Merge pull request #3926 from Tyriar/rounding

FINALLY fix blurry canvas/webgl renderer issues due to device pixel rounding errors 🎉
This commit is contained in:
Daniel Imms
2022-07-28 10:25:01 -07:00
committed by GitHub
7 changed files with 105 additions and 86 deletions
@@ -49,6 +49,8 @@ export abstract class BaseRenderLayer implements IRenderLayer {
italic: false
};
public get canvas(): HTMLCanvasElement { return this._canvas; }
constructor(
private _container: HTMLElement,
id: string,
+19 -36
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@@ -15,6 +15,7 @@ import { ICharSizeService } from 'browser/services/Services';
import { IBufferService, IOptionsService, IInstantiationService } from 'common/services/Services';
import { removeTerminalFromCache } from './atlas/CharAtlasCache';
import { EventEmitter, IEvent } from 'common/EventEmitter';
import { observeDevicePixelDimensions } from 'browser/renderer/DevicePixelObserver';
let nextRendererId = 1;
@@ -62,6 +63,9 @@ export class CanvasRenderer extends Disposable implements IRenderer {
};
this._devicePixelRatio = window.devicePixelRatio;
this._updateDimensions();
this.register(observeDevicePixelDimensions(this._renderLayers[0].canvas, (w, h) => this._setCanvasDevicePixelDimensions(w, h)));
this.onOptionsChanged();
}
@@ -167,53 +171,32 @@ export class CanvasRenderer extends Disposable implements IRenderer {
return;
}
// Calculate the scaled character width. Width is floored as it must be
// drawn to an integer grid in order for the CharAtlas "stamps" to not be
// blurry. When text is drawn to the grid not using the CharAtlas, it is
// clipped to ensure there is no overlap with the next cell.
// See the WebGL renderer for an explanation of this section.
this.dimensions.scaledCharWidth = Math.floor(this._charSizeService.width * window.devicePixelRatio);
// Calculate the scaled character height. Height is ceiled in case
// devicePixelRatio is a floating point number in order to ensure there is
// enough space to draw the character to the cell.
this.dimensions.scaledCharHeight = Math.ceil(this._charSizeService.height * window.devicePixelRatio);
// Calculate the scaled cell height, if lineHeight is not 1 then the value
// will be floored because since lineHeight can never be lower then 1, there
// is a guarentee that the scaled line height will always be larger than
// scaled char height.
this.dimensions.scaledCellHeight = Math.floor(this.dimensions.scaledCharHeight * this._optionsService.rawOptions.lineHeight);
// Calculate the y coordinate within a cell that text should draw from in
// order to draw in the center of a cell.
this.dimensions.scaledCharTop = this._optionsService.rawOptions.lineHeight === 1 ? 0 : Math.round((this.dimensions.scaledCellHeight - this.dimensions.scaledCharHeight) / 2);
// Calculate the scaled cell width, taking the letterSpacing into account.
this.dimensions.scaledCellWidth = this.dimensions.scaledCharWidth + Math.round(this._optionsService.rawOptions.letterSpacing);
// Calculate the x coordinate with a cell that text should draw from in
// order to draw in the center of a cell.
this.dimensions.scaledCharLeft = Math.floor(this._optionsService.rawOptions.letterSpacing / 2);
// Recalculate the canvas dimensions; scaled* define the actual number of
// pixel in the canvas
this.dimensions.scaledCanvasHeight = this._bufferService.rows * this.dimensions.scaledCellHeight;
this.dimensions.scaledCanvasWidth = this._bufferService.cols * this.dimensions.scaledCellWidth;
// The the size of the canvas on the page. It's very important that this
// rounds to nearest integer and not ceils as browsers often set
// window.devicePixelRatio as something like 1.100000023841858, when it's
// actually 1.1. Ceiling causes blurriness as the backing canvas image is 1
// pixel too large for the canvas element size.
this.dimensions.canvasHeight = Math.round(this.dimensions.scaledCanvasHeight / window.devicePixelRatio);
this.dimensions.canvasWidth = Math.round(this.dimensions.scaledCanvasWidth / window.devicePixelRatio);
// Get the _actual_ dimensions of an individual cell. This needs to be
// derived from the canvasWidth/Height calculated above which takes into
// account window.devicePixelRatio. ICharSizeService.width/height by itself
// is insufficient when the page is not at 100% zoom level as it's measured
// in CSS pixels, but the actual char size on the canvas can differ.
this.dimensions.actualCellHeight = this.dimensions.canvasHeight / this._bufferService.rows;
this.dimensions.actualCellWidth = this.dimensions.canvasWidth / this._bufferService.cols;
}
private _setCanvasDevicePixelDimensions(width: number, height: number): void {
this.dimensions.scaledCanvasHeight = height;
this.dimensions.scaledCanvasWidth = width;
// Resize all render layers
for (const l of this._renderLayers) {
l.resize(this.dimensions);
}
this._requestRedrawViewport();
}
private _requestRedrawViewport(): void {
this._onRequestRedraw.fire({ start: 0, end: this._bufferService.rows - 1 });
}
}
+2
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@@ -57,6 +57,8 @@ export interface IRenderer extends IDisposable {
}
export interface IRenderLayer extends IDisposable {
readonly canvas: HTMLCanvasElement;
/**
* Called when the terminal loses focus.
*/
+37 -39
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@@ -11,11 +11,12 @@ import { WebglCharAtlas } from './atlas/WebglCharAtlas';
import { RectangleRenderer } from './RectangleRenderer';
import { IWebGL2RenderingContext } from './Types';
import { RenderModel, COMBINED_CHAR_BIT_MASK, RENDER_MODEL_BG_OFFSET, RENDER_MODEL_FG_OFFSET, RENDER_MODEL_INDICIES_PER_CELL } from './RenderModel';
import { Disposable } from 'common/Lifecycle';
import { Disposable, toDisposable } from 'common/Lifecycle';
import { Attributes, Content, FgFlags, NULL_CELL_CHAR, NULL_CELL_CODE } from 'common/buffer/Constants';
import { Terminal, IEvent } from 'xterm';
import { IRenderLayer } from './renderLayer/Types';
import { IRenderDimensions, IRenderer, IRequestRedrawEvent } from 'browser/renderer/Types';
import { observeDevicePixelDimensions } from 'browser/renderer/DevicePixelObserver';
import { ITerminal, IColorSet } from 'browser/Types';
import { EventEmitter } from 'common/EventEmitter';
import { CellData } from 'common/buffer/CellData';
@@ -95,6 +96,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
}
this.register(addDisposableDomListener(this._canvas, 'webglcontextlost', (e) => { this._onContextLoss.fire(e); }));
this.register(observeDevicePixelDimensions(this._canvas, (w, h) => this._setCanvasDevicePixelDimensions(w, h)));
this._core.screenElement!.appendChild(this._canvas);
@@ -517,67 +519,63 @@ export class WebglRenderer extends Disposable implements IRenderer {
return;
}
// Calculate the scaled character width. Width is floored as it must be
// drawn to an integer grid in order for the CharAtlas "stamps" to not be
// blurry. When text is drawn to the grid not using the CharAtlas, it is
// clipped to ensure there is no overlap with the next cell.
// NOTE: ceil fixes sometime, floor does others :s
// Calculate the scaled character width. Width is floored as it must be drawn to an integer grid
// in order for the char atlas glyphs to not be blurry.
this.dimensions.scaledCharWidth = Math.floor((this._core as any)._charSizeService.width * this._devicePixelRatio);
// Calculate the scaled character height. Height is ceiled in case
// devicePixelRatio is a floating point number in order to ensure there is
// enough space to draw the character to the cell.
// Calculate the scaled character height. Height is ceiled in case devicePixelRatio is a
// floating point number in order to ensure there is enough space to draw the character to the
// cell.
this.dimensions.scaledCharHeight = Math.ceil((this._core as any)._charSizeService.height * this._devicePixelRatio);
// Calculate the scaled cell height, if lineHeight is not 1 then the value
// will be floored because since lineHeight can never be lower then 1, there
// is a guarentee that the scaled line height will always be larger than
// scaled char height.
// Calculate the scaled cell height, if lineHeight is _not_ 1, the resulting value will be
// floored since lineHeight can never be lower then 1, this guarentees the scaled cell height
// will always be larger than scaled char height.
this.dimensions.scaledCellHeight = Math.floor(this.dimensions.scaledCharHeight * this._terminal.options.lineHeight!);
// Calculate the y coordinate within a cell that text should draw from in
// order to draw in the center of a cell.
// Calculate the y offset within a cell that glyph should draw at in order for it to be centered
// correctly within the cell.
this.dimensions.scaledCharTop = this._terminal.options.lineHeight === 1 ? 0 : Math.round((this.dimensions.scaledCellHeight - this.dimensions.scaledCharHeight) / 2);
// Calculate the scaled cell width, taking the letterSpacing into account.
this.dimensions.scaledCellWidth = this.dimensions.scaledCharWidth + Math.round(this._terminal.options.letterSpacing!);
// Calculate the x coordinate with a cell that text should draw from in
// order to draw in the center of a cell.
// Calculate the x offset with a cell that text should draw from in order for it to be centered
// correctly within the cell.
this.dimensions.scaledCharLeft = Math.floor(this._terminal.options.letterSpacing! / 2);
// Recalculate the canvas dimensions; scaled* define the actual number of
// pixel in the canvas
// Recalculate the canvas dimensions, the scaled dimensions define the actual number of pixel in
// the canvas
this.dimensions.scaledCanvasHeight = this._terminal.rows * this.dimensions.scaledCellHeight;
this.dimensions.scaledCanvasWidth = this._terminal.cols * this.dimensions.scaledCellWidth;
// The the size of the canvas on the page. It's very important that this
// rounds to nearest integer and not ceils as browsers often set
// window.devicePixelRatio as something like 1.100000023841858, when it's
// actually 1.1. Ceiling causes blurriness as the backing canvas image is 1
// pixel too large for the canvas element size.
// The the size of the canvas on the page. It's important that this rounds to nearest integer
// and not ceils as browsers often have floating point precision issues where
// `window.devicePixelRatio` ends up being something like `1.100000023841858` for example, when
// it's actually 1.1. Ceiling may causes blurriness as the backing canvas image is 1 pixel too
// large for the canvas element size.
this.dimensions.canvasHeight = Math.round(this.dimensions.scaledCanvasHeight / this._devicePixelRatio);
this.dimensions.canvasWidth = Math.round(this.dimensions.scaledCanvasWidth / this._devicePixelRatio);
// this.dimensions.scaledCanvasHeight = this.dimensions.canvasHeight * devicePixelRatio;
// this.dimensions.scaledCanvasWidth = this.dimensions.canvasWidth * devicePixelRatio;
// Get the _actual_ dimensions of an individual cell. This needs to be
// derived from the canvasWidth/Height calculated above which takes into
// account window.devicePixelRatio. CharMeasure.width/height by itself is
// insufficient when the page is not at 100% zoom level as CharMeasure is
// measured in CSS pixels, but the actual char size on the canvas can
// differ.
// this.dimensions.actualCellHeight = this.dimensions.canvasHeight / this._terminal.rows;
// this.dimensions.actualCellWidth = this.dimensions.canvasWidth / this._terminal.cols;
// This fixes 110% and 125%, not 150% or 175% though
// Get the CSS dimensions of an individual cell. This needs to be derived from the calculated
// device pixel canvas value above. CharMeasure.width/height by itself is insufficient when the
// page is not at 100% zoom level as CharMeasure is measured in CSS pixels, but the actual char
// size on the canvas can differ.
this.dimensions.actualCellHeight = this.dimensions.scaledCellHeight / this._devicePixelRatio;
this.dimensions.actualCellWidth = this.dimensions.scaledCellWidth / this._devicePixelRatio;
}
private _setCanvasDevicePixelDimensions(width: number, height: number): void {
if (this.dimensions.scaledCanvasWidth === width && this.dimensions.scaledCanvasHeight === height) {
return;
}
this.dimensions.scaledCanvasWidth = width;
this.dimensions.scaledCanvasHeight = height;
this._canvas.width = width;
this._canvas.height = height;
this._requestRedrawViewport();
}
private _requestRedrawViewport(): void {
this._onRequestRedraw.fire({ start: 0, end: this._terminal.rows - 1 });
}