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Renderer encountered an unexpected error: -2147024809 #13985

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noinkling opened this issue Sep 14, 2022 · 17 comments · Fixed by #13994
Closed

Renderer encountered an unexpected error: -2147024809 #13985

noinkling opened this issue Sep 14, 2022 · 17 comments · Fixed by #13994
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Area-AtlasEngine Issue-Bug It either shouldn't be doing this or needs an investigation. Priority-1 A description (P1) Product-Terminal The new Windows Terminal. Resolution-Fix-Committed Fix is checked in, but it might be 3-4 weeks until a release.

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@noinkling
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Windows Terminal version

1.16.2523.0

Windows build number

10.0.19044.1889

Other Software

I'm on an Intel Core i5-2500K CPU, using its integrated HD 3000 GPU. Graphics driver version 9.17.10.4459

Steps to reproduce

Open Windows Terminal

Expected Behavior

No response

Actual Behavior

A "Warning" dialog pops up saying "Renderer encountered an unexpected error: -2147024809".

If I click OK it just pops up again, ad infinitum.

I assume it's related to the Atlas renderer that is now enabled by default in the preview version of Terminal.

@noinkling noinkling added the Issue-Bug It either shouldn't be doing this or needs an investigation. label Sep 14, 2022
@ghost ghost added Needs-Triage It's a new issue that the core contributor team needs to triage at the next triage meeting Needs-Tag-Fix Doesn't match tag requirements labels Sep 14, 2022
@zadjii
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zadjii commented Sep 14, 2022

@lhecker there's an internal bug for this too. I thought the internal person was on DX but I might have been mistaken

@lhecker
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lhecker commented Sep 14, 2022

-2147024809 is E_INVALIDARG. Could you run DebugView and check if any failure messages are visible when launching Windows Terminal With AtlasEngine enabled?

@noinkling
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@lhecker I might be using it wrong but nothing is logged, except when I close the Terminal app via the task bar ("Suspending").

@lhecker
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lhecker commented Sep 14, 2022

I think I found the internal bug: MSFT-41000959, but that one is -2005270527 (DXGI_ERROR_INVALID_CALL).

The biggest problem is that the oldest, still functional Intel hardware that I personally have is an i7-6600U, which is clearly far newer than a i5-2500K. I can't really think of any reason why our engine would fail, as I ran it with the reference Direct3D driver all the way down to DirectX 9.1.

@noinkling If you'd like to help with this investigation, another thing you could try is to run dxcpl from the start menu. That application isn't entirely intuitive, but basically you do this:
dxcpl

Afterwards you can modify the DirectX settings for Windows Terminal. For instance:
dxcpl

Just hit "Apply" afterwards and restart Windows Terminal. Once you're done with testing I strongly suggest to do this:
dxcpl

If that doesn't yield any insights in combination with DebugView, another option would be for you to send us a ETL trace as described here: https://github.com/microsoft/terminal/wiki/Capturing-a-Debug-ETL-Trace
However that requires you to install Windows Performance Recorder (WPR).

It's fine if you don't have the time to investigate this further. But unfortunately it might take a little bit to procure your hardware first.

If I had to take a guess I'd say that the problem is that the i5-2500K advertises DirectX 10.1 support to us but doesn't actually support all the features that we expect from 10.1. It's difficult for me to test this as the reference driver I'm using implements the full 10.1 spec whenever it advertises 10.1 and not just parts of it. The only possible way to reproduce this issue is thus by testing it on the actual hardware in question (an Intel HD 3000 iGPU).

@noinkling
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noinkling commented Sep 14, 2022

@lhecker With just the debug setting on, DebugView now shows this message:

[8796] D3D11 ERROR: ID3D11Device::CreatePixelShader: Shader uses features (Raw or Structured Buffers) not supported by this device. Use the CheckFeatureSupport() API with D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS to discover support for these features if using D3D_FEATURE_LEVEL_10_*. [ STATE_CREATION ERROR #192: CREATEPIXELSHADER_INVALIDSHADERBYTECODE]

Terminal does work when selecting 9_3 or below for the feature level limit. The error happens again when selecting 10_0 or above.

I can confirm that the GPU is supposed to support the DirectX 10.1 feature level, dxdiag and GPU-Z say the same thing.

@lhecker
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lhecker commented Sep 14, 2022

Direct3D 10.x devices (D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_10_1) can optionally support Compute Shader model 4.0 or 4.1.

Whoops. So it actually really doesn't support all the features we expect from 10.1 devices...
...because we expect too much from 10.1 devices. 😓
I'll submit a PR to fix this tomorrow. Thank you so much for helping us debug this!

In the meantime I'd suggest to disable AtlasEngine in the settings tab (there's a switch under "Rendering"). Once a bug fix has shipped, our bot will post a notification in this issue and you could try running the new engine once again. 🙂

@Brawl345
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In the meantime I'd suggest to disable AtlasEngine in the settings tab (there's a switch under "Rendering").

FYI for anyone who can't access the settings due to the error making the Terminal unusable: Edit the settings JSON file manually (see https://docs.microsoft.com/en-us/windows/terminal/install#settings-json-file it's under %LOCALAPPDATA%\Packages\Microsoft.WindowsTerminalPreview_8wekyb3d8bbwe\LocalState\settings.json for the Windows Store release & Terminal Preview) and add:

"defaults": {
  "useAtlasEngine": false
},

into profiles or "useAtlasEngine": false to any profile.

@zadjii-msft zadjii-msft added Product-Terminal The new Windows Terminal. Priority-1 A description (P1) and removed Needs-Triage It's a new issue that the core contributor team needs to triage at the next triage meeting labels Sep 14, 2022
@ghost ghost removed the Needs-Tag-Fix Doesn't match tag requirements label Sep 14, 2022
@ghost ghost added the In-PR This issue has a related PR label Sep 14, 2022
@igorskyflyer
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"useAtlasEngine": false

Thank you, this workaround fixed the issue. 😃

@ghost ghost closed this as completed in #13994 Sep 14, 2022
@ghost ghost added Resolution-Fix-Committed Fix is checked in, but it might be 3-4 weeks until a release. and removed In-PR This issue has a related PR labels Sep 14, 2022
ghost pushed a commit that referenced this issue Sep 14, 2022
Direct3D 10.0 and 10.1 only have optional support for shader model 4.
This commit fixes our assumption that it's always present by checking
`ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x` first.

Closes #13985

## Validation Steps Performed
* Set feature level to 10.1 via `dxcpl`
* `CheckFeatureSupport` is called and doesn't throw ✅
@SeeJayEmm
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What version should this fix appear in? Because I just started encountering this problem today.
Version: 1.16.2530.0

@lhecker
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lhecker commented Sep 16, 2022

We haven't committed to any specific date yet, but it'll be sometime soon. There's a few more issues around the new text renderer, which we'd like to address as well, but haven't merged yet. This issue will be updated by a bot once the fix has been released.

ghost pushed a commit that referenced this issue Sep 16, 2022
If a rendering engine constantly throws error we'll effectively
denial-of-service our users by drowning them in warning popups.
This commit fixes the issue by limiting the retries in all cases.

Issue found in: #13985

## Validation Steps Performed
* Add a `THROW_HR(E_INVALIDARG);` in `AtlasEngine::StartPaint()`
* Launch Windows Terminal
* Only one warning popup shows up ✅
* Rendering is disabled until one clicks "resume" ✅
DHowett pushed a commit that referenced this issue Sep 16, 2022
Direct3D 10.0 and 10.1 only have optional support for shader model 4.
This commit fixes our assumption that it's always present by checking
`ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x` first.

Closes #13985

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

(cherry picked from commit e2b2d9b)
Service-Card-Id: 85653388
Service-Version: 1.16
DHowett pushed a commit that referenced this issue Sep 16, 2022
If a rendering engine constantly throws error we'll effectively
denial-of-service our users by drowning them in warning popups.
This commit fixes the issue by limiting the retries in all cases.

Issue found in: #13985

## Validation Steps Performed
* Add a `THROW_HR(E_INVALIDARG);` in `AtlasEngine::StartPaint()`
* Launch Windows Terminal
* Only one warning popup shows up ✅
* Rendering is disabled until one clicks "resume" ✅

(cherry picked from commit 81e2bc9)
Service-Card-Id: 85653502
Service-Version: 1.16
DHowett pushed a commit that referenced this issue Sep 16, 2022
Direct3D 10.0 and 10.1 only have optional support for shader model 4.
This commit fixes our assumption that it's always present by checking
`ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x` first.

Closes #13985

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

(cherry picked from commit e2b2d9b)
Service-Card-Id: 85653388
Service-Version: 1.16
(cherry picked from commit 5e9147e)
@asteinarson
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My windows terminal got infinitely locked up in the Renderer encountered an unexpected error. So I found this page and applied the suggested fix (in settings.json). Then, however, as I type commands, the terminal app starts to blank out the text entry lines, once they are long enough (so one cannot see the command and its response).

I attach a screenshot where the command sudo service apache2 status has been blanked out by the preview terminal engine.

To me, as a SW developer and engineer, it appears like shaky behavior to go after effects of "shading" and "fading" ... at the expense of breaking the functionality (on lots of combinations of hardware) of a critical app.

My rescue was to go back to the non preview version of the terminal.

WindowsTerminalPreview_NewBugAfterSuggestedFix

@lhecker
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lhecker commented Sep 18, 2022

To me, as a SW developer and engineer, it appears like shaky behavior to go after effects of "shading" and "fading" ... at the expense of breaking the functionality (on lots of combinations of hardware) of a critical app.

My rescue was to go back to the non preview version of the terminal.

If you did set "useAtlasEngine": false then you re-enabled the same text renderer that has been virtually untouched since at least half a year and is also used in the non-Preview version of Windows Terminal. As such the bug you describe can't be related to the new text renderer and instead sounds like something else entirely. I've created an issue for you: #14027

BTW I'm not sure what you mean with "shading and fading", but if you saw me write "shading" in relation to anything "AtlasEngine", that's just a term to basically describe "colorize text". The new text renderer solves some fundamental performance issues we've had.

@asteinarson
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I got these two issues after a Windows upgrade had run. I guess it also updated the Terminal Preview app (or the Preview app ran just fine before the Windows update).

For shading / fading - sorry if quickly jumping to conclusions. It is the preview version and there will be issues. I guess I'm fed up with going for "bells and whistles" in various contexts - often then dragging down performance / footprint and reliability.

@DHowett
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DHowett commented Sep 19, 2022

I guess I'm fed up with going for "bells and whistles" in various contexts - often then dragging down performance / footprint and reliability.

You and me both! Yeah, we've been staying pretty technical when we talk about the "atlas" text engine. At the end of the day, it uses a GPU shader to draw text to the screen as fast as we can produce it. It also happens to support the flashy bells-and-whistles kinds of shaders that you may be thinking of, but even when doing that it's still more performant than the older text rendering engine.

That is, when it works.

I'd love if you could file an issue w/ a video or something showing what you see when the text is flickering. That's definitely something it should never do, and something we'll want to address regardless of which engine is putting text on the screen!

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

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

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

AtlasEngine: Improve glyph generation performance (#13477)

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

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

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

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

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

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

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

Closes #13490

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

AtlasEngine: Improve robustness against TextBuffer bugs (#13530)

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

Closes #13522

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

AtlasEngine: Handle IntenseIsBold (#13577)

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

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

AtlasEngine: Fix LRU state after scrolling (#13607)

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

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

AtlasEngine: Remove support for Windows 7 (#13608)

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

The new minimally supported version is Windows 8.1.

AtlasEngine: Implement remaining grid lines (#13587)

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

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

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

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

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

Closes #12512

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

AtlasEngine: Recognize Powerline glyphs (#13650)

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

Closes #13029

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

AtlasEngine: Fix debugGlyphGenerationPerformance (#13757)

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

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

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

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

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

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

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

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

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

Closes #13812

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

AtlasEngine: Improve RDP performance (#13816)

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

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

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

Closes #13079

* Tested fairly exhaustively over RDP ✅

AtlasEngine: Implement support for custom shaders (#13885)

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

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

Closes #13853

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

AtlasEngine: Add support for SetSoftwareRendering (#13886)

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

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

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

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

Closes #13901

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

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

Closes #13906

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

AtlasEngine: Fix a correctness bug (#13956)

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

Relax shader strictness in RELEASE mode (#13998)

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

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

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

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

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

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

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

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

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

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

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

Closes #13985

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

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

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

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

Closes #13962

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

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

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

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

A complete fix depends on #14013
Closes #14006

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

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

AtlasEngine: Fix cursor invalidation (#14038)

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

Closes #14028

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

(cherry picked from commit 08096b2)
Service-Card-Id: 85767353
Service-Version: 1.16
(cherry picked from commit 9d0346c)
DHowett pushed a commit that referenced this issue Sep 21, 2022
If a rendering engine constantly throws error we'll effectively
denial-of-service our users by drowning them in warning popups.
This commit fixes the issue by limiting the retries in all cases.

Issue found in: #13985

## Validation Steps Performed
* Add a `THROW_HR(E_INVALIDARG);` in `AtlasEngine::StartPaint()`
* Launch Windows Terminal
* Only one warning popup shows up ✅
* Rendering is disabled until one clicks "resume" ✅

(cherry picked from commit 81e2bc9)
Service-Card-Id: 85653502
Service-Version: 1.16
(cherry picked from commit 8f013d7)
@lhecker
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lhecker commented Sep 22, 2022

Since no one on the team can reproduce this issue, would anyone be willing to test our upcoming build before we submit it to the Microsoft Store? It's properly signed and if it works it would end up being the build we publish.

Just re-enable AtlasEngine again and open a new tab, or restart the app. But be careful not do to the update while Terminal Preview is already running, as this will potentially force-quit the application during the update.

@noinkling
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@lhecker I can confirm that it fixes the error for me.

@ghost
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ghost commented Sep 23, 2022

🎉This issue was addressed in #13994, which has now been successfully released as Windows Terminal Preview v1.16.2641.0.:tada:

Handy links:

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Labels
Area-AtlasEngine Issue-Bug It either shouldn't be doing this or needs an investigation. Priority-1 A description (P1) Product-Terminal The new Windows Terminal. Resolution-Fix-Committed Fix is checked in, but it might be 3-4 weeks until a release.
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9 participants