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Add some issue numbers for TODOs from #3468 #3931

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Dec 12, 2019
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8 changes: 4 additions & 4 deletions doc/cascadia/profiles.schema.json
Original file line number Diff line number Diff line change
Expand Up @@ -509,6 +509,10 @@
],
"type": "string"
},
"experimental.retroTerminalEffect": {
"description": "When set to true, enable retro terminal effects.",
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"This is an experimental feature, and its continued existence is not guaranteed."

"type": "boolean"
},
"fontFace": {
"default": "Consolas",
"description": "Name of the font face used in the profile.",
Expand Down Expand Up @@ -564,10 +568,6 @@
],
"type": "string"
},
"retroTerminalEffect": {
"description": "When set to true, enable retro terminal effects.",
"type": "boolean"
}
"selectionBackground": {
"$ref": "#/definitions/Color",
"description": "Sets the selection background color of the profile. Overrides selection background set in color scheme if colorscheme is set. Uses hex color format: \"#rrggbb\"."
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2 changes: 2 additions & 0 deletions src/cascadia/TerminalControl/TermControl.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -521,6 +521,8 @@ namespace winrt::Microsoft::Terminal::TerminalControl::implementation
// Tell the DX Engine to notify us when the swap chain changes.
dxEngine->SetCallback(std::bind(&TermControl::SwapChainChanged, this));

// TODO:GH#3927 - Make it possible to hot-reload this setting. Right
// here, the setting will only be used when the Temrinal is initialized.
dxEngine->SetRetroTerminalEffects(_settings.RetroTerminalEffect());

THROW_IF_FAILED(dxEngine->Enable());
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2 changes: 1 addition & 1 deletion src/renderer/dx/DxRenderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -223,7 +223,7 @@ HRESULT DxEngine::_SetupTerminalEffects()
// Prepare shaders.
auto vertexBlob = _CompileShader(screenVertexShaderString, "vs_5_0");
auto pixelBlob = _CompileShader(screenPixelShaderString, "ps_5_0");
// TODO: move the shader files to to hlsl files and package their
// TODO:GH#3928 move the shader files to to hlsl files and package their
// build output to UWP app and load with these.
// ::Microsoft::WRL::ComPtr<ID3DBlob> vertexBlob, pixelBlob;
// RETURN_IF_FAILED(D3DReadFileToBlob(L"ScreenVertexShader.cso", &vertexBlob));
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6 changes: 3 additions & 3 deletions src/renderer/dx/ScreenPixelShader.h
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,7 @@ float4 Blur(Texture2D input, float2 tex_coord, float sigma)

int sampleCount = 13;

for (int x = 0; x < sampleCount; x++)
for (int x = 0; x < sampleCount; x++)
{
float2 samplePos = { 0, 0 };

Expand All @@ -53,7 +53,7 @@ float4 Scanline(float4 color, float4 pos)
{
float wave = SquareWave(pos.y);

// TODO make this configurable.
// TODO:GH#3929 make this configurable.
// Remove the && false to draw scanlines everywhere.
if (length(color.rgb) < 0.2 && false)
{
Expand All @@ -69,7 +69,7 @@ float4 main(float4 pos : SV_POSITION, float2 tex : TEXCOORD) : SV_TARGET
{
Texture2D input = shaderTexture;

// TODO Make these configurable in some way.
// TODO:GH#3930 Make these configurable in some way.
float4 color = input.Sample(samplerState, tex);
color += Blur(input, tex, 2)*0.3;
color = Scanline(color, pos);
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