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Replace newline literal in AtlasEngine Readme with <br> tag (#19041)
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src/renderer/atlas/README.md

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```mermaid
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graph TD
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RenderThread["RenderThread (base/thread.cpp)\n<small>calls Renderer::PaintFrame() x times per sec</small>"]
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Renderer["Renderer (base/renderer.cpp)\n<small>breaks the text buffer down into GDI-oriented graphics\nprimitives (#quot;change brush to color X#quot;, #quot;draw string Y#quot;, ...)</small>"]
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RenderEngineBase[/"RenderEngineBase\n(base/RenderEngineBase.cpp)\n<small>abstracts 24 LOC 👻</small>"\]
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RenderThread["RenderThread (base/thread.cpp)<br><small>calls Renderer::PaintFrame() x times per sec</small>"]
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Renderer["Renderer (base/renderer.cpp)<br><small>breaks the text buffer down into GDI-oriented graphics<br>primitives (#quot;change brush to color X#quot;, #quot;draw string Y#quot;, ...)</small>"]
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RenderEngineBase[/"RenderEngineBase<br>(base/RenderEngineBase.cpp)<br><small>abstracts 24 LOC 👻</small>"\]
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GdiEngine["GdiEngine (gdi/...)"]
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subgraph AtlasEngine["AtlasEngine (atlas/...)"]
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AtlasEngine.cpp["AtlasEngine.cpp\n<small>Implements IRenderEngine text rendering API\nbreaks GDI graphics primitives down into DWRITE_GLYPH_RUNs</small>"]
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AtlasEngine.api.cpp["AtlasEngine.api.cpp\n<small>Implements the parts run inside the console\nlock (many IRenderEngine setters)<small>"]
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AtlasEngine.r.cpp["AtlasEngine.r.cpp\n<small>Implements the parts run\noutside of the console lock<small>"]
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Backend.cpp["Backend.cpp\n<small>Implements common functionality/helpers</small>"]
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BackendD2D.cpp["BackendD2D.cpp\n<small>Pure Direct2D text renderer (for low latency\nremote desktop and older/no GPUs)</small>"]
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BackendD3D.cpp["BackendD3D.cpp\n<small>Custom, performant text renderer\nwith our own glyph cache</small>"]
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AtlasEngine.cpp["AtlasEngine.cpp<br><small>Implements IRenderEngine text rendering API<br>breaks GDI graphics primitives down into DWRITE_GLYPH_RUNs</small>"]
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AtlasEngine.api.cpp["AtlasEngine.api.cpp<br><small>Implements the parts run inside the console<br>lock (many IRenderEngine setters)<small>"]
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AtlasEngine.r.cpp["AtlasEngine.r.cpp<br><small>Implements the parts run<br>outside of the console lock<small>"]
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Backend.cpp["Backend.cpp<br><small>Implements common functionality/helpers</small>"]
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BackendD2D.cpp["BackendD2D.cpp<br><small>Pure Direct2D text renderer (for low latency<br>remote desktop and older/no GPUs)</small>"]
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BackendD3D.cpp["BackendD3D.cpp<br><small>Custom, performant text renderer<br>with our own glyph cache</small>"]
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end
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RenderThread --> Renderer
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```mermaid
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graph TD
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Render --> _drawCursorPart1["_drawCursorPart1\nruns before _drawText\ndraws cursors that are behind the text"]
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Render --> _drawCursorPart2["_drawCursorPart2\nruns after _drawText\ndraws inverted cursors"]
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Render --> _drawCursorPart1["_drawCursorPart1<br>runs before _drawText<br>draws cursors that are behind the text"]
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Render --> _drawCursorPart2["_drawCursorPart2<br>runs after _drawText<br>draws inverted cursors"]
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_drawCursorPart1 -.->|_cursorRects| _drawCursorPart2
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```
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@@ -81,26 +81,26 @@ graph TD
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foreachFont --> foreachGlyph(("for each glyph"))
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foreachGlyph --> foreachGlyph
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foreachGlyph --> _glyphAtlasMap[("font/glyph-pair lookup in\nglyph cache hashmap")]
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foreachGlyph --> _glyphAtlasMap[("font/glyph-pair lookup in<br>glyph cache hashmap")]
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_glyphAtlasMap --> drawGlyph
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drawGlyph --> _appendQuad["_appendQuad\n<small>stages the glyph for later drawing</small>"]
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drawGlyph --> _appendQuad["_appendQuad<br><small>stages the glyph for later drawing</small>"]
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_glyphAtlasMap --> _appendQuad
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subgraph drawGlyph["if glyph is missing"]
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_drawGlyph["_drawGlyph\n<small>(defers to _drawSoftFontGlyph for soft fonts)</small>"]
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_drawGlyph["_drawGlyph<br><small>(defers to _drawSoftFontGlyph for soft fonts)</small>"]
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_drawGlyph -.->|if glpyh cache is full| _drawGlyphPrepareRetry
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_drawGlyphPrepareRetry --> _flushQuads["_flushQuads\n<small>draws the current state\ninto the render target</small>"]
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_flushQuads --> _recreateInstanceBuffers["_recreateInstanceBuffers\n<small>allocates a GPU buffer\nfor our glyph instances</small>"]
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_drawGlyphPrepareRetry --> _resetGlyphAtlas["_resetGlyphAtlas\n<small>clears the glyph texture</small>"]
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_resetGlyphAtlas --> _resizeGlyphAtlas["_resizeGlyphAtlas\n<small>resizes the glyph texture if it's still small</small>"]
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_drawGlyphPrepareRetry --> _flushQuads["_flushQuads<br><small>draws the current state<br>into the render target</small>"]
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_flushQuads --> _recreateInstanceBuffers["_recreateInstanceBuffers<br><small>allocates a GPU buffer<br>for our glyph instances</small>"]
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_drawGlyphPrepareRetry --> _resetGlyphAtlas["_resetGlyphAtlas<br><small>clears the glyph texture</small>"]
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_resetGlyphAtlas --> _resizeGlyphAtlas["_resizeGlyphAtlas<br><small>resizes the glyph texture if it's still small</small>"]
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_drawGlyph -.->|if it's a DECDHL glyph| _splitDoubleHeightGlyph["_splitDoubleHeightGlyph\n<small>DECDHL glyphs are split up into their\ntop/bottom halves to emulate clip rects</small>"]
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_drawGlyph -.->|if it's a DECDHL glyph| _splitDoubleHeightGlyph["_splitDoubleHeightGlyph<br><small>DECDHL glyphs are split up into their<br>top/bottom halves to emulate clip rects</small>"]
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end
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foreachGlyph -.-> _drawTextOverlapSplit["_drawTextOverlapSplit\n<small>splits overly wide glyphs up into smaller chunks to support\nforeground color changes within the ligature</small>"]
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foreachGlyph -.-> _drawTextOverlapSplit["_drawTextOverlapSplit<br><small>splits overly wide glyphs up into smaller chunks to support<br>foreground color changes within the ligature</small>"]
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foreachRow -.->|if gridlines exist| _drawGridlineRow["_drawGridlineRow\n<small>draws underlines, etc.</small>"]
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foreachRow -.->|if gridlines exist| _drawGridlineRow["_drawGridlineRow<br><small>draws underlines, etc.</small>"]
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```
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### `_drawSelection`

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