atlas,d2d: overdraw background bitmap by one cell on all sides (#17674)

BackendD2D will now draw one extra cell on all sides when rendering the
background, filled with the expected background color, starting at (-1,
-1) to ensure that cell backgrounds do not bleed over the edges of the
viewport where the is swapchain but no content.

Fixes #17672

(cherry picked from commit 9007fc2894f877175c63592ab1f7b3300a23abf8)
Service-Card-Id: 93494324
Service-Version: 1.21
This commit is contained in:
Dustin L. Howett 2024-08-06 16:50:48 -05:00 committed by Dustin L. Howett
parent 8f4775df96
commit 4040e4c654
2 changed files with 38 additions and 7 deletions

View File

@ -80,6 +80,7 @@ void BackendD2D::_handleSettingsUpdate(const RenderingPayload& p)
const auto renderTargetChanged = !_renderTarget;
const auto fontChanged = _fontGeneration != p.s->font.generation();
const auto cursorChanged = _cursorGeneration != p.s->cursor.generation();
const auto backgroundColorChanged = _miscGeneration != p.s->misc.generation();
const auto cellCountChanged = _viewportCellCount != p.s->viewportCellCount;
if (renderTargetChanged)
@ -125,7 +126,7 @@ void BackendD2D::_handleSettingsUpdate(const RenderingPayload& p)
_builtinGlyphsRenderTargetActive = false;
}
if (renderTargetChanged || fontChanged || cellCountChanged)
if (renderTargetChanged || fontChanged || cellCountChanged || backgroundColorChanged)
{
const D2D1_BITMAP_PROPERTIES props{
.pixelFormat = { DXGI_FORMAT_R8G8B8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED },
@ -133,18 +134,40 @@ void BackendD2D::_handleSettingsUpdate(const RenderingPayload& p)
.dpiY = static_cast<f32>(p.s->font->dpi),
};
const D2D1_SIZE_U size{
p.s->viewportCellCount.x,
p.s->viewportCellCount.y,
p.s->viewportCellCount.x + 2u,
p.s->viewportCellCount.y + 2u,
};
const D2D1_MATRIX_3X2_F transform{
.m11 = static_cast<f32>(p.s->font->cellSize.x),
.m22 = static_cast<f32>(p.s->font->cellSize.y),
/* Brushes are transformed relative to the render target, not the rect into which they are painted. */
.dx = -static_cast<f32>(p.s->font->cellSize.x),
.dy = -static_cast<f32>(p.s->font->cellSize.y),
};
THROW_IF_FAILED(_renderTarget->CreateBitmap(size, nullptr, 0, &props, _backgroundBitmap.put()));
/*
We're allocating a bitmap that is one pixel wider on every side than the viewport so that we can fill in the gutter
with the background color. D2D doesn't have an equivalent to D3D11_TEXTURE_ADDRESS_BORDER, which we use in the D3D
backend to ensure the colors don't bleed off the edges.
XXXXXXXXXXXXXXXX <- background color
X+------------+X
X| viewport |X
X| |X
X| |X
X+------------+X
XXXXXXXXXXXXXXXX
The translation in `transform` ensures that we render it off the top left of the render target.
*/
auto backgroundFill = std::make_unique_for_overwrite<u32[]>(static_cast<size_t>(size.width) * size.height);
std::fill_n(backgroundFill.get(), size.width * size.height, u32ColorPremultiply(p.s->misc->backgroundColor));
THROW_IF_FAILED(_renderTarget->CreateBitmap(size, backgroundFill.get(), size.width * sizeof(u32), &props, _backgroundBitmap.put()));
THROW_IF_FAILED(_renderTarget->CreateBitmapBrush(_backgroundBitmap.get(), _backgroundBrush.put()));
_backgroundBrush->SetInterpolationMode(D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR);
_backgroundBrush->SetExtendModeX(D2D1_EXTEND_MODE_MIRROR);
_backgroundBrush->SetExtendModeY(D2D1_EXTEND_MODE_MIRROR);
_backgroundBrush->SetExtendModeX(D2D1_EXTEND_MODE_CLAMP);
_backgroundBrush->SetExtendModeY(D2D1_EXTEND_MODE_CLAMP);
_backgroundBrush->SetTransform(&transform);
_backgroundBitmapGeneration = {};
}
@ -158,6 +181,7 @@ void BackendD2D::_handleSettingsUpdate(const RenderingPayload& p)
_generation = p.s.generation();
_fontGeneration = p.s->font.generation();
_cursorGeneration = p.s->cursor.generation();
_miscGeneration = p.s->misc.generation();
_viewportCellCount = p.s->viewportCellCount;
}
@ -165,7 +189,13 @@ void BackendD2D::_drawBackground(const RenderingPayload& p)
{
if (_backgroundBitmapGeneration != p.colorBitmapGenerations[0])
{
THROW_IF_FAILED(_backgroundBitmap->CopyFromMemory(nullptr, p.backgroundBitmap.data(), gsl::narrow_cast<UINT32>(p.colorBitmapRowStride * sizeof(u32))));
const D2D1_RECT_U rect{
1u,
1u,
1u + p.s->viewportCellCount.x,
1u + p.s->viewportCellCount.y,
};
THROW_IF_FAILED(_backgroundBitmap->CopyFromMemory(&rect, p.backgroundBitmap.data(), gsl::narrow_cast<UINT32>(p.colorBitmapRowStride * sizeof(u32))));
_backgroundBitmapGeneration = p.colorBitmapGenerations[0];
}

View File

@ -64,6 +64,7 @@ namespace Microsoft::Console::Render::Atlas
til::generation_t _generation;
til::generation_t _fontGeneration;
til::generation_t _cursorGeneration;
til::generation_t _miscGeneration;
u16x2 _viewportCellCount{};
#if ATLAS_DEBUG_SHOW_DIRTY