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AtlasEngine.cpp
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AtlasEngine.cpp
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// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
#include "pch.h"
#include "AtlasEngine.h"
#include <custom_shader_ps.h>
#include <custom_shader_vs.h>
#include <shader_ps.h>
#include <shader_vs.h>
#include "../../interactivity/win32/CustomWindowMessages.h"
// #### NOTE ####
// This file should only contain methods that are only accessed by the caller of Present() (the "Renderer" class).
// Basically this file poses the "synchronization" point between the concurrently running
// general IRenderEngine API (like the Invalidate*() methods) and the Present() method
// and thus may access both _r and _api.
#pragma warning(disable : 4100) // '...': unreferenced formal parameter
// Disable a bunch of warnings which get in the way of writing performant code.
#pragma warning(disable : 26429) // Symbol 'data' is never tested for nullness, it can be marked as not_null (f.23).
#pragma warning(disable : 26446) // Prefer to use gsl::at() instead of unchecked subscript operator (bounds.4).
#pragma warning(disable : 26459) // You called an STL function '...' with a raw pointer parameter at position '...' that may be unsafe [...].
#pragma warning(disable : 26481) // Don't use pointer arithmetic. Use span instead (bounds.1).
#pragma warning(disable : 26482) // Only index into arrays using constant expressions (bounds.2).
using namespace Microsoft::Console::Render;
#pragma warning(suppress : 26455) // Default constructor may not throw. Declare it 'noexcept' (f.6).
AtlasEngine::AtlasEngine()
{
#ifdef NDEBUG
THROW_IF_FAILED(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, _sr.d2dFactory.addressof()));
#else
static constexpr D2D1_FACTORY_OPTIONS options{ D2D1_DEBUG_LEVEL_INFORMATION };
THROW_IF_FAILED(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, options, _sr.d2dFactory.addressof()));
#endif
THROW_IF_FAILED(DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(_sr.dwriteFactory), reinterpret_cast<::IUnknown**>(_sr.dwriteFactory.addressof())));
if (const auto factory2 = _sr.dwriteFactory.try_query<IDWriteFactory2>())
{
THROW_IF_FAILED(factory2->GetSystemFontFallback(_sr.systemFontFallback.addressof()));
}
{
wil::com_ptr<IDWriteTextAnalyzer> textAnalyzer;
THROW_IF_FAILED(_sr.dwriteFactory->CreateTextAnalyzer(textAnalyzer.addressof()));
_sr.textAnalyzer = textAnalyzer.query<IDWriteTextAnalyzer1>();
}
_sr.isWindows10OrGreater = IsWindows10OrGreater();
#ifndef NDEBUG
{
_sr.sourceDirectory = std::filesystem::path{ __FILE__ }.parent_path();
_sr.sourceCodeWatcher = wil::make_folder_change_reader_nothrow(_sr.sourceDirectory.c_str(), false, wil::FolderChangeEvents::FileName | wil::FolderChangeEvents::LastWriteTime, [this](wil::FolderChangeEvent, PCWSTR path) {
if (til::ends_with(path, L".hlsl"))
{
auto expected = INT64_MAX;
const auto invalidationTime = std::chrono::steady_clock::now() + std::chrono::milliseconds(100);
_sr.sourceCodeInvalidationTime.compare_exchange_strong(expected, invalidationTime.time_since_epoch().count(), std::memory_order_relaxed);
}
});
}
#endif
}
#pragma region IRenderEngine
// StartPaint() is called while the console buffer lock is being held.
// --> Put as little in here as possible.
[[nodiscard]] HRESULT AtlasEngine::StartPaint() noexcept
try
{
if (_api.hwnd)
{
RECT rect;
LOG_IF_WIN32_BOOL_FALSE(GetClientRect(_api.hwnd, &rect));
std::ignore = SetWindowSize({ rect.right - rect.left, rect.bottom - rect.top });
if (WI_IsFlagSet(_api.invalidations, ApiInvalidations::Title))
{
LOG_IF_WIN32_BOOL_FALSE(PostMessageW(_api.hwnd, CM_UPDATE_TITLE, 0, 0));
WI_ClearFlag(_api.invalidations, ApiInvalidations::Title);
}
}
// It's important that we invalidate here instead of in Present() with the rest.
// Other functions, those called before Present(), might depend on _r fields.
// But most of the time _invalidations will be ::none, making this very cheap.
if (_api.invalidations != ApiInvalidations::None)
{
RETURN_HR_IF(E_UNEXPECTED, _api.cellCount == u16x2{});
if (WI_IsFlagSet(_api.invalidations, ApiInvalidations::Device))
{
_createResources();
}
if (WI_IsFlagSet(_api.invalidations, ApiInvalidations::SwapChain))
{
_createSwapChain();
}
if (WI_IsFlagSet(_api.invalidations, ApiInvalidations::Size))
{
_recreateSizeDependentResources();
}
if (WI_IsFlagSet(_api.invalidations, ApiInvalidations::Font))
{
_recreateFontDependentResources();
}
if (WI_IsFlagSet(_api.invalidations, ApiInvalidations::Settings))
{
_r.selectionColor = _api.selectionColor;
WI_SetFlag(_r.invalidations, RenderInvalidations::ConstBuffer);
WI_ClearFlag(_api.invalidations, ApiInvalidations::Settings);
}
// Equivalent to InvalidateAll().
_api.invalidatedRows = invalidatedRowsAll;
}
#ifndef NDEBUG
if (const auto invalidationTime = _sr.sourceCodeInvalidationTime.load(std::memory_order_relaxed); invalidationTime != INT64_MAX && invalidationTime <= std::chrono::steady_clock::now().time_since_epoch().count())
{
_sr.sourceCodeInvalidationTime.store(INT64_MAX, std::memory_order_relaxed);
try
{
static const auto compile = [](const std::filesystem::path& path, const char* target) {
wil::com_ptr<ID3DBlob> error;
wil::com_ptr<ID3DBlob> blob;
const auto hr = D3DCompileFromFile(
/* pFileName */ path.c_str(),
/* pDefines */ nullptr,
/* pInclude */ D3D_COMPILE_STANDARD_FILE_INCLUDE,
/* pEntrypoint */ "main",
/* pTarget */ target,
/* Flags1 */ D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS,
/* Flags2 */ 0,
/* ppCode */ blob.addressof(),
/* ppErrorMsgs */ error.addressof());
if (error)
{
std::thread t{ [error = std::move(error)]() noexcept {
MessageBoxA(nullptr, static_cast<const char*>(error->GetBufferPointer()), "Compilation error", MB_ICONERROR | MB_OK);
} };
t.detach();
}
THROW_IF_FAILED(hr);
return blob;
};
const auto vs = compile(_sr.sourceDirectory / L"shader_vs.hlsl", "vs_4_1");
const auto ps = compile(_sr.sourceDirectory / L"shader_ps.hlsl", "ps_4_1");
THROW_IF_FAILED(_r.device->CreateVertexShader(vs->GetBufferPointer(), vs->GetBufferSize(), nullptr, _r.vertexShader.put()));
THROW_IF_FAILED(_r.device->CreatePixelShader(ps->GetBufferPointer(), ps->GetBufferSize(), nullptr, _r.pixelShader.put()));
_setShaderResources();
}
CATCH_LOG()
}
#endif
if constexpr (debugGlyphGenerationPerformance)
{
_r.glyphs = {};
_r.tileAllocator = TileAllocator{ _api.fontMetrics.cellSize, _api.sizeInPixel };
}
if constexpr (debugTextParsingPerformance)
{
_api.invalidatedRows = invalidatedRowsAll;
_api.scrollOffset = 0;
}
// Clamp invalidation rects into valid value ranges.
{
_api.invalidatedCursorArea.left = std::min(_api.invalidatedCursorArea.left, _api.cellCount.x);
_api.invalidatedCursorArea.top = std::min(_api.invalidatedCursorArea.top, _api.cellCount.y);
_api.invalidatedCursorArea.right = clamp(_api.invalidatedCursorArea.right, _api.invalidatedCursorArea.left, _api.cellCount.x);
_api.invalidatedCursorArea.bottom = clamp(_api.invalidatedCursorArea.bottom, _api.invalidatedCursorArea.top, _api.cellCount.y);
}
{
_api.invalidatedRows.x = std::min(_api.invalidatedRows.x, _api.cellCount.y);
_api.invalidatedRows.y = clamp(_api.invalidatedRows.y, _api.invalidatedRows.x, _api.cellCount.y);
}
{
const auto limit = gsl::narrow_cast<i16>(_api.cellCount.y & 0x7fff);
_api.scrollOffset = gsl::narrow_cast<i16>(clamp<int>(_api.scrollOffset, -limit, limit));
}
// Scroll the buffer by the given offset and mark the newly uncovered rows as "invalid".
if (_api.scrollOffset != 0)
{
const auto nothingInvalid = _api.invalidatedRows.x == _api.invalidatedRows.y;
const auto offset = static_cast<ptrdiff_t>(_api.scrollOffset) * _api.cellCount.x;
if (_api.scrollOffset < 0)
{
// Scroll up (for instance when new text is being written at the end of the buffer).
const u16 endRow = _api.cellCount.y + _api.scrollOffset;
_api.invalidatedRows.x = nothingInvalid ? endRow : std::min<u16>(_api.invalidatedRows.x, endRow);
_api.invalidatedRows.y = _api.cellCount.y;
// scrollOffset/offset = -1
// +----------+ +----------+
// | | | xxxxxxxxx| + dst < beg
// | xxxxxxxxx| -> |xxxxxxx | + src | < beg - offset
// |xxxxxxx | | | | v
// +----------+ +----------+ v < end
{
const auto beg = _r.cells.begin();
const auto end = _r.cells.end();
std::move(beg - offset, end, beg);
}
{
const auto beg = _r.cellGlyphMapping.begin();
const auto end = _r.cellGlyphMapping.end();
std::move(beg - offset, end, beg);
}
}
else
{
// Scroll down.
_api.invalidatedRows.x = 0;
_api.invalidatedRows.y = nothingInvalid ? _api.scrollOffset : std::max<u16>(_api.invalidatedRows.y, _api.scrollOffset);
// scrollOffset/offset = 1
// +----------+ +----------+
// | xxxxxxxxx| | | + src < beg
// |xxxxxxx | -> | xxxxxxxxx| | ^
// | | |xxxxxxx | v | < end - offset
// +----------+ +----------+ + dst < end
{
const auto beg = _r.cells.begin();
const auto end = _r.cells.end();
std::move_backward(beg, end - offset, end);
}
{
const auto beg = _r.cellGlyphMapping.begin();
const auto end = _r.cellGlyphMapping.end();
std::move_backward(beg, end - offset, end);
}
}
}
_api.dirtyRect = til::rect{ 0, _api.invalidatedRows.x, _api.cellCount.x, _api.invalidatedRows.y };
_r.dirtyRect = _api.dirtyRect;
_r.scrollOffset = _api.scrollOffset;
// This is an important block of code for our TileHashMap.
// We only process glyphs within the dirtyRect, but glyphs outside of the
// dirtyRect are still in use and shouldn't be discarded. This is critical
// if someone uses a tool like tmux to split the terminal horizontally.
// If they then print a lot of Unicode text on just one side, we have to
// ensure that the (for example) plain ASCII glyphs on the other half of the
// viewport are still retained. This bit of code "refreshes" those glyphs and
// brings them to the front of the LRU queue to prevent them from being reused.
{
const std::array<til::point, 2> ranges{ {
{ 0, _api.dirtyRect.top },
{ _api.dirtyRect.bottom, _api.cellCount.y },
} };
const auto stride = static_cast<size_t>(_r.cellCount.x);
for (const auto& p : ranges)
{
// We (ab)use the .x/.y members of the til::point as the
// respective [from,to) range of rows we need to makeNewest().
const auto from = p.x;
const auto to = p.y;
for (auto y = from; y < to; ++y)
{
auto it = _r.cellGlyphMapping.data() + stride * y;
const auto end = it + stride;
for (; it != end; ++it)
{
_r.glyphs.makeNewest(*it);
}
}
}
}
return S_OK;
}
catch (const wil::ResultException& exception)
{
return _handleException(exception);
}
CATCH_RETURN()
[[nodiscard]] HRESULT AtlasEngine::EndPaint() noexcept
try
{
_flushBufferLine();
_api.invalidatedCursorArea = invalidatedAreaNone;
_api.invalidatedRows = invalidatedRowsNone;
_api.scrollOffset = 0;
return S_OK;
}
CATCH_RETURN()
[[nodiscard]] HRESULT AtlasEngine::PrepareForTeardown(_Out_ bool* const pForcePaint) noexcept
{
RETURN_HR_IF_NULL(E_INVALIDARG, pForcePaint);
*pForcePaint = false;
return S_OK;
}
[[nodiscard]] HRESULT AtlasEngine::ScrollFrame() noexcept
{
return S_OK;
}
[[nodiscard]] HRESULT AtlasEngine::PrepareRenderInfo(const RenderFrameInfo& info) noexcept
{
return S_OK;
}
[[nodiscard]] HRESULT AtlasEngine::ResetLineTransform() noexcept
{
return S_OK;
}
[[nodiscard]] HRESULT AtlasEngine::PrepareLineTransform(const LineRendition lineRendition, const til::CoordType targetRow, const til::CoordType viewportLeft) noexcept
{
return S_OK;
}
[[nodiscard]] HRESULT AtlasEngine::PaintBackground() noexcept
{
return S_OK;
}
[[nodiscard]] HRESULT AtlasEngine::PaintBufferLine(const gsl::span<const Cluster> clusters, const til::point coord, const bool fTrimLeft, const bool lineWrapped) noexcept
try
{
const auto x = gsl::narrow_cast<u16>(clamp<int>(coord.X, 0, _api.cellCount.x));
const auto y = gsl::narrow_cast<u16>(clamp<int>(coord.Y, 0, _api.cellCount.y));
if (_api.lastPaintBufferLineCoord.y != y)
{
_flushBufferLine();
}
_api.lastPaintBufferLineCoord = { x, y };
_api.bufferLineWasHyperlinked = false;
// Due to the current IRenderEngine interface (that wasn't refactored yet) we need to assemble
// the current buffer line first as the remaining function operates on whole lines of text.
{
if (!_api.bufferLineColumn.empty())
{
_api.bufferLineColumn.pop_back();
}
auto column = x;
for (const auto& cluster : clusters)
{
for (const auto& ch : cluster.GetText())
{
_api.bufferLine.emplace_back(ch);
_api.bufferLineColumn.emplace_back(column);
}
column += gsl::narrow_cast<u16>(cluster.GetColumns());
}
_api.bufferLineColumn.emplace_back(column);
const BufferLineMetadata metadata{ _api.currentColor, _api.flags };
std::fill_n(_api.bufferLineMetadata.data() + x, column - x, metadata);
}
return S_OK;
}
CATCH_RETURN()
[[nodiscard]] HRESULT AtlasEngine::PaintBufferGridLines(const GridLineSet lines, const COLORREF color, const size_t cchLine, const til::point coordTarget) noexcept
try
{
if (!_api.bufferLineWasHyperlinked && lines.test(GridLines::Underline) && WI_IsFlagClear(_api.flags, CellFlags::Underline))
{
_api.bufferLineWasHyperlinked = true;
WI_UpdateFlagsInMask(_api.flags, CellFlags::Underline | CellFlags::UnderlineDotted | CellFlags::UnderlineDouble, CellFlags::Underline);
const BufferLineMetadata metadata{ _api.currentColor, _api.flags };
const size_t x = _api.lastPaintBufferLineCoord.x;
std::fill_n(_api.bufferLineMetadata.data() + x, _api.bufferLineMetadata.size() - x, metadata);
}
return S_OK;
}
CATCH_RETURN()
[[nodiscard]] HRESULT AtlasEngine::PaintSelection(const til::rect& rect) noexcept
try
{
// Unfortunately there's no step after Renderer::_PaintBufferOutput that
// would inform us that it's done with the last AtlasEngine::PaintBufferLine.
// As such we got to call _flushBufferLine() here just to be sure.
_flushBufferLine();
const u16r u16rect{
rect.narrow_left<u16>(),
rect.narrow_top<u16>(),
rect.narrow_right<u16>(),
rect.narrow_bottom<u16>(),
};
_setCellFlags(u16rect, CellFlags::Selected, CellFlags::Selected);
_r.dirtyRect |= rect;
return S_OK;
}
CATCH_RETURN()
[[nodiscard]] HRESULT AtlasEngine::PaintCursor(const CursorOptions& options) noexcept
try
{
// Unfortunately there's no step after Renderer::_PaintBufferOutput that
// would inform us that it's done with the last AtlasEngine::PaintBufferLine.
// As such we got to call _flushBufferLine() here just to be sure.
_flushBufferLine();
{
const CachedCursorOptions cachedOptions{
gsl::narrow_cast<u32>(options.fUseColor ? options.cursorColor | 0xff000000 : INVALID_COLOR),
gsl::narrow_cast<u16>(options.cursorType),
gsl::narrow_cast<u8>(options.ulCursorHeightPercent),
};
if (_r.cursorOptions != cachedOptions)
{
_r.cursorOptions = cachedOptions;
WI_SetFlag(_r.invalidations, RenderInvalidations::Cursor);
}
}
// Clear the previous cursor
if (const auto r = _api.invalidatedCursorArea; r.non_empty())
{
_setCellFlags(r, CellFlags::Cursor, CellFlags::None);
_r.dirtyRect |= til::rect{ r.left, r.top, r.right, r.bottom };
}
if (options.isOn)
{
const auto point = options.coordCursor;
// TODO: options.coordCursor can contain invalid out of bounds coordinates when
// the window is being resized and the cursor is on the last line of the viewport.
const auto x = gsl::narrow_cast<uint16_t>(clamp(point.X, 0, _r.cellCount.x - 1));
const auto y = gsl::narrow_cast<uint16_t>(clamp(point.Y, 0, _r.cellCount.y - 1));
const auto cursorWidth = 1 + (options.fIsDoubleWidth & (options.cursorType != CursorType::VerticalBar));
const auto right = gsl::narrow_cast<uint16_t>(clamp(x + cursorWidth, 0, _r.cellCount.x - 0));
const auto bottom = gsl::narrow_cast<uint16_t>(y + 1);
_setCellFlags({ x, y, right, bottom }, CellFlags::Cursor, CellFlags::Cursor);
_r.dirtyRect |= til::rect{ x, y, right, bottom };
}
return S_OK;
}
CATCH_RETURN()
[[nodiscard]] HRESULT AtlasEngine::UpdateDrawingBrushes(const TextAttribute& textAttributes, const RenderSettings& renderSettings, const gsl::not_null<IRenderData*> /*pData*/, const bool usingSoftFont, const bool isSettingDefaultBrushes) noexcept
try
{
auto [fg, bg] = renderSettings.GetAttributeColorsWithAlpha(textAttributes);
fg |= 0xff000000;
bg |= _api.backgroundOpaqueMixin;
if (!isSettingDefaultBrushes)
{
const auto hyperlinkId = textAttributes.GetHyperlinkId();
auto flags = CellFlags::None;
WI_SetFlagIf(flags, CellFlags::BorderLeft, textAttributes.IsLeftVerticalDisplayed());
WI_SetFlagIf(flags, CellFlags::BorderTop, textAttributes.IsTopHorizontalDisplayed());
WI_SetFlagIf(flags, CellFlags::BorderRight, textAttributes.IsRightVerticalDisplayed());
WI_SetFlagIf(flags, CellFlags::BorderBottom, textAttributes.IsBottomHorizontalDisplayed());
WI_SetFlagIf(flags, CellFlags::Underline, textAttributes.IsUnderlined());
WI_SetFlagIf(flags, CellFlags::UnderlineDotted, hyperlinkId != 0);
WI_SetFlagIf(flags, CellFlags::UnderlineDouble, textAttributes.IsDoublyUnderlined());
WI_SetFlagIf(flags, CellFlags::Strikethrough, textAttributes.IsCrossedOut());
if (_api.hyperlinkHoveredId && _api.hyperlinkHoveredId == hyperlinkId)
{
WI_SetFlag(flags, CellFlags::Underline);
WI_ClearAllFlags(flags, CellFlags::UnderlineDotted | CellFlags::UnderlineDouble);
}
const u32x2 newColors{ gsl::narrow_cast<u32>(fg), gsl::narrow_cast<u32>(bg) };
const AtlasKeyAttributes attributes{ 0, textAttributes.IsIntense() && renderSettings.GetRenderMode(RenderSettings::Mode::IntenseIsBold), textAttributes.IsItalic(), 0 };
if (_api.attributes != attributes)
{
_flushBufferLine();
}
_api.currentColor = newColors;
_api.attributes = attributes;
_api.flags = flags;
}
else if (textAttributes.BackgroundIsDefault() && bg != _r.backgroundColor)
{
_r.backgroundColor = bg;
WI_SetFlag(_r.invalidations, RenderInvalidations::ConstBuffer);
}
return S_OK;
}
CATCH_RETURN()
#pragma endregion
[[nodiscard]] HRESULT AtlasEngine::_handleException(const wil::ResultException& exception) noexcept
{
const auto hr = exception.GetErrorCode();
if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET || hr == D2DERR_RECREATE_TARGET)
{
WI_SetFlag(_api.invalidations, ApiInvalidations::Device);
return E_PENDING; // Indicate a retry to the renderer
}
// NOTE: This isn't thread safe, as _handleException is called by AtlasEngine.r.cpp.
// However it's not too much of a concern at the moment as SetWarningCallback()
// is only called once during construction in practice.
if (_api.warningCallback)
{
try
{
_api.warningCallback(hr);
}
CATCH_LOG()
}
return hr;
}
void AtlasEngine::_createResources()
{
_releaseSwapChain();
_r = {};
#ifdef NDEBUG
static constexpr
#endif
auto deviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#ifndef NDEBUG
// DXGI debug messages + enabling D3D11_CREATE_DEVICE_DEBUG if the Windows SDK was installed.
if (const wil::unique_hmodule module{ LoadLibraryExW(L"dxgi.dll", nullptr, LOAD_LIBRARY_SEARCH_SYSTEM32) })
{
deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
if (const auto DXGIGetDebugInterface1 = GetProcAddressByFunctionDeclaration(module.get(), DXGIGetDebugInterface1))
{
if (wil::com_ptr<IDXGIInfoQueue> infoQueue; SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(infoQueue.addressof()))))
{
// I didn't want to link with dxguid.lib just for getting DXGI_DEBUG_ALL. This GUID is publicly documented.
static constexpr GUID dxgiDebugAll = { 0xe48ae283, 0xda80, 0x490b, { 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x8 } };
for (const auto severity : std::array{ DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_WARNING })
{
infoQueue->SetBreakOnSeverity(dxgiDebugAll, severity, true);
}
}
if (wil::com_ptr<IDXGIDebug1> debug; SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(debug.addressof()))))
{
debug->EnableLeakTrackingForThread();
}
}
}
#endif // NDEBUG
// D3D device setup (basically a D3D class factory)
{
wil::com_ptr<ID3D11DeviceContext> deviceContext;
static constexpr std::array featureLevels{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1,
};
auto hr = E_UNEXPECTED;
if (!_api.useSoftwareRendering)
{
// Why D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS:
// This flag prevents the driver from creating a large thread pool for things like shader computations
// that would be advantageous for games. For us this has only a minimal performance benefit,
// but comes with a large memory usage overhead. At the time of writing the Nvidia
// driver launches $cpu_thread_count more worker threads without this flag.
hr = D3D11CreateDevice(
/* pAdapter */ nullptr,
/* DriverType */ D3D_DRIVER_TYPE_HARDWARE,
/* Software */ nullptr,
/* Flags */ deviceFlags | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS,
/* pFeatureLevels */ featureLevels.data(),
/* FeatureLevels */ gsl::narrow_cast<UINT>(featureLevels.size()),
/* SDKVersion */ D3D11_SDK_VERSION,
/* ppDevice */ _r.device.put(),
/* pFeatureLevel */ nullptr,
/* ppImmediateContext */ deviceContext.put());
}
if (FAILED(hr))
{
hr = D3D11CreateDevice(
/* pAdapter */ nullptr,
/* DriverType */ D3D_DRIVER_TYPE_WARP,
/* Software */ nullptr,
/* Flags */ deviceFlags,
/* pFeatureLevels */ featureLevels.data(),
/* FeatureLevels */ gsl::narrow_cast<UINT>(featureLevels.size()),
/* SDKVersion */ D3D11_SDK_VERSION,
/* ppDevice */ _r.device.put(),
/* pFeatureLevel */ nullptr,
/* ppImmediateContext */ deviceContext.put());
}
THROW_IF_FAILED(hr);
_r.deviceContext = deviceContext.query<ID3D11DeviceContext1>();
}
#ifndef NDEBUG
// D3D debug messages
if (deviceFlags & D3D11_CREATE_DEVICE_DEBUG)
{
const auto infoQueue = _r.device.query<ID3D11InfoQueue>();
for (const auto severity : std::array{ D3D11_MESSAGE_SEVERITY_CORRUPTION, D3D11_MESSAGE_SEVERITY_ERROR, D3D11_MESSAGE_SEVERITY_WARNING })
{
infoQueue->SetBreakOnSeverity(severity, true);
}
}
#endif // NDEBUG
const auto featureLevel = _r.device->GetFeatureLevel();
{
wil::com_ptr<IDXGIAdapter1> dxgiAdapter;
THROW_IF_FAILED(_r.device.query<IDXGIObject>()->GetParent(__uuidof(dxgiAdapter), dxgiAdapter.put_void()));
THROW_IF_FAILED(dxgiAdapter->GetParent(__uuidof(_r.dxgiFactory), _r.dxgiFactory.put_void()));
DXGI_ADAPTER_DESC1 desc;
THROW_IF_FAILED(dxgiAdapter->GetDesc1(&desc));
_r.d2dMode = debugForceD2DMode || featureLevel < D3D_FEATURE_LEVEL_10_0 || WI_IsAnyFlagSet(desc.Flags, DXGI_ADAPTER_FLAG_REMOTE | DXGI_ADAPTER_FLAG_SOFTWARE);
}
if (!_r.d2dMode)
{
// Our constant buffer will never get resized
{
D3D11_BUFFER_DESC desc{};
desc.ByteWidth = sizeof(ConstBuffer);
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
THROW_IF_FAILED(_r.device->CreateBuffer(&desc, nullptr, _r.constantBuffer.put()));
}
THROW_IF_FAILED(_r.device->CreateVertexShader(&shader_vs[0], sizeof(shader_vs), nullptr, _r.vertexShader.put()));
THROW_IF_FAILED(_r.device->CreatePixelShader(&shader_ps[0], sizeof(shader_ps), nullptr, _r.pixelShader.put()));
if (!_api.customPixelShaderPath.empty())
{
const char* target = nullptr;
switch (featureLevel)
{
case D3D_FEATURE_LEVEL_10_0:
target = "ps_4_0";
break;
case D3D_FEATURE_LEVEL_10_1:
target = "ps_4_1";
break;
default:
target = "ps_5_0";
break;
}
static constexpr auto flags = D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS
#ifdef NDEBUG
| D3DCOMPILE_OPTIMIZATION_LEVEL3;
#else
| D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
wil::com_ptr<ID3DBlob> error;
wil::com_ptr<ID3DBlob> blob;
const auto hr = D3DCompileFromFile(
/* pFileName */ _api.customPixelShaderPath.c_str(),
/* pDefines */ nullptr,
/* pInclude */ D3D_COMPILE_STANDARD_FILE_INCLUDE,
/* pEntrypoint */ "main",
/* pTarget */ target,
/* Flags1 */ flags,
/* Flags2 */ 0,
/* ppCode */ blob.addressof(),
/* ppErrorMsgs */ error.addressof());
// Unless we can determine otherwise, assume this shader requires evaluation every frame
_r.requiresContinuousRedraw = true;
if (SUCCEEDED(hr))
{
THROW_IF_FAILED(_r.device->CreatePixelShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, _r.customPixelShader.put()));
// Try to determine whether the shader uses the Time variable
wil::com_ptr<ID3D11ShaderReflection> reflector;
if (SUCCEEDED_LOG(D3DReflect(blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(reflector.put()))))
{
if (ID3D11ShaderReflectionConstantBuffer* constantBufferReflector = reflector->GetConstantBufferByIndex(0)) // shader buffer
{
if (ID3D11ShaderReflectionVariable* variableReflector = constantBufferReflector->GetVariableByIndex(0)) // time
{
D3D11_SHADER_VARIABLE_DESC variableDescriptor;
if (SUCCEEDED_LOG(variableReflector->GetDesc(&variableDescriptor)))
{
// only if time is used
_r.requiresContinuousRedraw = WI_IsFlagSet(variableDescriptor.uFlags, D3D_SVF_USED);
}
}
}
}
}
else
{
if (error)
{
LOG_HR_MSG(hr, "%*hs", error->GetBufferSize(), error->GetBufferPointer());
}
else
{
LOG_HR(hr);
}
if (_api.warningCallback)
{
_api.warningCallback(D2DERR_SHADER_COMPILE_FAILED);
}
}
}
else if (_api.useRetroTerminalEffect)
{
THROW_IF_FAILED(_r.device->CreatePixelShader(&custom_shader_ps[0], sizeof(custom_shader_ps), nullptr, _r.customPixelShader.put()));
// We know the built-in retro shader doesn't require continuous redraw.
_r.requiresContinuousRedraw = false;
}
if (_r.customPixelShader)
{
THROW_IF_FAILED(_r.device->CreateVertexShader(&custom_shader_vs[0], sizeof(custom_shader_vs), nullptr, _r.customVertexShader.put()));
{
D3D11_BUFFER_DESC desc{};
desc.ByteWidth = sizeof(CustomConstBuffer);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
THROW_IF_FAILED(_r.device->CreateBuffer(&desc, nullptr, _r.customShaderConstantBuffer.put()));
}
{
D3D11_SAMPLER_DESC desc{};
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D11_TEXTURE_ADDRESS_BORDER;
desc.AddressV = D3D11_TEXTURE_ADDRESS_BORDER;
desc.AddressW = D3D11_TEXTURE_ADDRESS_BORDER;
desc.MaxAnisotropy = 1;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MaxLOD = D3D11_FLOAT32_MAX;
THROW_IF_FAILED(_r.device->CreateSamplerState(&desc, _r.customShaderSamplerState.put()));
}
_r.customShaderStartTime = std::chrono::steady_clock::now();
}
}
WI_ClearFlag(_api.invalidations, ApiInvalidations::Device);
WI_SetAllFlags(_api.invalidations, ApiInvalidations::SwapChain);
}
void AtlasEngine::_releaseSwapChain()
{
// Flush() docs:
// However, if an application must actually destroy an old swap chain and create a new swap chain,
// the application must force the destruction of all objects that the application freed.
// To force the destruction, call ID3D11DeviceContext::ClearState (or otherwise ensure
// no views are bound to pipeline state), and then call Flush on the immediate context.
if (_r.swapChain && _r.deviceContext)
{
if (_r.d2dMode)
{
_r.d2dRenderTarget.reset();
}
_r.frameLatencyWaitableObject.reset();
_r.swapChain.reset();
_r.renderTargetView.reset();
_r.deviceContext->ClearState();
_r.deviceContext->Flush();
}
}
void AtlasEngine::_createSwapChain()
{
_releaseSwapChain();
// D3D swap chain setup (the thing that allows us to present frames on the screen)
{
// With C++20 we'll finally have designated initializers.
DXGI_SWAP_CHAIN_DESC1 desc{};
desc.Width = _api.sizeInPixel.x;
desc.Height = _api.sizeInPixel.y;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
// Sometimes up to 2 buffers are locked, for instance during screen capture or when moving the window.
// 3 buffers seems to guarantee a stable framerate at display frequency at all times.
desc.BufferCount = 3;
desc.Scaling = DXGI_SCALING_NONE;
// DXGI_SWAP_EFFECT_FLIP_DISCARD is a mode that was created at a time were display drivers
// lacked support for Multiplane Overlays (MPO) and were copying buffers was expensive.
// This allowed DWM to quickly draw overlays (like gamebars) on top of rendered content.
// With faster GPU memory in general and with support for MPO in particular this isn't
// really an advantage anymore. Instead DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL allows for a
// more "intelligent" composition and display updates to occur like Panel Self Refresh
// (PSR) which requires dirty rectangles (Present1 API) to work correctly.
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
// If our background is opaque we can enable "independent" flips by setting DXGI_ALPHA_MODE_IGNORE.
// As our swap chain won't have to compose with DWM anymore it reduces the display latency dramatically.
desc.AlphaMode = _api.backgroundOpaqueMixin ? DXGI_ALPHA_MODE_IGNORE : DXGI_ALPHA_MODE_PREMULTIPLIED;
desc.Flags = debugGeneralPerformance ? 0 : DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
wil::com_ptr<IDXGIFactory2> dxgiFactory;
THROW_IF_FAILED(CreateDXGIFactory1(IID_PPV_ARGS(dxgiFactory.addressof())));
if (_api.hwnd)
{
THROW_IF_FAILED(dxgiFactory->CreateSwapChainForHwnd(_r.device.get(), _api.hwnd, &desc, nullptr, nullptr, _r.swapChain.put()));
}
else
{
const wil::unique_hmodule module{ LoadLibraryExW(L"dcomp.dll", nullptr, LOAD_LIBRARY_SEARCH_SYSTEM32) };
THROW_LAST_ERROR_IF(!module);
const auto DCompositionCreateSurfaceHandle = GetProcAddressByFunctionDeclaration(module.get(), DCompositionCreateSurfaceHandle);
THROW_LAST_ERROR_IF(!DCompositionCreateSurfaceHandle);
// As per: https://docs.microsoft.com/en-us/windows/win32/api/dcomp/nf-dcomp-dcompositioncreatesurfacehandle
static constexpr DWORD COMPOSITIONSURFACE_ALL_ACCESS = 0x0003L;
THROW_IF_FAILED(DCompositionCreateSurfaceHandle(COMPOSITIONSURFACE_ALL_ACCESS, nullptr, _api.swapChainHandle.put()));
THROW_IF_FAILED(dxgiFactory.query<IDXGIFactoryMedia>()->CreateSwapChainForCompositionSurfaceHandle(_r.device.get(), _api.swapChainHandle.get(), &desc, nullptr, _r.swapChain.put()));
}
if constexpr (!debugGeneralPerformance)
{
const auto swapChain2 = _r.swapChain.query<IDXGISwapChain2>();
_r.frameLatencyWaitableObject.reset(swapChain2->GetFrameLatencyWaitableObject());
THROW_LAST_ERROR_IF(!_r.frameLatencyWaitableObject);
}
}
// See documentation for IDXGISwapChain2::GetFrameLatencyWaitableObject method:
// > For every frame it renders, the app should wait on this handle before starting any rendering operations.
// > Note that this requirement includes the first frame the app renders with the swap chain.
_r.waitForPresentation = true;
WaitUntilCanRender();
if (_api.swapChainChangedCallback)
{
try
{
_api.swapChainChangedCallback(_api.swapChainHandle.get());
}
CATCH_LOG();
}
WI_ClearFlag(_api.invalidations, ApiInvalidations::SwapChain);
WI_SetAllFlags(_api.invalidations, ApiInvalidations::Size | ApiInvalidations::Font);
}
void AtlasEngine::_recreateSizeDependentResources()
{
// ResizeBuffer() docs:
// Before you call ResizeBuffers, ensure that the application releases all references [...].
// You can use ID3D11DeviceContext::ClearState to ensure that all [internal] references are released.
// The _r.cells check exists simply to prevent us from calling ResizeBuffers() on startup (i.e. when `_r` is empty).
if (_r.cells)
{
if (_r.d2dMode)
{
_r.d2dRenderTarget.reset();
}
_r.renderTargetView.reset();
_r.deviceContext->ClearState();
_r.deviceContext->Flush();
THROW_IF_FAILED(_r.swapChain->ResizeBuffers(0, _api.sizeInPixel.x, _api.sizeInPixel.y, DXGI_FORMAT_UNKNOWN, debugGeneralPerformance ? 0 : DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT));
}
const auto totalCellCount = static_cast<size_t>(_api.cellCount.x) * static_cast<size_t>(_api.cellCount.y);
const auto resize = _api.cellCount != _r.cellCount;
if (resize)
{
// Let's guess that every cell consists of a surrogate pair.
const auto projectedTextSize = static_cast<size_t>(_api.cellCount.x) * 2;
// IDWriteTextAnalyzer::GetGlyphs says:
// The recommended estimate for the per-glyph output buffers is (3 * textLength / 2 + 16).
const auto projectedGlyphSize = 3 * projectedTextSize / 2 + 16;
// This buffer is a bit larger than the others (multiple MB).
// Prevent a memory usage spike, by first deallocating and then allocating.
_r.cells = {};
_r.cellGlyphMapping = {};
// Our render loop heavily relies on memcpy() which is between 1.5x
// and 40x faster for allocations with an alignment of 32 or greater.
// (40x on AMD Zen1-3, which have a rep movsb performance issue. MSFT:33358259.)
_r.cells = Buffer<Cell, 32>{ totalCellCount };
_r.cellGlyphMapping = Buffer<TileHashMap::iterator>{ totalCellCount };
_r.cellCount = _api.cellCount;
_r.tileAllocator.setMaxArea(_api.sizeInPixel);
// .clear() doesn't free the memory of these buffers.
// This code allows them to shrink again.
_api.bufferLine = {};
_api.bufferLine.reserve(projectedTextSize);
_api.bufferLineColumn.reserve(projectedTextSize + 1);
_api.bufferLineMetadata = Buffer<BufferLineMetadata>{ _api.cellCount.x };
_api.analysisResults = {};
_api.clusterMap = Buffer<u16>{ projectedTextSize };
_api.textProps = Buffer<DWRITE_SHAPING_TEXT_PROPERTIES>{ projectedTextSize };
_api.glyphIndices = Buffer<u16>{ projectedGlyphSize };
_api.glyphProps = Buffer<DWRITE_SHAPING_GLYPH_PROPERTIES>{ projectedGlyphSize };
_api.glyphAdvances = Buffer<f32>{ projectedGlyphSize };
_api.glyphOffsets = Buffer<DWRITE_GLYPH_OFFSET>{ projectedGlyphSize };
}
if (!_r.d2dMode)
{
// The RenderTargetView is later used with OMSetRenderTargets
// to tell D3D where stuff is supposed to be rendered at.
{
wil::com_ptr<ID3D11Texture2D> buffer;
THROW_IF_FAILED(_r.swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), buffer.put_void()));
THROW_IF_FAILED(_r.device->CreateRenderTargetView(buffer.get(), nullptr, _r.renderTargetView.put()));
}
if (_r.customPixelShader)
{
D3D11_TEXTURE2D_DESC desc{};
desc.Width = _api.sizeInPixel.x;
desc.Height = _api.sizeInPixel.y;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.SampleDesc = { 1, 0 };
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
THROW_IF_FAILED(_r.device->CreateTexture2D(&desc, nullptr, _r.customOffscreenTexture.addressof()));
THROW_IF_FAILED(_r.device->CreateShaderResourceView(_r.customOffscreenTexture.get(), nullptr, _r.customOffscreenTextureView.addressof()));
THROW_IF_FAILED(_r.device->CreateRenderTargetView(_r.customOffscreenTexture.get(), nullptr, _r.customOffscreenTextureTargetView.addressof()));
}
// Tell D3D which parts of the render target will be visible.
// Everything outside of the viewport will be black.
{
D3D11_VIEWPORT viewport{};
viewport.Width = static_cast<float>(_api.sizeInPixel.x);
viewport.Height = static_cast<float>(_api.sizeInPixel.y);
_r.deviceContext->RSSetViewports(1, &viewport);
}
if (resize)
{
D3D11_BUFFER_DESC desc;
desc.ByteWidth = gsl::narrow<u32>(totalCellCount * sizeof(Cell)); // totalCellCount can theoretically be UINT32_MAX!
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
desc.StructureByteStride = sizeof(Cell);
THROW_IF_FAILED(_r.device->CreateBuffer(&desc, nullptr, _r.cellBuffer.put()));
THROW_IF_FAILED(_r.device->CreateShaderResourceView(_r.cellBuffer.get(), nullptr, _r.cellView.put()));
}
// We have called _r.deviceContext->ClearState() in the beginning and lost all D3D state.
// This forces us to set up everything up from scratch again.
_setShaderResources();
}
WI_ClearFlag(_api.invalidations, ApiInvalidations::Size);
WI_SetAllFlags(_r.invalidations, RenderInvalidations::ConstBuffer);
}
void AtlasEngine::_recreateFontDependentResources()
{
{
// We're likely resizing the atlas anyways and can
// thus also release any of these buffers prematurely.
_r.d2dRenderTarget.reset(); // depends on _r.atlasBuffer