From ba76e77d935998e4b128053dcc61d2ed4884cdda Mon Sep 17 00:00:00 2001
From: soaos This week I brought my terminal renderer to the next level by performing text rendering on the GPU.
+
+I first messed around with rendering images to the terminal with Braille characters in like 2022 I
+think? I wrote a simple CLI tool
+that applied a threshold to an input image and output it as Braille characters in the terminal. Here's a recording I took back
+ when I did it.
+
+
+The lowest 6 bits of the pattern map on to a 6-dot braille pattern. However, due
+to historical reasons the 8-dot values were tacked on after the fact, which adds
+a slightly annoying mapping to the conversion process. Either way, it's a lot easier
+than it could be to just read a pixel value, check its brightness, and then use a
+bitwise operation to set/clear a dot.
+
+Comparing the brightnes of a pixel against a constant threshold is a fine way to
+display black and white images, but it's far from ideal and often results in the loss
+of a lot of detail from the original image.
+ By using ordered dithering,
+we
+can preserve much more of the subtleties of the original image. While not the "truest" version of
+dithering possible,
+ordered dithering (and Bayer dithering in particular) provides a few advantages that make it very
+well suited to realtime computer graphics:
+
+ Context
+Unicode Braille
+
+
+
+
+
+ 0
+ 3
+
+
+ 1
+ 4
+
+
+ 2
+ 5
+
+
+
+ 6
+ 7
+ 0x2800 (⠀) and 0x28FF (⣿). In other words, every
+character
+within the block can be represented by changing the value of a single byte.
+Ordered Dithering
+
+
+
+
+
+Feel free to read up on the specifics of threshold maps and stuff, but for the purposes of this little
+explanation it's
+enough to know that it's basically just a matrix of 𝓃⨉𝓃 values between 0 and 1, and then to determine
+whether a pixel (𝓍,𝓎)
+is white or black, you check the brightness against the threshold value at (𝓍%𝓃,𝓎%𝓃) in the map.
+
+My first attempt at realtime terminal graphics with ordered dithering +(I put a video up at the time) +ran entirely on the CPU. I pre-calculated the threshold map at the beginning of execution and ran each +frame +through a sequential function to dither it and convert it to Braille characters. +
++To be honest, I never noticed +any significant performance issues doing this, as you can imagine the image size required to fill a +terminal +screen is signficantly smaller than a normal window. However, I knew I could easily perform the +dithering on the GPU +as a post-processing effect, so I eventually wrote a shader to do that. In combination with another +effect I used to +add outlines to objects, I was able to significantly improve the visual fidelity of the experience. A +good example of +where the renderer was at until like a week ago can be seen in this video. +
++Until now I hadn't really considered moving the text conversion to the GPU. I mean, GPU is for +graphics, +right? I just copied the entire framebuffer back onto the CPU after dithering +and used the same sequential conversion algorithm. Then I had an idea that would drastically reduce the +amount +of copying necessary. +
++What if, instead of extracting and copying the framebuffer every single frame, we "rendered" the text on +the GPU +and read that back instead? Assuming each pixel in a texture is 32 bits (RGBA8), and knowing that +each braille +character is a block of 8 pixels, could we not theoretically shave off at least 7/8 of the bytes +copied? +
++As it turns out, it's remarkably easy to do. I'm using the Bevy engine, +and hooking in a compute node to my existing post-processing render pipeline worked right out of the +box. +I allocated a storage buffer large enough to hold the necessary amount of characters, read it back each +frame, and dumped +the contents into the terminal. +
++I used UTF-32 encoding on the storage buffer because I knew I could easily convert a "wide string" into +UTF-8 before printing it, and +32 bits provides a consistent space to fill for each workgroup in the shader versus a variable-length + encoding like UTF-8. Here's a video of the new renderer working. +Although now that I think about it, I could probably switch to using UTF-16 since all the Braille +characters could be represented +in 2 bytes, and that would be half the size of the UTF-32 text, which is half empty bytes anyways. +
++Okay so I went and tried that but remembered that shaders only accept 32-bit primitive types, so it doesn't matter anyways. This little side quest has been a part of my +broader efforts to revive a project I +spent a lot of time on. I'm taking the opportunity to really dig in and rework some of the stuff I'm not +totally happy with. So there might be quite a few of this kind of post in the near future. Stay tuned. +
+