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Support renderer fast presents #9961
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opened 2026-01-31 02:08:31 +00:00 by claunia
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Reference: starred/terminal#9961
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Originally created by @mrange on GitHub (Aug 1, 2020).
Description of the new feature/enhancement
The current renderer has a complex workflow in order to render a frame. If one are looking into providing animated backgrounds or terminal effects that require high FPS rates the process is too slow especially since terminal effects disables partial (faster) repaints.
In addition; in
DxRenderer.cppthere is lot of copying back-n-forth between forward and back buffer to enable partial updates and terminal effects.This proposal is to:
DxRenderer.I realize this is probably not high on the list of "need to" stuff but if the retro terminal effects is a thing I think it makes sense to make it render fast enough to support other cool scenarios.
Proposed technical implementation details (optional)
Proposed design
@zadjii-msft commented on GitHub (Aug 3, 2020):
Huh, I like the idea. I know that we've been tossing around ideas for making the retro effect work with differential drawing for a bit now, but this might be cleaner. I'm gonna summon @miniksa to get his thoughts on your spec (and fork), since he's our rendering expert
@mrange commented on GitHub (Aug 16, 2020):
Hi. Anyone had a chance to look at the proposal?
@miniksa commented on GitHub (Aug 17, 2020):
I'll read this today. Sorry for the delay.
@miniksa commented on GitHub (Aug 17, 2020):
I like the initial proposal.
I'm not sure where the assertion that the existing slow workflow is too slow for 60fps comes from. Is that specifically in the context of when a shader is applied? I don't think I've seen the partial rendering stalling us below 60fps on my machine for simple text...
I don't mind the texture idea. It's not a problem if we use MORE of DX11 than before. The whole point of moving to DX was that we'd use more and more of it over time anyway. Also, having a sort of backing buffer that is drawn to and then composing it on the front is fine. I think I did something like that in the GDI renderer.
Regarding the proposed impl:
big.txt.For the fast present impl:
A. For the renderers that don't support it, we generally return
S_FALSEnotS_OK.S_FALSEis still aSUCCEEDED()value, but it says that nothing was done or nothing needed to be done.B. I feel like in lieu of using the frame limiting number for the
FastPresentfunction if this shouldn't just be tied up with theWaitUntilCanRendermethod which would allow aFastPresentto be called every time the Waitable swap chain says it's ready until another the rest of the terminal is ready for a repaint and regularPresent. Additionally... I wonder if we can't just haveFastPresentandPresentbe the same thing with each renderer realizing it either can re-present the previous frame or that it should just S_FALSE until someone paints again. That saves adding another interface method and might simplify thethread.cpploop/conditions.Finally, we should continue to use
Present1()where possible. There are significant performance advantages realized in the rest of the system rendering pipeline (specifically DirectComposition, the DWM, and any aware application that can use the additional metadata to do partial presentation such as Remote Desktop) by passing that data. I don't mind usingPresentfor shaders enabled, but the common high-performance case must continue to usePresent1.@mrange commented on GitHub (Aug 17, 2020):
WRT to Present1. I don't think Present1 is compatible with full screen shader effects but it could be possible to retain the current workflow and then have a separate workflow when shaders enabled. However, the drawback would be increased code-complexity.
With fullscreen refresh needed for the current implementation of how shaders are enabled it feels that repainting the full frame and then apply a destructive shader effect on the full frame feels like it unnecessary wasteful compared to just applying a pixel shader on a pre existing texture.
With that said I only have Debug built on my machine (disk space issues) and Debug is kind of sluggish at least for me.
Retaining the existing workflow and having a separate flow for pixel shaders is a significant change and it will take me some time to produce a working prototype.
@miniksa commented on GitHub (Aug 18, 2020):
It's okay if
Present1isn't compatible with full screen shader effects. This is my rationale:Present1can be further compressed by Remote Desktop as the composition system is only notified of changes, therefore Remote Desktop only needs to carry those deltas to the remote machine. If we only usedPresent, Remote Desktop wouldn't get those nice notifications and would have to carry through a lot more data.PresentoverPresent1, it's localized between a strong CPU, GPU, and large capacity bus bandwidth. You also don't have to contend with the bandwidth limitations of a remote scenario.So having it bifurcated to support both user personas is likely what we need.
Also, we do not consider a Debug build as a valid measure of performance characteristics of the Terminal. There are a TON of debug-only logging, tracing, and guard mechanisms that are stripped out on Release. Additionally, the optimizer does quite a bit of work on our codebase that just isn't present in Debug builds. I would very much recommend that you use Release for performance profiling and Debug just for diagnostics, debugging, and trace purposes.
Finally, I agree with you. The destructiveness of the shader effect isn't something I was ever in favor of, but it was a code contribution from outside our core team. And I wasn't willing to hold up going from nothing to something over those details at the time. This is much of why we classified the feature in the
experimentalnamespace: because we knew it would have to be further refined by someone at some future point. And if that someone is YOU and the time is NOW, that's perfectly okay with us!@mrange commented on GitHub (Aug 18, 2020):
I aware that DEBUG in C++ is very sluggish compared to RELEASE and I agree it's not a good measurement for good reasons. However, as this is at a conceptual stage currently I haven't bothered to do proper measurement. I guess I shouldn't have mentioned the performance reason without facts.
@mrange commented on GitHub (Aug 18, 2020):
When it comes to
Present1the remote desktop is a good argument and a good test case where I can see the existing code flow being beneficial in terms over the approach in this proposal.@zadjii-msft commented on GitHub (Feb 18, 2021):
We don't really have an issue open already for "re-enable differential drawing when shaders are enabled", do we? I suppose this is the closest one.
I probably should have read this thread closer before I tried messing with the shaders yesterday (
dev/migrie/dol/messing-with-shaders-take-1). Whoops. Well, I guess I know what I'll be looking into next month 😉@zadjii-msft commented on GitHub (Jul 27, 2021):
I'm trying this out this week, and it's really close to working. I'm getting caught up in the scrolling bit though - I definitely don't want to do the
InvalidateAllthing - that's the whole point of the optimization here, to not do that.@mrange do you have any pointers for how to do the
thing you mentioned? Any pointers would be immensely helpful 😄
My WIP branch is
dev/migrie/fhl-2021/differential-pixel-shading, which is branched fromdev/migrie/fhl-2021/more-shader-variables@zadjii-msft commented on GitHub (Jul 28, 2021):
Nevermind, I figured it out. I made two incredibly embarrassing mistakes
ComPtrs by ref into a function. Instead I was copy-constructing new ones, then creating objects into those copies, then assuming the value would persist to the caller. 🤦std::swap🤦That's what I get for trying to write code with a head cold. It works now, and works well. I'm pretty confident you could leave shaders on all the time and not feel the pain with these changes. It even works acceptably to have
cmatrixrunning with retro effects full screen on my slaptop (bless it's little heart)So now
dev/migrie/fhl-2021/differential-pixel-shadinglooks a lot better. I gotta untie those branches but #shipit@lhecker commented on GitHub (Sep 1, 2022):
With #13885 in place, our new text renderer can handle this situation now. Since shading on the GPU is fast, it simply redraws the entire screen on every frame. Sounds slow? With the retro shader enabled rendering my entire 4K monitor worth of content 144 times per second takes up about 2-5% of my GPU load.
It'll ship, enabled by default, in Windows Terminal Preview 1.16 sometime soon. 🙂