiFontInfo,
iDpi,
format,
analyzer,
face);
}
// Routine Description:
// - Gets the area that we currently believe is dirty within the character cell grid
// Arguments:
// - <none>
// Return Value:
// - Rectangle describing dirty area in characters.
[[nodiscard]] std::vector<til::rectangle> DxEngine::GetDirtyArea()
{
return _invalidMap.runs();
}
// Routine Description:
// - Gets the current font size
// Arguments:
// - pFontSize - Filled with the font size.
// Return Value:
// - S_OK
[[nodiscard]] HRESULT DxEngine::GetFontSize(_Out_ COORD* const pFontSize) noexcept
try
{
*pFontSize = _glyphCell;
return S_OK;
}
CATCH_RETURN();
// Routine Description:
// - Currently unused by this renderer.
// Arguments:
// - glyph - The glyph run to process for column width.
// - pResult - True if it should take two columns. False if it should take one.
// Return Value:
// - S_OK or relevant DirectWrite error.
[[nodiscard]] HRESULT DxEngine::IsGlyphWideByFont(const std::wstring_view glyph, _Out_ bool* const pResult) noexcept
try
{
RETURN_HR_IF_NULL(E_INVALIDARG, pResult);
const Cluster cluster(glyph, 0); // columns don't matter, we're doing analysis not layout.
// Create the text layout
CustomTextLayout layout(_dwriteFactory.Get(),
_dwriteTextAnalyzer.Get(),
_dwriteTextFormat.Get(),
_dwriteFontFace.Get(),
{ &cluster, 1 },
_glyphCell.width(),
_boxDrawingEffect.Get());
UINT32 columns = 0;
RETURN_IF_FAILED(layout.GetColumns(&columns));
*pResult = columns != 1;
return S_OK;
}
CATCH_RETURN();
// Method Description:
// - Updates the window's title string.
// Arguments:
// - newTitle: the new string to use for the title of the window
// Return Value:
// - S_OK
[[nodiscard]] HRESULT DxEngine::_DoUpdateTitle(_In_ const std::wstring& /*newTitle*/) noexcept
{
if (_hwndTarget != INVALID_HANDLE_VALUE)
{
return PostMessageW(_hwndTarget, CM_UPDATE_TITLE, 0, 0) ? S_OK : E_FAIL;
}
return S_FALSE;
}
// Routine Description:
// - Attempts to locate the font given, but then begins falling back if we cannot find it.
// - We'll try to fall back to Consolas with the given weight/stretch/style first,
// then try Consolas again with normal weight/stretch/style,
// and if nothing works, then we'll throw an error.
// Arguments:
// - familyName - The font name we should be looking for
// - weight - The weight (bold, light, etc.)
// - stretch - The stretch of the font is the spacing between each letter
// - style - Normal, italic, etc.
// Return Value:
// - Smart pointer holding interface reference for queryable font data.
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteFontFace1> DxEngine::_ResolveFontFaceWithFallback(std::wstring& familyName,
DWRITE_FONT_WEIGHT& weight,
DWRITE_FONT_STRETCH& stretch,
DWRITE_FONT_STYLE& style,
std::wstring& localeName) const
{
auto face = _FindFontFace(familyName, weight, stretch, style, localeName);
if (!face)
{
for (const auto fallbackFace : FALLBACK_FONT_FACES)
{
familyName = fallbackFace;
face = _FindFontFace(familyName, weight, stretch, style, localeName);
if (face)
{
break;
}
familyName = fallbackFace;
weight = DWRITE_FONT_WEIGHT_NORMAL;
stretch = DWRITE_FONT_STRETCH_NORMAL;
style = DWRITE_FONT_STYLE_NORMAL;
face = _FindFontFace(familyName, weight, stretch, style, localeName);
if (face)
{
break;
}
}
}
THROW_HR_IF_NULL(E_FAIL, face);
return face;
}
// Routine Description:
// - Locates a suitable font face from the given information
// Arguments:
// - familyName - The font name we should be looking for
// - weight - The weight (bold, light, etc.)
// - stretch - The stretch of the font is the spacing between each letter
// - style - Normal, italic, etc.
// Return Value:
// - Smart pointer holding interface reference for queryable font data.
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteFontFace1> DxEngine::_FindFontFace(std::wstring& familyName,
DWRITE_FONT_WEIGHT& weight,
DWRITE_FONT_STRETCH& stretch,
DWRITE_FONT_STYLE& style,
std::wstring& localeName) const
{
Microsoft::WRL::ComPtr<IDWriteFontFace1> fontFace;
Microsoft::WRL::ComPtr<IDWriteFontCollection> fontCollection;
THROW_IF_FAILED(_dwriteFactory->GetSystemFontCollection(&fontCollection, false));
UINT32 familyIndex;
BOOL familyExists;
THROW_IF_FAILED(fontCollection->FindFamilyName(familyName.data(), &familyIndex, &familyExists));
if (familyExists)
{
Microsoft::WRL::ComPtr<IDWriteFontFamily> fontFamily;
THROW_IF_FAILED(fontCollection->GetFontFamily(familyIndex, &fontFamily));
Microsoft::WRL::ComPtr<IDWriteFont> font;
THROW_IF_FAILED(fontFamily->GetFirstMatchingFont(weight, stretch, style, &font));
Microsoft::WRL::ComPtr<IDWriteFontFace> fontFace0;
THROW_IF_FAILED(font->CreateFontFace(&fontFace0));
THROW_IF_FAILED(fontFace0.As(&fontFace));
// Retrieve metrics in case the font we created was different than what was requested.
weight = font->GetWeight();
stretch = font->GetStretch();
style = font->GetStyle();
// Dig the family name out at the end to return it.
familyName = _GetFontFamilyName(fontFamily.Get(), localeName);
}
return fontFace;
}
// Routine Description:
// - Helper to retrieve the user's locale preference or fallback to the default.
// Arguments:
// - <none>
// Return Value:
// - A locale that can be used on construction of assorted DX objects that want to know one.
[[nodiscard]] std::wstring DxEngine::_GetLocaleName() const
{
std::array<wchar_t, LOCALE_NAME_MAX_LENGTH> localeName;
const auto returnCode = GetUserDefaultLocaleName(localeName.data(), gsl::narrow<int>(localeName.size()));
if (returnCode)
{
return { localeName.data() };
}
else
{
return { FALLBACK_LOCALE.data(), FALLBACK_LOCALE.size() };
}
}
// Routine Description:
// - Retrieves the font family name out of the given object in the given locale.
// - If we can't find a valid name for the given locale, we'll fallback and report it back.
// Arguments:
// - fontFamily - DirectWrite font family object
// - localeName - The locale in which the name should be retrieved.
// - If fallback occurred, this is updated to what we retrieved instead.
// Return Value:
// - Localized string name of the font family
[[nodiscard]] std::wstring DxEngine::_GetFontFamilyName(gsl::not_null<IDWriteFontFamily*> const fontFamily,
std::wstring& localeName) const
{
// See: https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nn-dwrite-idwritefontcollection
Microsoft::WRL::ComPtr<IDWriteLocalizedStrings> familyNames;
THROW_IF_FAILED(fontFamily->GetFamilyNames(&familyNames));
// First we have to find the right family name for the locale. We're going to bias toward what the caller
// requested, but fallback if we need to and reply with the locale we ended up choosing.
UINT32 index = 0;
BOOL exists = false;
// This returns S_OK whether or not it finds a locale name. Check exists field instead.
// If it returns an error, it's a real problem, not an absence of this locale name.
// https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-findlocalename
THROW_IF_FAILED(familyNames->FindLocaleName(localeName.data(), &index, &exists));
// If we tried and it still doesn't exist, try with the fallback locale.
if (!exists)
{
localeName = FALLBACK_LOCALE;
THROW_IF_FAILED(familyNames->FindLocaleName(localeName.data(), &index, &exists));
}
// If it still doesn't exist, we're going to try index 0.
if (!exists)
{
index = 0;
// Get the locale name out so at least the caller knows what locale this name goes with.
UINT32 length = 0;
THROW_IF_FAILED(familyNames->GetLocaleNameLength(index, &length));
localeName.resize(length);
// https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getlocalenamelength
// https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getlocalename
// GetLocaleNameLength does not include space for null terminator, but GetLocaleName needs it so add one.
THROW_IF_FAILED(familyNames->GetLocaleName(index, localeName.data(), length + 1));
}
// OK, now that we've decided which family name and the locale that it's in... let's go get it.
UINT32 length = 0;
THROW_IF_FAILED(familyNames->GetStringLength(index, &length));
// Make our output buffer and resize it so it is allocated.
std::wstring retVal;
retVal.resize(length);
// FINALLY, go fetch the string name.
// https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getstringlength
// https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getstring
// Once again, GetStringLength is without the null, but GetString needs the null. So add one.
THROW_IF_FAILED(familyNames->GetString(index, retVal.data(), length + 1));
// and return it.
return retVal;
}
// Routine Description:
// - Updates the font used for drawing
// Arguments:
// - desired - Information specifying the font that is requested
// - actual - Filled with the nearest font actually chosen for drawing
// - dpi - The DPI of the screen
// Return Value:
// - S_OK or relevant DirectX error
[[nodiscard]] HRESULT DxEngine::_GetProposedFont(const FontInfoDesired& desired,
FontInfo& actual,
const int dpi,
Microsoft::WRL::ComPtr<IDWriteTextFormat>& textFormat,
Microsoft::WRL::ComPtr<IDWriteTextAnalyzer1>& textAnalyzer,
Microsoft::WRL::ComPtr<IDWriteFontFace1>& fontFace) const noexcept
{
try
{
std::wstring fontName(desired.GetFaceName());
DWRITE_FONT_WEIGHT weight = DWRITE_FONT_WEIGHT_NORMAL;
DWRITE_FONT_STYLE style = DWRITE_FONT_STYLE_NORMAL;
DWRITE_FONT_STRETCH stretch = DWRITE_FONT_STRETCH_NORMAL;
std::wstring localeName = _GetLocaleName();
// _ResolveFontFaceWithFallback overrides the last argument with the locale name of the font,
// but we should use the system's locale to render the text.
std::wstring fontLocaleName = localeName;
const auto face = _ResolveFontFaceWithFallback(fontName, weight, stretch, style, fontLocaleName);
DWRITE_FONT_METRICS1 fontMetrics;
face->GetMetrics(&fontMetrics);
const UINT32 spaceCodePoint = L'M';
UINT16 spaceGlyphIndex;
THROW_IF_FAILED(face->GetGlyphIndicesW(&spaceCodePoint, 1, &spaceGlyphIndex));
INT32 advanceInDesignUnits;
THROW_IF_FAILED(face->GetDesignGlyphAdvances(1, &spaceGlyphIndex, &advanceInDesignUnits));
DWRITE_GLYPH_METRICS spaceMetrics = { 0 };
THROW_IF_FAILED(face->GetDesignGlyphMetrics(&spaceGlyphIndex, 1, &spaceMetrics));
// The math here is actually:
// Requested Size in Points * DPI scaling factor * Points to Pixels scaling factor.
// - DPI = dots per inch
// - PPI = points per inch or "points" as usually seen when choosing a font size
// - The DPI scaling factor is the current monitor DPI divided by 96, the default DPI.
// - The Points to Pixels factor is based on the typography definition of 72 points per inch.
// As such, converting requires taking the 96 pixel per inch default and dividing by the 72 points per inch
// to get a factor of 1 and 1/3.
// This turns into something like:
// - 12 ppi font * (96 dpi / 96 dpi) * (96 dpi / 72 points per inch) = 16 pixels tall font for 100% display (96 dpi is 100%)
// - 12 ppi font * (144 dpi / 96 dpi) * (96 dpi / 72 points per inch) = 24 pixels tall font for 150% display (144 dpi is 150%)
// - 12 ppi font * (192 dpi / 96 dpi) * (96 dpi / 72 points per inch) = 32 pixels tall font for 200% display (192 dpi is 200%)
float heightDesired = static_cast<float>(desired.GetEngineSize().Y) * static_cast<float>(USER_DEFAULT_SCREEN_DPI) / POINTS_PER_INCH;
// The advance is the number of pixels left-to-right (X dimension) for the given font.
// We're finding a proportional factor here with the design units in "ems", not an actual pixel measurement.
// Now we play trickery with the font size. Scale by the DPI to get the height we expect.
heightDesired *= (static_cast<float>(dpi) / static_cast<float>(USER_DEFAULT_SCREEN_DPI));
const float widthAdvance = static_cast<float>(advanceInDesignUnits) / fontMetrics.designUnitsPerEm;
// Use the real pixel height desired by the "em" factor for the width to get the number of pixels
// we will need per character in width. This will almost certainly result in fractional X-dimension pixels.
const float widthApprox = heightDesired * widthAdvance;
// Since we can't deal with columns of the presentation grid being fractional pixels in width, round to the nearest whole pixel.
const float widthExact = round(widthApprox);
// Now reverse the "em" factor from above to turn the exact pixel width into a (probably) fractional
// height in pixels of each character. It's easier for us to pad out height and align vertically
// than it is horizontally.
const auto fontSize = widthExact / widthAdvance;
// Now figure out the basic properties of the character height which include ascent and descent
// for this specific font size.
const float ascent = (fontSize * fontMetrics.ascent) / fontMetrics.designUnitsPerEm;
const float descent = (fontSize * fontMetrics.descent) / fontMetrics.designUnitsPerEm;
// Get the gap.
const float gap = (fontSize * fontMetrics.lineGap) / fontMetrics.designUnitsPerEm;
const float halfGap = gap / 2;
// We're going to build a line spacing object here to track all of this data in our format.
DWRITE_LINE_SPACING lineSpacing = {};
lineSpacing.method = DWRITE_LINE_SPACING_METHOD_UNIFORM;
// We need to make sure the baseline falls on a round pixel (not a fractional pixel).
// If the baseline is fractional, the text appears blurry, especially at small scales.
// Since we also need to make sure the bounding box as a whole is round pixels
// (because the entire console system maths in full cell units),
// we're just going to ceiling up the ascent and descent to make a full pixel amount
// and set the baseline to the full round pixel ascent value.
//
// For reference, for the letters "ag":
// ...
// gggggg bottom of previous line
//
// ----------------- <===========================================|
// | topSideBearing | 1/2 lineGap |
// aaaaaa ggggggg <-------------------------|-------------| |
// a g g | | |
// aaaaa ggggg |<-ascent | |
// a a g | | |---- lineHeight
// aaaaa a gggggg <----baseline, verticalOriginY----------|---|
// g g |<-descent | |
// gggggg <-------------------------|-------------| |
// | bottomSideBearing | 1/2 lineGap |
// ----------------- <===========================================|
//
// aaaaaa ggggggg top of next line
// ...
//
// Also note...
// We're going to add half the line gap to the ascent and half the line gap to the descent
// to ensure that the spacing is balanced vertically.
// Generally speaking, the line gap is added to the ascent by DirectWrite itself for
// horizontally drawn text which can place the baseline and glyphs "lower" in the drawing
// box than would be desired for proper alignment of things like line and box characters
// which will try to sit centered in the area and touch perfectly with their neighbors.
const auto fullPixelAscent = ceil(ascent + halfGap);
const auto fullPixelDescent = ceil(descent + halfGap);
lineSpacing.height = fullPixelAscent + fullPixelDescent;
lineSpacing.baseline = fullPixelAscent;
// According to MSDN (https://docs.microsoft.com/en-us/windows/win32/api/dwrite_3/ne-dwrite_3-dwrite_font_line_gap_usage)
// Setting "ENABLED" means we've included the line gapping in the spacing numbers given.
lineSpacing.fontLineGapUsage = DWRITE_FONT_LINE_GAP_USAGE_ENABLED;
// Create the font with the fractional pixel height size.
// It should have an integer pixel width by our math above.
// Then below, apply the line spacing to the format to position the floating point pixel height characters
// into a cell that has an integer pixel height leaving some padding above/below as necessary to round them out.
Microsoft::WRL::ComPtr<IDWriteTextFormat> format;
THROW_IF_FAILED(_dwriteFactory->CreateTextFormat(fontName.data(),
nullptr,
weight,
style,
stretch,
fontSize,
localeName.data(),
&format));
THROW_IF_FAILED(format.As(&textFormat));
Microsoft::WRL::ComPtr<IDWriteTextAnalyzer> analyzer;
THROW_IF_FAILED(_dwriteFactory->CreateTextAnalyzer(&analyzer));
THROW_IF_FAILED(analyzer.As(&textAnalyzer));
fontFace = face;
THROW_IF_FAILED(textFormat->SetLineSpacing(lineSpacing.method, lineSpacing.height, lineSpacing.baseline));
THROW_IF_FAILED(textFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR));
THROW_IF_FAILED(textFormat->SetWordWrapping(DWRITE_WORD_WRAPPING_NO_WRAP));
// The scaled size needs to represent the pixel box that each character will fit within for the purposes
// of hit testing math and other such multiplication/division.
COORD coordSize = { 0 };
coordSize.X = gsl::narrow<SHORT>(widthExact);
coordSize.Y = gsl::narrow_cast<SHORT>(lineSpacing.height);
// Unscaled is for the purposes of re-communicating this font back to the renderer again later.
// As such, we need to give the same original size parameter back here without padding
// or rounding or scaling manipulation.
const COORD unscaled = desired.GetEngineSize();
const COORD scaled = coordSize;
actual.SetFromEngine(fontName,
desired.GetFamily(),
textFormat->GetFontWeight(),
false,
scaled,
unscaled);
}
CATCH_RETURN();
return S_OK;
}
// Routine Description:
// - Helps convert a GDI COLORREF into a Direct2D ColorF
// Arguments:
// - color - GDI color
// Return Value:
// - D2D color
[[nodiscard]] D2D1_COLOR_F DxEngine::_ColorFFromColorRef(const COLORREF color) noexcept
{
// Converts BGR color order to RGB.
const UINT32 rgb = ((color & 0x0000FF) << 16) | (color & 0x00FF00) | ((color & 0xFF0000) >> 16);
switch (_chainMode)
{
case SwapChainMode::ForHwnd:
{
return D2D1::ColorF(rgb);
}
case SwapChainMode::ForComposition:
{
// Get the A value we've snuck into the highest byte
const BYTE a = ((color >> 24) & 0xFF);
const float aFloat = a / 255.0f;
return D2D1::ColorF(rgb, aFloat);
}
default:
FAIL_FAST_HR(E_NOTIMPL);
}
}
// Routine Description:
// - Updates the selection background color of the DxEngine
// Arguments:
// - color - GDI Color
// Return Value:
// - N/A
void DxEngine::SetSelectionBackground(const COLORREF color) noexcept
{
_selectionBackground = D2D1::ColorF(GetRValue(color) / 255.0f,
GetGValue(color) / 255.0f,
GetBValue(color) / 255.0f,
0.5f);
}
// Routine Description:
// - Changes the antialiasing mode of the renderer. This must be called before
// _PrepareRenderTarget, otherwise the renderer will default to
// D2D1_TEXT_ANTIALIAS_MODE_GRAYSCALE.
// Arguments:
// - antialiasingMode: a value from the D2D1_TEXT_ANTIALIAS_MODE enum. See:
// https://docs.microsoft.com/en-us/windows/win32/api/d2d1/ne-d2d1-d2d1_text_antialias_mode
// Return Value:
// - N/A
void DxEngine::SetAntialiasingMode(const D2D1_TEXT_ANTIALIAS_MODE antialiasingMode) noexcept
{
_antialiasingMode = antialiasingMode;
}
// Method Description:
// - Update our tracker of the opacity of our background. We can only
// effectively render cleartype text onto fully-opaque backgrounds. If we're
// rendering onto a transparent surface (like acrylic), then cleartype won't
// work correctly, and will actually just additively blend with the
// background. This is here to support GH#5098.
// Arguments:
// - opacity: the new opacity of our background, on [0.0f, 1.0f]
// Return Value:
// - <none>
void DxEngine::SetDefaultTextBackgroundOpacity(const float opacity) noexcept
{
_defaultTextBackgroundOpacity = opacity;
// Make sure we redraw all the cells, to update whether they're actually
// drawn with cleartype or not.
// We don't terribly care if this fails.
LOG_IF_FAILED(InvalidateAll());
}