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·14 min read·agentty

Why your diff looks grey: a compile-time fix for terminal color

A user sent a photo of a diff where the green + band had turned grey. Four wrong diagnoses later, the answer was 200 lines of colour science that runs entirely at compile time: CIEDE2000 in constexpr, an admissible bound that makes the search provably exact, and a hue constraint that takes grey collapse from 40.5% to 0.0%.

c++colorrenderingdeep-diveterminal

A user sent me a photo of their screen. A diff, rendered in agentty, on Windows Terminal. The removed lines were a vivid red. The added lines — which should have been a matching green — were grey.

"why does the gruvbox diff looks like this on windows terminal and I see a lot of colors looks different"

The same binary, the same theme, the same diff on their other machine looked right. That asymmetry is the whole story, and getting to it took four wrong diagnoses first. This post is the full path, including the dead ends, because the dead ends are where the interesting failures were.


Part 1: four wrong answers

Wrong answer #1: the frame ordering

My first theory was a rendering race. maya (agentty's TUI engine) has a note_theme_swap() method whose docstring says, confidently:

the frame that changed the theme paints the previous palette, and only the NEXT frame looks right. Every other keypress appears to do nothing.

That matched a different symptom the user had mentioned — theme previews not updating — so I wired it into the run loop. Then I did the thing I should have done first: disabled the fix and re-ran my own test.

Identical pass. The test I had written to prove the fix passed without it.

The method was defending against a window the standard render loop doesn't have: view() only builds an Element tree; interning happens inside render(), which already calls retheme() first. The docstring described a bug that wasn't there, and I'd taken it as evidence.

The user had told me at the start: only code is truth. I then trusted a comment. Worse — comments don't just fail to describe code that changed, they can describe bugs that never existed.

Wrong answer #2: the memo caches

Next suspect: three thread_local Element caches in the tool-timeline renderer. None of their keys mentioned the theme, and nothing cleared them on a switch. Obvious stale-cache bug.

I wrote a probe to prove it. It came back green — the cached Elements store symbolic Color::slot(...) values that resolve at paint time, so a retheme recolours them correctly. The property was load-bearing and nothing else asserted it, so the probe stayed as a regression guard. But the theory was dead.

Wrong answer #3: Windows console handles

Then a real bug, for the wrong person. is_tty() on Windows was:

DWORD mode;
return ::GetConsoleMode(h, &mode) != 0;

Under MSYS2, Git Bash or ConPTY, fds 0/1 are named pipes carrying VT bytes, not console handles. GetConsoleMode fails, is_tty returns false, and detect_tier() returns Mono — which collapses every named scheme to native and drops diff bands entirely.

This is genuinely broken, and it's the same root cause as an MSYS2 crash fixed in maya months earlier — the terminal layer learned about pipe mode, is_tty() never did. I fixed it, and added the ordering fix it implied: a host that names itself (WT_SESSION) should outrank a file-descriptor probe, because "I am Windows Terminal" is a property of the thing drawing pixels and tty is a property of an fd.

Then the user said:

actually im windows terminal logged into a linux machine using linux build

isatty() on Linux works fine. Wrong code path entirely.

Wrong answer #4: my own measurements were poisoned

While chasing tier detection I ran a probe that reported Mono for every terminal configuration — including truecolor. Smoking gun!

It was my own tool sandbox. It sets NO_COLOR=1 and TERM=dumb so command output is clean, and those had been contaminating every measurement I'd taken. Cleared, the user's exact environment resolves correctly to TrueColor.

Four theories, four failures, one lesson each: don't trust comments, don't trust a fix you haven't tried removing, don't trust a code path you haven't confirmed executes, and don't trust a measurement from a dirty environment.


Part 2: the actual bug

With detection ruled out, I did the boring thing and printed what the code actually computes. maya's diff palette is hardcoded truecolor (deliberately — green-means-added is forty years of muscle memory, not a themeable decoration). When the terminal can't show truecolor, degrade() maps it down:

add_bg   rgb=( 10, 61, 28)  →  48;5;235   (grey)
rem_bg   rgb=( 74, 14, 22)  →  48;5;52    (dark red)
hunk_bg  rgb=( 30, 37, 85)  →  48;5;235   (the SAME grey)

There it is. The green band and the hunk header both quantise to index 235, a neutral grey. Only red survives.

The algorithm was the one nearly every terminal app uses: snap each channel to the nearest level of the 6×6×6 cube, separately compute the nearest entry on the 24-step greyscale ramp, take whichever is closer in RGB Euclidean distance.

And here's the part that makes it a good bug — the grey is genuinely closer:

add_bg  src=(10, 61, 28)
  current → 235 (38,38,38)   err = 1413
  best cube → 22 (0,95,0)    err = 2040

The code isn't buggy. It computes exactly what it claims. The metric is wrong. RGB Euclidean distance treats a hue change and a lightness change as equally costly, and the 6×6×6 cube's dark colors jump in steps of ~40 per channel while the grey ramp has 24 finely-spaced entries. A dark saturated color lands between cube entries and falls into the ramp.

Red escapes only by luck — its red channel is big enough to reach cube entry 52.

I measured the damage across 1200 dark saturated colors (L\* < 40, the regime diff bands live in):

metric→ collapses to greymean hue error
RGB (what we shipped)43.0%51.1°

Forty-three percent of dark saturated colors lose their hue entirely.


Part 3: what the state of the art actually is

My first instinct was to invent a fix — gate the grey ramp behind a saturation check. The user pushed back:

no research the sota solution of this

Fair. So I went and looked instead of guessing.

The literature is clear and the production implementations agree:

  • chafa, the reference terminal graphics quantiser, ships --color-space din99d explicitly for this, documented as "more accurate color representation."
  • DIN99d (Cui et al. 2002) is a true uniform coordinate space: X′ pre-rotation, 50° rotation in the a-b plane, log chroma compression. Because it's a coordinate space, nearest-neighbour is plain Euclidean distance — cheap, and precomputable.
  • CIEDE2000 (CIE 142-2001) scores better on observer data and is the CIE standard, but it's a pairwise formula, not a space. You can't precompute coordinates; every lookup runs the full formula with hue-rotation and interaction terms.
  • CAM16-UCS is the current best UCS academically. Oklab is optimised for hue uniformity but explicitly not for difference prediction.

So the field's answer is DIN99d, chosen not because it's most accurate but because it's fast enough. CIEDE2000 costs two cube roots, an atan2, five cosines, an exp and two 7th powers per comparison, times 240 candidates, on a path that runs per styled span.

I measured all four on the actual problem:

metric→ greymean ΔHuep95 ΔHue
RGB43.0%51.1°161.0°
CIELAB7613.8%24.1°138.0°
DIN99d11.0%19.2°109.9°
CIEDE20005.7%14.5°36.0°

CIEDE2000 wins decisively. The question is whether we can afford it.


Part 4: we can afford it, because the palette is fixed

Here's the insight that changes the economics: the xterm-256 palette is known at compile time. It has never changed and never will. So I don't need a fast metric — I need the slowest, most accurate metric, evaluated during translation.

The formula runs at compile time — on every compiler

P0533R9 makes <cmath> constexpr in C++26, and GCC 16 implements it. My first version leaned on that, and it was wrong to: GCC 16 is one compiler. Clang and MSVC don't ship it, and CI told me so the moment it saw the commit — dozens of "constexpr variable must be initialized by a constant expression" across three jobs.

A header that silently needs one vendor's bleeding edge isn't portable, it's lucky. So the eight transcendentals — sqrt, cbrt, exp, log, pow, sin, cos, atan2 — are implemented in the header. They aren't a general math library: each is range-specialised to what this file actually needs, and verified against std:: over exactly those ranges.

The one that needs care is atan. A naive Taylor series is catastrophic near |x| = 1 — which is precisely where hue angles at 45° multiples land. Two reductions fix it: reciprocal for |x| > 1, then the tan(π/6) addition formula, so the series never sees an argument above tan(π/12):

if (x > 0.26794919243112270647) {          // tan(pi/12)
    x = (x * kSqrt3 - 1.0) / (kSqrt3 + x);
    add = kPi / 6.0;
}

Worst relative error across all eight, over the ranges used: 1.2e-12 — against a metric whose just-noticeable difference is ~1.0 in units of tens.

So the entire CIEDE2000 formula evaluates during translation, on any conforming C++23 compiler. Every palette entry's CIELAB coordinates are baked into the binary. Zero runtime conversion cost, and the numbers are bit-identical on every platform because they're never computed on the target.

The formula has three traps, and static_assert catches them

CIEDE2000 is notoriously easy to implement almost correctly. Sharma, Wu & Dalal published reference test data precisely because a plausible implementation agrees with a correct one almost everywhere and diverges on three specific cases: the hue-mean discontinuity at 180°, the chroma-zero degenerate case, and the hue-rotation term.

My first implementation failed case 5. The static_assert caught it before the binary existed:

static_assert(close(ciede2000({50.0000,  2.4900, -0.0010},
                              {50.0000, -2.4900,  0.0009}), 7.1792));

A colour-difference formula that is wrong is wrong at build time. There's no reason to let a binary that computes it incorrectly exist.

An admissible bound makes the search exact and short

Even at compile time, 240 CIEDE2000 evaluations per color is slow enough to matter for build times. But the formula's structure gives us a free optimisation.

The lightness term is $|\Delta L| / S_L$, where

$$S_L = 1 + \frac{0.015(L-50)^2}{\sqrt{20 + (L-50)^2}}$$

which is maximised at the ends of the lightness range, where $(L-50)^2 = 2500$:

$$S_L \le 1 + \frac{0.015 \cdot 2500}{\sqrt{2520}} = 1.74703$$

Since the total can't be smaller than its lightness term alone:

$$\Delta E_{00} \ge \frac{|\Delta L|}{1.74703}$$

That's an admissible heuristic in the A\* sense — it never overestimates. So walk the palette seeded by the nearest-in-lightness entry, then skip any candidate whose lightness alone already exceeds the incumbent:

for (std::size_t i = 0; i < kPalette256Size; ++i) {
    const double dl = std::fabs(kPalette256[i].lab.L - s.L);
    if (dl / kMaxSL >= best_d) continue;      // admissible: cannot win
    const double d = ciede2000(s, kPalette256[i].lab);
    if (d < best_d) { best_d = d; best = kPalette256[i].index; }
}

This is branch and bound, not approximation. Verified: 0 mismatches against exhaustive search across 636,056 colors, at ~50 evaluations instead of 240.


Part 5: still not good enough

At this point I had a provably-exact CIEDE2000 matcher, and it was still losing 6.9% of dark saturated colors to grey. The user asked:

can we do better first?

The search was already optimal, so "better" had to mean a better objective. And thinking about what ΔE₀₀ actually optimises, the problem is obvious:

ΔE₀₀ asks "which palette entry is closest overall", trading lightness, chroma and hue against each other as though they were equally valuable.

They are not. In a terminal UI:

  • A band that is too light still reads as an added line.
  • A band that has turned grey does not read as anything.

Hue carries the meaning — green/red/blue is the entire semantic content of a diff gutter, a syntax token, a status chip. Lightness and chroma are presentation. Optimising a scalar that averages them is answering the wrong question correctly.

So the objective becomes lexicographic: among the candidates that keep the hue, take the perceptually nearest. Fall back to unconstrained only when the palette genuinely can't honour it.

if (sc >= kChromaThreshold) {
    const double sh = hue_of(s);
    for (std::size_t i = 0; i < kPalette256Size; ++i) {
        const Lab& c = kPalette256[i].lab;
        if (chroma_of(c) < sc * kChromaFloor) continue;          // washed out
        if (hue_delta(hue_of(c), sh) > kHueTolerance) continue;  // wrong hue
        // ... perceptually nearest among survivors
    }
}

This is not a new idea — it's what hue-preserving gamut mapping has done since CIE 156:2004, and what ICC perceptual rendering intent has done since the '90s. Map into gamut along constant-hue lines; sacrifice lightness and chroma rather than hue. I'd rediscovered a standard. What's new is only applying it to terminal quantisation, where the cost had always been prohibitive.

The parameters were swept, not guessed

hue tolerance→ greymean ΔHuemean ΔE₀₀ cost
∞ (pure ΔE₀₀)2.1%8.2°
60°0.0%6.9°+0.06
30°0.0%6.6°+0.08
10°0.0%3.9°+1.69

30° is the knee. Grey collapse is already eliminated and the ΔE₀₀ cost is 0.08 — an order of magnitude below the ~1.0 just-noticeable difference, i.e. imperceptible. Tightening to 10° halves hue error again but costs 1.7 ΔE₀₀, which is visible as a lightness shift.

Safety: it must not invent hue

The obvious risk is a constraint that fabricates colour where none exists. So the lock is gated on chroma — below C\* = 12 the source has no meaningful hue, the grey ramp is the correct answer, and the constraint is bypassed entirely.

Verified: true neutrals reach the grey ramp at 60.3% with the lock on and 60.3% with it off. Bit-identical. The constraint is provably inert where it should be.

And a proof I'd missed the first time around — preserving each hue individually isn't sufficient if two bands still collide:

static_assert(nearest_256(0x0A,0x3D,0x1C) != nearest_256(0x1E,0x25,0x55),
              "add and hunk stay distinguishable");
static_assert(nearest_256(0x28,0x28,0x28)
              == nearest_256_unconstrained(0x28,0x28,0x28),
              "the lock is inert on neutrals");

"Added" and "changed" rendering identically is the same failure in a different place.


The result

→ collapses to greymean hue errorp95 hue error
per-channel snap + RGB40.5%50.1°166.5°
CIEDE2000 alone6.9%15.1°52.3°
chroma-locked0.0%10.0°25.2°

Your diff bands, concretely:

bandbeforeafter
add_bg green235 (grey)22 (green)
rem_bg red52 (red)52 (red)
hunk_bg navy235 (grey)17 (navy)
a real grey235 (grey)235 (grey) ✓

23 static_asserts, header compiles in 0.33s, 662/662 maya tests and 870/870 agentty tests green.


What this isn't

It's worth being precise about novelty, because it's tempting to oversell.

Hue-preserving gamut mapping is CIE 156:2004. CIEDE2000 is CIE 142-2001. Branch-and-bound with an admissible bound is textbook A\*. Compile-time lookup tables date to C++11. Every ingredient is established.

What's arguably new is narrow: applying gamut-mapping discipline to terminal quantisation (a domain that had been using per-channel snapping), and the fact that C++26's constexpr <cmath> makes full CIEDE2000 free at the point of use. That's a transfer between fields plus a language feature — not a contribution to colour science.

The honest framing: known colour science, correctly applied to a domain that had been using a crude heuristic. The numbers are real and measured against the thing it replaces. That's a good engineering result, and it's enough.

What actually cost the most

Not the colour science — that was a day of measurement once I knew what to measure. The expensive part was the four wrong diagnoses, and every one of them failed the same way: I believed something instead of checking it.

A docstring that described a bug that didn't exist. A cache theory I hadn't probed. A code path I hadn't confirmed was reachable. A measurement from an environment I hadn't inspected.

The fix that finally worked came from printing what the code computed and comparing it to what it should compute. Three lines of output:

add_bg   rgb=( 10, 61, 28)  →  48;5;235   (grey)

Everything after that was straightforward — with one more lesson at the end. The first version of the fix shipped green on my machine and broke Clang and MSVC instantly, because I'd built it on the one compiler that implements C++26's constexpr <cmath>. "It compiles" is a claim about your toolchain, not about your code. CI is the only thing that knows the difference, and it took 90 seconds to tell me what I'd assumed for a day.