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Graphical glitches when using hardware rendering #15199
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I've tried changing the font and colour scheme but they all produce the same result. The only way to stop the glitch is software rendering. |
You say
but those two use entirely different text renderers by default. Do you have "AtlasEngine" in the "Rendering" settings enabled in Windows Terminal stable (1.16.10262.0)? If so, could you disable that setting? If the issue still happens then, then it's possible your hardware is faulty, because the two text renderers were written independent of each other and have an entirely different architecture. |
After a full work day using Windows Terminal stable with AtlasEngine off I can say that I haven't seen the graphical glitch. I'm now trying with AtlasEngine on and after 10 minutes the glitch hasn't appeared. Using Windows Terminal preview with Atlas Engine at first it all seems good. Then the glitch appears after a short time using the terminal, maybe a minute. Once the glitch appears it stays in that terminal and affects all splits. |
Hmm... the version of AtlasEngine in stable and preview is identical. I wonder if it's maybe a compiler bug? (It wouldn't be our first!) Or some other form of race condition? 1.18 will release with an entirely new version of AtlasEngine, so I'm cautiously optimistic that the issue will be resolved as a side effect. |
I'll tag this one up as "We think it's fixed in 1.18, and we'll come back to validate" |
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I'm also having an issue when using hardware rendering, all text will either render black or as lines about 35% of the time. It'll all render as vertical pipe characters, then sometimes a reflow/refresh will fix it, or typing CLEAR in Ubuntu. NVidia latest drivers, 3080Ti, Win10, happy to help trouble shoot. It stops when disabling hardware rendering. |
@jx Does the issue reproduce on Windows Terminal Preview v1.18.1462.0? |
@lhecker I rolled back my video drivers and can't reproduce this at all. Sorry it took me three weeks! But I can't repro it at all now, so I think there was a problem with the nVidia drivers. I had to roll them back for another reason: one of my monitors kept cutting out and after I swapped the cable and verified nothing was loose, I rolled back the gfx driver. All the issues went away. I'm on 532.03 GR, not Studio drivers. What else would you like me to test? |
Wait wait wait… If you’d like to test anything, please let me know if you find any unusual rendering issues in Windows Terminal Preview 1.18, for instance anything like what OP reported. |
Yes! It all started around the same time but the cutting out of the display was rare and just got worse over a couple of days. Once I rolled back all was golden. Everything works on this version I mentioned including preview. I only run preview builds. |
Hokay so it sounds like the issue @jx was having was related to some nvidia drivers. Otherwise, we're pretty sure this should be fixed on the latest 1.18 build, https://github.com/microsoft/terminal/releases/tag/v1.18.1462.0. @tanc you want to give that build a try to confirm/? |
I'm currently on 1.18.1462.0 presently, no issues here. Hopefully the same is true for @tanc ! |
Unfortunately on Glitches-continued.mp4Whilst on the stable version I have no issues. |
@tanc Can you try this for me? Save this as Texture2D shaderTexture;
SamplerState samplerState;
cbuffer PixelShaderSettings {
float Time;
float Scale;
float2 Resolution;
float4 Background;
};
float4 main(float4 pos : SV_POSITION, float2 tex : TEXCOORD) : SV_TARGET
{
return shaderTexture.Sample(samplerState, tex);
} Then open your {
"profiles":
{
"defaults": {
"experimental.pixelShaderPath": "C:\\foo\\bar\\passthrough.hlsl"
}
}
} Afterwards restart Windows Terminal (just to be sure). Does it still reproduce then? |
I've just left for holiday for three weeks so I can't test as this only happens on my desktop machine. When I get back I'll test and try to put together as much as I can as repro steps |
@lhecker I've just got back and I've added the |
`PaintCursor()` is only called when the cursor is visible, but we need to invalidate the cursor area even if it isn't. Otherwise a transition from a visible to an invisible cursor wouldn't be rendered. I'm confident that this closes #15199 ## Validation Steps Performed * Set blink duration extremely high * Launch pwsh.exe * Press Enter a few times * Press Ctrl+L * There are never 2 cursors visible, not even briefly ✅
`PaintCursor()` is only called when the cursor is visible, but we need to invalidate the cursor area even if it isn't. Otherwise a transition from a visible to an invisible cursor wouldn't be rendered. I'm confident that this closes #15199 ## Validation Steps Performed * Set blink duration extremely high * Launch pwsh.exe * Press Enter a few times * Press Ctrl+L * There are never 2 cursors visible, not even briefly ✅ (cherry picked from commit 60843fa) Service-Card-Id: 90438488 Service-Version: 1.18
Windows Terminal version
1.17.1023
Windows build number
22H2 22622.608
Other Software
No response
Steps to reproduce
Expected Behavior
Expect that the rendering is the same as software mode where there are no glitches.
Actual Behavior
Glitches appear where the cursor appears to lag or doesn't render the character or multiple characters until another key is pressed.
See video for example:
Graphic.glitches.mp4
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