Commit graph

12 commits

Author SHA1 Message Date
iwubcode
3627398cf5 VideoBackends: support multiple compute images for some backends (D3D, OGL, Vulkan) 2023-06-28 17:15:31 -05:00
Filoppi
a2702c6e27 Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted.
To further increase the accuracy of the post process phase, I've added (scRGB) HDR support, which is necessary
to fully display the PAL and NTSC-J color spaces, and also to improve the quality of post process texture samplings and
do them in linear space instead of gamma space (which is very important when playing at low resolutions).
For SDR, the quality is also slightly increased, at least if any post process runs, as the buffer is now
R10G10B10A2 (on Vulkan, DX11 and DX12) if supported; previously it was R8G8B8A8 but the alpha bits were wasted.

Gamma correction is arguably the most important thing as Dolphin on Windows outputted in "sRGB" (implicitly)
as that's what Windows expects by default, though sRGB gamma is very different from the gamma commonly used
by video standards dating to the pre HDR era (roughly gamma 2.35).

Additionally, the addition of HDR support (which is pretty straight forward and minimal), added support for
our own custom AutoHDR shaders, which would allow us to achieve decent looking HDR in Dolphin games without
having to use SpecialK or Windows 11 AutoHDR. Both of which don't necessarily play nice with older games
with strongly different and simpler lighting. HDR should also be supported in Linux.
Development of my own AutoHDR shader is almost complete and will come next.

This has been carefully tested and there should be no regression in any of the different features that Dolphin
offers, like multisampling, stereo rendering, other post processes, etc etc.

Fixes: https://bugs.dolphin-emu.org/issues/8941

Co-authored-by: EndlesslyFlowering <EndlesslyFlowering@protonmail.com>
Co-authored-by: Dogway <lin_ares@hotmail.com>
2023-06-19 01:34:42 +03:00
iwubcode
834f8f7b5c VideoBackends: add support to allow rendering to multiple output textures 2023-06-03 14:52:31 -05:00
Scott Mansell
b7db2510ef Don't discard ConfigChanged callback handle 2023-03-06 00:12:26 +13:00
Pokechu22
4a2d3c83c7 Software: Implement GetSurfaceInfo()
Before, it used a fallback where it returned a default object, where the width and height were set to 0. Presenter::Initialize() used GetSurfaceInfo to set the backbuffer size, then used that size when initializing the on-screen UI (even for the software renderer, where the on-screen UI isn't currently present), which meant that ImGui got a window size of 0 and thus resulted in a failed assertion.

Although BindBackbuffer checks for size changes, it doesn't help because ImGui has already been initialized, and the size hasn't actually changed since initialization occured.

Fixes one aspect of https://bugs.dolphin-emu.org/issues/13172.
2023-03-02 11:08:49 -08:00
Scott Mansell
e009002411 Refactor ClearRegion
And fix bug where opengl was getting the wrong coordinates
2023-02-09 18:36:20 +13:00
Scott Mansell
b753641dd4 Add some descriptions to new classes 2023-01-31 19:41:24 +13:00
Scott Mansell
3ae78b8e76 Also use events for config changed 2023-01-31 19:41:24 +13:00
Scott Mansell
9d125a6e43 Move ConfigChanged out of RenderBase
There is this nice VideoConfig file that's perfect for it
2023-01-31 19:41:24 +13:00
Scott Mansell
f158ff300b Handle VideoSoftware's present fallback better
Not a good idea to abuse bSupportsPostProcessing
2023-01-31 19:41:24 +13:00
Scott Mansell
d37f83ffeb Implement AbstractGfx for Software & Null 2023-01-31 19:41:23 +13:00
Scott Mansell
8a23629345 Split AbstractGfx out of Renderer
Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.

Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.

This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.

(Will not build, this commit only contains changes outside VideoBackends)
2023-01-31 18:46:02 +13:00