Me: Points out the obvious fact that a monospace terminal renderer requires nothing but a full-screen quad with a pixel shader that fetches glyphs from a coverage atlas. Microsoft:pic.twitter.com/75Kb5fvebL
I'm worried that the baby thinks people can't change.
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Me: Points out the obvious fact that a monospace terminal renderer requires nothing but a full-screen quad with a pixel shader that fetches glyphs from a coverage atlas. Microsoft:pic.twitter.com/75Kb5fvebL
I guess I should write one this weekend? I mean it is literally a pixel shader with two texture lookups - one for the packed cell data, and a dependent read for the ClearType coverage encoding. Where do I pick up my doctoral thesis? Do they have those in the break room on campus?
Never mind that people have already done many doctoral theses on this topic for proportional text, and they rasterize the curves themselves in the god damn pixel shader. Like there are orders-of-magnitude way more hard core text rasterizers out there in _many many publications_.
I expect MS people to ask things like... How do you handle 2+ glyphs per cell, like in: ฉันหวังว่าเคซี่ย์จะประสบความสำเร็จ! إِنْ شَاءَ ٱللَّٰهُ! How does the atlas know under which context each glyph will get hinted and which subpixel XY it will appear at? How to blend ClearType?
2+ you can do either through the cache or by expanding the input texture. I would probably do it through the cache, but I would benchmark it first. ClearType is trivial - you don't have to blend, because the foreground and background colors are both known in the shader.
As for subpixel, since only monospaced fonts are allowed, can you give more detail on the specific situation you believe would lead to the need for subpixel sampling?
Latin codepoint sequences like î̂n̂̂ show the same diacritic at 4 different positions. (Arabic/Thai/Indic generalize this) On low-DPI displays at small sizes a layout engine wants to hint & subpixel-rasterize the glyphs via e.g. DirectWrite/FT. These interact with colouring too.pic.twitter.com/vH52bl5iGI
These get rolled into your cache. This has nothing to do with the renderer, unless you want to actually rasterize in the renderer, which you can also do (and is not actually hard, but I didn't want to suggest that because it already sounded like they were in over their heads)
Thanks, I think I understand the idea then. Appreciate the answers, and I hope someone works on a proof of concept there!
We'll ship a reference rasterizer this weekend. @mmozeiko basically already did all the work in 2-3 hours of his spare time :) I'll just do some Unicode work and support RTL / out-of-cell glyphs, etc.
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