2220 lines
85 KiB
C++
2220 lines
85 KiB
C++
// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT license.
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#include "precomp.h"
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#include "DxRenderer.hpp"
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#include "CustomTextLayout.h"
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#include "../../interactivity/win32/CustomWindowMessages.h"
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#include "../../types/inc/Viewport.hpp"
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#include "../../inc/unicode.hpp"
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#include "../../inc/DefaultSettings.h"
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#include <VersionHelpers.h>
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#include "ScreenPixelShader.h"
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#include "ScreenVertexShader.h"
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#include <DirectXMath.h>
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#include <d3dcompiler.h>
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#include <DirectXColors.h>
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using namespace DirectX;
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std::atomic<size_t> Microsoft::Console::Render::DxEngine::_tracelogCount{ 0 };
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#pragma warning(suppress : 26477) // We don't control tracelogging macros
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TRACELOGGING_DEFINE_PROVIDER(g_hDxRenderProvider,
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"Microsoft.Windows.Terminal.Renderer.DirectX",
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// {c93e739e-ae50-5a14-78e7-f171e947535d}
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(0xc93e739e, 0xae50, 0x5a14, 0x78, 0xe7, 0xf1, 0x71, 0xe9, 0x47, 0x53, 0x5d), );
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// Quad where we draw the terminal.
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// pos is world space coordinates where origin is at the center of screen.
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// tex is texel coordinates where origin is top left.
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// Layout the quad as a triangle strip where the _screenQuadVertices are place like so.
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// 2 0
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// 3 1
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struct ShaderInput
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{
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XMFLOAT3 pos;
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XMFLOAT2 tex;
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} const _screenQuadVertices[] = {
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{ XMFLOAT3(1.f, 1.f, 0.f), XMFLOAT2(1.f, 0.f) },
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{ XMFLOAT3(1.f, -1.f, 0.f), XMFLOAT2(1.f, 1.f) },
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{ XMFLOAT3(-1.f, 1.f, 0.f), XMFLOAT2(0.f, 0.f) },
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{ XMFLOAT3(-1.f, -1.f, 0.f), XMFLOAT2(0.f, 1.f) },
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};
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D3D11_INPUT_ELEMENT_DESC _shaderInputLayout[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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};
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#pragma hdrstop
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static constexpr float POINTS_PER_INCH = 72.0f;
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static constexpr std::wstring_view FALLBACK_FONT_FACES[] = { L"Consolas", L"Lucida Console", L"Courier New" };
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static constexpr std::wstring_view FALLBACK_LOCALE = L"en-us";
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using namespace Microsoft::Console::Render;
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using namespace Microsoft::Console::Types;
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// Routine Description:
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// - Constructs a DirectX-based renderer for console text
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// which primarily uses DirectWrite on a Direct2D surface
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#pragma warning(suppress : 26455)
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// TODO GH 2683: The default constructor should not throw.
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DxEngine::DxEngine() :
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RenderEngineBase(),
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_invalidateFullRows{ true },
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_invalidMap{},
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_invalidScroll{},
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_firstFrame{ true },
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_presentParams{ 0 },
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_presentReady{ false },
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_presentScroll{ 0 },
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_presentDirty{ 0 },
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_presentOffset{ 0 },
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_isEnabled{ false },
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_isPainting{ false },
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_displaySizePixels{},
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_foregroundColor{ 0 },
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_backgroundColor{ 0 },
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_selectionBackground{},
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_glyphCell{},
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_boxDrawingEffect{},
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_haveDeviceResources{ false },
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_retroTerminalEffects{ false },
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_antialiasingMode{ D2D1_TEXT_ANTIALIAS_MODE_GRAYSCALE },
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_defaultTextBackgroundOpacity{ 1.0f },
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_hwndTarget{ static_cast<HWND>(INVALID_HANDLE_VALUE) },
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_sizeTarget{},
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_dpi{ USER_DEFAULT_SCREEN_DPI },
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_scale{ 1.0f },
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_prevScale{ 1.0f },
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_chainMode{ SwapChainMode::ForComposition },
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_customRenderer{ ::Microsoft::WRL::Make<CustomTextRenderer>() }
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{
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const auto was = _tracelogCount.fetch_add(1);
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if (0 == was)
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{
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TraceLoggingRegister(g_hDxRenderProvider);
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}
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THROW_IF_FAILED(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, IID_PPV_ARGS(&_d2dFactory)));
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THROW_IF_FAILED(DWriteCreateFactory(
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DWRITE_FACTORY_TYPE_SHARED,
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__uuidof(_dwriteFactory),
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reinterpret_cast<IUnknown**>(_dwriteFactory.GetAddressOf())));
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// Initialize our default selection color to DEFAULT_FOREGROUND, but make
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// sure to set to to a D2D1::ColorF
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SetSelectionBackground(DEFAULT_FOREGROUND);
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}
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// Routine Description:
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// - Destroys an instance of the DirectX rendering engine
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DxEngine::~DxEngine()
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{
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_ReleaseDeviceResources();
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const auto was = _tracelogCount.fetch_sub(1);
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if (1 == was)
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{
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TraceLoggingUnregister(g_hDxRenderProvider);
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}
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}
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// Routine Description:
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// - Sets this engine to enabled allowing painting and presentation to occur
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// Arguments:
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// - <none>
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// Return Value:
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// - Generally S_OK, but might return a DirectX or memory error if
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// resources need to be created or adjusted when enabling to prepare for draw
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// Can give invalid state if you enable an enabled class.
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[[nodiscard]] HRESULT DxEngine::Enable() noexcept
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{
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return _EnableDisplayAccess(true);
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}
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// Routine Description:
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// - Sets this engine to disabled to prevent painting and presentation from occurring
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// Arguments:
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// - <none>
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// Return Value:
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// - Should be OK. We might close/free resources, but that shouldn't error.
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// Can give invalid state if you disable a disabled class.
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[[nodiscard]] HRESULT DxEngine::Disable() noexcept
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{
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return _EnableDisplayAccess(false);
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}
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// Routine Description:
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// - Helper to enable/disable painting/display access/presentation in a unified
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// manner between enable/disable functions.
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// Arguments:
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// - outputEnabled - true to enable, false to disable
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// Return Value:
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// - Generally OK. Can return invalid state if you set to the state that is already
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// active (enabling enabled, disabling disabled).
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[[nodiscard]] HRESULT DxEngine::_EnableDisplayAccess(const bool outputEnabled) noexcept
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{
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// Invalid state if we're setting it to the same as what we already have.
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RETURN_HR_IF(E_NOT_VALID_STATE, outputEnabled == _isEnabled);
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_isEnabled = outputEnabled;
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if (!_isEnabled)
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{
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_ReleaseDeviceResources();
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}
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return S_OK;
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}
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// Routine Description:
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// - Compiles a shader source into binary blob.
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// Arguments:
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// - source - Shader source
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// - target - What kind of shader this is
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// - entry - Entry function of shader
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// Return Value:
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// - Compiled binary. Errors are thrown and logged.
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inline Microsoft::WRL::ComPtr<ID3DBlob>
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_CompileShader(
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std::string source,
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std::string target,
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std::string entry = "main")
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{
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#ifdef __INSIDE_WINDOWS
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THROW_HR(E_UNEXPECTED);
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return 0;
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#else
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Microsoft::WRL::ComPtr<ID3DBlob> code{};
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Microsoft::WRL::ComPtr<ID3DBlob> error{};
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const HRESULT hr = D3DCompile(
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source.c_str(),
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source.size(),
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nullptr,
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nullptr,
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nullptr,
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entry.c_str(),
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target.c_str(),
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0,
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0,
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&code,
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&error);
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if (FAILED(hr))
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{
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LOG_HR_MSG(hr, "D3DCompile failed with %x.", static_cast<int>(hr));
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if (error)
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{
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LOG_HR_MSG(hr, "D3DCompile error\n%*S", static_cast<int>(error->GetBufferSize()), static_cast<PWCHAR>(error->GetBufferPointer()));
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}
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THROW_HR(hr);
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}
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return code;
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#endif
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}
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// Routine Description:
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// - Setup D3D objects for doing shader things for terminal effects.
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// Arguments:
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// Return Value:
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// - HRESULT status.
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HRESULT DxEngine::_SetupTerminalEffects()
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{
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::Microsoft::WRL::ComPtr<ID3D11Texture2D> swapBuffer;
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RETURN_IF_FAILED(_dxgiSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&swapBuffer));
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// Setup render target.
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RETURN_IF_FAILED(_d3dDevice->CreateRenderTargetView(swapBuffer.Get(), nullptr, &_renderTargetView));
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// Setup _framebufferCapture, to where we'll copy current frame when rendering effects.
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D3D11_TEXTURE2D_DESC framebufferCaptureDesc{};
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swapBuffer->GetDesc(&framebufferCaptureDesc);
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WI_SetFlag(framebufferCaptureDesc.BindFlags, D3D11_BIND_SHADER_RESOURCE);
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RETURN_IF_FAILED(_d3dDevice->CreateTexture2D(&framebufferCaptureDesc, nullptr, &_framebufferCapture));
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// Setup the viewport.
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D3D11_VIEWPORT vp;
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vp.Width = _displaySizePixels.width<float>();
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vp.Height = _displaySizePixels.height<float>();
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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_d3dDeviceContext->RSSetViewports(1, &vp);
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// Prepare shaders.
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auto vertexBlob = _CompileShader(screenVertexShaderString, "vs_5_0");
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auto pixelBlob = _CompileShader(screenPixelShaderString, "ps_5_0");
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// TODO:GH#3928 move the shader files to to hlsl files and package their
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// build output to UWP app and load with these.
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// ::Microsoft::WRL::ComPtr<ID3DBlob> vertexBlob, pixelBlob;
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// RETURN_IF_FAILED(D3DReadFileToBlob(L"ScreenVertexShader.cso", &vertexBlob));
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// RETURN_IF_FAILED(D3DReadFileToBlob(L"ScreenPixelShader.cso", &pixelBlob));
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RETURN_IF_FAILED(_d3dDevice->CreateVertexShader(
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vertexBlob->GetBufferPointer(),
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vertexBlob->GetBufferSize(),
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nullptr,
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&_vertexShader));
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RETURN_IF_FAILED(_d3dDevice->CreatePixelShader(
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pixelBlob->GetBufferPointer(),
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pixelBlob->GetBufferSize(),
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nullptr,
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&_pixelShader));
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RETURN_IF_FAILED(_d3dDevice->CreateInputLayout(
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static_cast<const D3D11_INPUT_ELEMENT_DESC*>(_shaderInputLayout),
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ARRAYSIZE(_shaderInputLayout),
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vertexBlob->GetBufferPointer(),
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vertexBlob->GetBufferSize(),
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&_vertexLayout));
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// Create vertex buffer for screen quad.
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D3D11_BUFFER_DESC bd{};
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bd.Usage = D3D11_USAGE_DEFAULT;
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bd.ByteWidth = sizeof(ShaderInput) * ARRAYSIZE(_screenQuadVertices);
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bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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bd.CPUAccessFlags = 0;
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D3D11_SUBRESOURCE_DATA InitData{};
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InitData.pSysMem = static_cast<const void*>(_screenQuadVertices);
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RETURN_IF_FAILED(_d3dDevice->CreateBuffer(&bd, &InitData, &_screenQuadVertexBuffer));
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D3D11_BUFFER_DESC pixelShaderSettingsBufferDesc{};
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pixelShaderSettingsBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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pixelShaderSettingsBufferDesc.ByteWidth = sizeof(_pixelShaderSettings);
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pixelShaderSettingsBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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_ComputePixelShaderSettings();
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D3D11_SUBRESOURCE_DATA pixelShaderSettingsInitData{};
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pixelShaderSettingsInitData.pSysMem = &_pixelShaderSettings;
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RETURN_IF_FAILED(_d3dDevice->CreateBuffer(&pixelShaderSettingsBufferDesc, &pixelShaderSettingsInitData, &_pixelShaderSettingsBuffer));
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// Sampler state is needed to use texture as input to shader.
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D3D11_SAMPLER_DESC samplerDesc{};
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.MipLODBias = 0.0f;
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samplerDesc.MaxAnisotropy = 1;
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samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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samplerDesc.BorderColor[0] = 0;
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samplerDesc.BorderColor[1] = 0;
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samplerDesc.BorderColor[2] = 0;
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samplerDesc.BorderColor[3] = 0;
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samplerDesc.MinLOD = 0;
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samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
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// Create the texture sampler state.
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RETURN_IF_FAILED(_d3dDevice->CreateSamplerState(&samplerDesc, &_samplerState));
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return S_OK;
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}
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// Routine Description:
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// - Puts the correct values in _pixelShaderSettings, so the struct can be
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// passed the GPU.
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// Arguments:
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// - <none>
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// Return Value:
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// - <none>
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void DxEngine::_ComputePixelShaderSettings() noexcept
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{
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// Retro scan lines alternate every pixel row at 100% scaling.
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_pixelShaderSettings.ScaledScanLinePeriod = _scale * 1.0f;
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// Gaussian distribution sigma used for blurring.
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_pixelShaderSettings.ScaledGaussianSigma = _scale * 2.0f;
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}
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// Routine Description;
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// - Creates device-specific resources required for drawing
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// which generally means those that are represented on the GPU and can
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// vary based on the monitor, display adapter, etc.
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// - These may need to be recreated during the course of painting a frame
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// should something about that hardware pipeline change.
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// - Will free device resources that already existed as first operation.
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// Arguments:
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// - createSwapChain - If true, we create the entire rendering pipeline
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// - If false, we just set up the adapter.
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// Return Value:
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// - Could be any DirectX/D3D/D2D/DXGI/DWrite error or memory issue.
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[[nodiscard]] HRESULT DxEngine::_CreateDeviceResources(const bool createSwapChain) noexcept
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try
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{
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if (_haveDeviceResources)
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{
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_ReleaseDeviceResources();
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}
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auto freeOnFail = wil::scope_exit([&]() noexcept { _ReleaseDeviceResources(); });
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RETURN_IF_FAILED(CreateDXGIFactory1(IID_PPV_ARGS(&_dxgiFactory2)));
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const DWORD DeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT |
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// clang-format off
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// This causes problems for folks who do not have the whole DirectX SDK installed
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// when they try to run the rest of the project in debug mode.
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// As such, I'm leaving this flag here for people doing DX-specific work to toggle it
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// only when they need it and shutting it off otherwise.
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// Find out more about the debug layer here:
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// https://docs.microsoft.com/en-us/windows/desktop/direct3d11/overviews-direct3d-11-devices-layers
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// You can find out how to install it here:
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// https://docs.microsoft.com/en-us/windows/uwp/gaming/use-the-directx-runtime-and-visual-studio-graphics-diagnostic-features
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// clang-format on
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// D3D11_CREATE_DEVICE_DEBUG |
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D3D11_CREATE_DEVICE_SINGLETHREADED;
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const std::array<D3D_FEATURE_LEVEL, 5> FeatureLevels{ D3D_FEATURE_LEVEL_11_1,
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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D3D_FEATURE_LEVEL_9_1 };
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// Trying hardware first for maximum performance, then trying WARP (software) renderer second
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// in case we're running inside a downlevel VM where hardware passthrough isn't enabled like
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// for Windows 7 in a VM.
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const auto hardwareResult = D3D11CreateDevice(nullptr,
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D3D_DRIVER_TYPE_HARDWARE,
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nullptr,
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DeviceFlags,
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FeatureLevels.data(),
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gsl::narrow_cast<UINT>(FeatureLevels.size()),
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D3D11_SDK_VERSION,
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&_d3dDevice,
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nullptr,
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&_d3dDeviceContext);
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if (FAILED(hardwareResult))
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{
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RETURN_IF_FAILED(D3D11CreateDevice(nullptr,
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D3D_DRIVER_TYPE_WARP,
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nullptr,
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DeviceFlags,
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FeatureLevels.data(),
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gsl::narrow_cast<UINT>(FeatureLevels.size()),
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D3D11_SDK_VERSION,
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&_d3dDevice,
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nullptr,
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&_d3dDeviceContext));
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}
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_displaySizePixels = _GetClientSize();
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if (createSwapChain)
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{
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DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = { 0 };
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SwapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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SwapChainDesc.BufferCount = 2;
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SwapChainDesc.SampleDesc.Count = 1;
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SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
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SwapChainDesc.Scaling = DXGI_SCALING_NONE;
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switch (_chainMode)
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{
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case SwapChainMode::ForHwnd:
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{
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// use the HWND's dimensions for the swap chain dimensions.
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RECT rect = { 0 };
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RETURN_IF_WIN32_BOOL_FALSE(GetClientRect(_hwndTarget, &rect));
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SwapChainDesc.Width = rect.right - rect.left;
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SwapChainDesc.Height = rect.bottom - rect.top;
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// We can't do alpha for HWNDs. Set to ignore. It will fail otherwise.
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SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
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const auto createSwapChainResult = _dxgiFactory2->CreateSwapChainForHwnd(_d3dDevice.Get(),
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_hwndTarget,
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&SwapChainDesc,
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nullptr,
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nullptr,
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&_dxgiSwapChain);
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if (FAILED(createSwapChainResult))
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{
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SwapChainDesc.Scaling = DXGI_SCALING_STRETCH;
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RETURN_IF_FAILED(_dxgiFactory2->CreateSwapChainForHwnd(_d3dDevice.Get(),
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_hwndTarget,
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&SwapChainDesc,
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nullptr,
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nullptr,
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&_dxgiSwapChain));
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}
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break;
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}
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case SwapChainMode::ForComposition:
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{
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// Use the given target size for compositions.
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SwapChainDesc.Width = _displaySizePixels.width<UINT>();
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SwapChainDesc.Height = _displaySizePixels.height<UINT>();
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// 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());
|
|
}
|