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synced 2025-12-10 18:43:54 -06:00
When the renderer fails, try to fall back to D2D + WARP
This commit also ups the number of render failures that are permissible to 5, and moves us to use an exponential backoff rather than a simple geometric one. It also suppresses the dialog box in case of present failures. I feel like the warning dialog should be used for something that the user can actually do something about...
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224ac9de47
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@ -152,12 +152,27 @@ namespace winrt::Microsoft::Terminal::Control::implementation
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_renderer->SetBackgroundColorChangedCallback([this]() { _rendererBackgroundColorChanged(); });
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_renderer->SetBackgroundColorChangedCallback([this]() { _rendererBackgroundColorChanged(); });
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_renderer->SetFrameColorChangedCallback([this]() { _rendererTabColorChanged(); });
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_renderer->SetFrameColorChangedCallback([this]() { _rendererTabColorChanged(); });
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_renderer->SetRendererEnteredErrorStateCallback([this]() { RendererEnteredErrorState.raise(nullptr, nullptr); });
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_renderer->SetRendererEnteredErrorStateCallback([this]() { _rendererEnteredErrorState(); });
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}
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}
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UpdateSettings(settings, unfocusedAppearance);
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UpdateSettings(settings, unfocusedAppearance);
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}
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}
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void ControlCore::_rendererEnteredErrorState()
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{
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// The first time the renderer fails out (after all of its own retries), switch it to D2D and WARP
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// and force it to try again. If it _still_ fails, we can let it halt.
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if (_renderFailures++ == 0)
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{
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const auto lock = _terminal->LockForWriting();
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_renderEngine->SetGraphicsAPI(parseGraphicsAPI(GraphicsAPI::Direct2D));
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_renderEngine->SetSoftwareRendering(true);
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_renderer->EnablePainting();
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return;
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}
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RendererEnteredErrorState.raise(nullptr, nullptr);
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}
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void ControlCore::_setupDispatcherAndCallbacks()
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void ControlCore::_setupDispatcherAndCallbacks()
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{
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{
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// Get our dispatcher. If we're hosted in-proc with XAML, this will get
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// Get our dispatcher. If we're hosted in-proc with XAML, this will get
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@ -917,6 +932,7 @@ namespace winrt::Microsoft::Terminal::Control::implementation
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_renderEngine->SetSoftwareRendering(_settings.SoftwareRendering());
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_renderEngine->SetSoftwareRendering(_settings.SoftwareRendering());
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// Inform the renderer of our opacity
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// Inform the renderer of our opacity
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_renderEngine->EnableTransparentBackground(_isBackgroundTransparent());
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_renderEngine->EnableTransparentBackground(_isBackgroundTransparent());
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_renderFailures = 0; // We may have changed the engine; reset the failure counter.
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// Trigger a redraw to repaint the window background and tab colors.
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// Trigger a redraw to repaint the window background and tab colors.
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_renderer->TriggerRedrawAll(true, true);
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_renderer->TriggerRedrawAll(true, true);
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@ -1983,6 +1999,7 @@ namespace winrt::Microsoft::Terminal::Control::implementation
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{
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{
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// The lock must be held, because it calls into IRenderData which is shared state.
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// The lock must be held, because it calls into IRenderData which is shared state.
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const auto lock = _terminal->LockForWriting();
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const auto lock = _terminal->LockForWriting();
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_renderFailures = 0;
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_renderer->EnablePainting();
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_renderer->EnablePainting();
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}
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}
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@ -344,6 +344,7 @@ namespace winrt::Microsoft::Terminal::Control::implementation
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safe_void_coroutine _renderEngineSwapChainChanged(const HANDLE handle);
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safe_void_coroutine _renderEngineSwapChainChanged(const HANDLE handle);
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void _rendererBackgroundColorChanged();
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void _rendererBackgroundColorChanged();
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void _rendererTabColorChanged();
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void _rendererTabColorChanged();
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void _rendererEnteredErrorState();
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#pragma endregion
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#pragma endregion
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void _raiseReadOnlyWarning();
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void _raiseReadOnlyWarning();
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@ -398,6 +399,7 @@ namespace winrt::Microsoft::Terminal::Control::implementation
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float _panelWidth{ 0 };
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float _panelWidth{ 0 };
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float _panelHeight{ 0 };
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float _panelHeight{ 0 };
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float _compositionScale{ 0 };
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float _compositionScale{ 0 };
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uint8_t _renderFailures{ 0 };
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bool _forceCursorVisible = false;
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bool _forceCursorVisible = false;
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// Audio stuff.
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// Audio stuff.
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@ -61,6 +61,9 @@ catch (const wil::ResultException& exception)
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return E_PENDING;
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return E_PENDING;
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}
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}
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#ifndef NDEBUG
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// We may fail to present repeatedly, e.g. if there's a short-term device failure.
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// We should not bombard the consumer with repeated warning callbacks (where they may present a dialog to the user).
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if (_p.warningCallback)
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if (_p.warningCallback)
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{
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{
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try
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try
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@ -69,6 +72,7 @@ catch (const wil::ResultException& exception)
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}
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}
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CATCH_LOG()
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CATCH_LOG()
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}
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}
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#endif
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_b.reset();
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_b.reset();
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return hr;
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return hr;
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@ -12,9 +12,10 @@ using namespace Microsoft::Console::Types;
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using PointTree = interval_tree::IntervalTree<til::point, size_t>;
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using PointTree = interval_tree::IntervalTree<til::point, size_t>;
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static constexpr TimerRepr TimerReprMax = std::numeric_limits<TimerRepr>::max();
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static constexpr TimerRepr TimerReprMax = std::numeric_limits<TimerRepr>::max();
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static constexpr DWORD maxRetriesForRenderEngine = 3;
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// We want there to be five retry periods; on the last one, we will mark the render as failed.
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// The renderer will wait this number of milliseconds * how many tries have elapsed before trying again.
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static constexpr DWORD maxRetriesForRenderEngine = 6;
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static constexpr DWORD renderBackoffBaseTimeMilliseconds = 150;
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// The renderer will wait this number of milliseconds * 2^tries before trying again.
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static constexpr DWORD renderBackoffBaseTimeMilliseconds = 100;
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// Routine Description:
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// Routine Description:
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// - Creates a new renderer controller for a console.
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// - Creates a new renderer controller for a console.
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@ -355,8 +356,8 @@ DWORD Renderer::_timerToMillis(TimerRepr t) noexcept
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}
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}
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// Add a bit of backoff.
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// Add a bit of backoff.
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// Sleep 150ms, 300ms, 450ms before failing out and disabling the renderer.
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// Sleep 100, 200, 400, 600, 800, 1600ms before failing out and disabling the renderer.
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Sleep(renderBackoffBaseTimeMilliseconds * (maxRetriesForRenderEngine - tries));
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Sleep(renderBackoffBaseTimeMilliseconds * (1 << (maxRetriesForRenderEngine - tries - 1)));
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}
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}
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return S_OK;
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return S_OK;
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