dolphin/Source/Core/VideoBackends/D3D
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
..
CMakeLists.txt Implement AbstractGfx for Dx11 2023-01-31 19:41:24 +13:00
D3DBase.cpp Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. 2023-06-19 01:34:42 +03:00
D3DBase.h Make all custom fmt::formatter's format functions const 2022-01-13 11:11:08 -08:00
D3DBoundingBox.cpp D3D: update BoundingBox to match generated shader code 2022-06-24 18:09:53 -05:00
D3DBoundingBox.h VideoCommon: Abstract bounding box 2021-10-04 15:51:24 -04:00
D3DGfx.cpp Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. 2023-06-19 01:34:42 +03:00
D3DGfx.h VideoBackends: add support to allow rendering to multiple output textures 2023-06-03 14:52:31 -05:00
D3DMain.cpp Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. 2023-06-19 01:34:42 +03:00
D3DNativeVertexFormat.cpp Implement AbstractGfx for Dx11 2023-01-31 19:41:24 +13:00
D3DPerfQuery.cpp Divide by MSAA for PerfQuery in all backends. 2023-03-14 02:13:25 +01:00
D3DPerfQuery.h VideoBackends: Rename query_type to query_group 2022-11-29 23:14:23 +01:00
D3DState.cpp VideoBackends: add support to allow rendering to multiple output textures 2023-06-03 14:52:31 -05:00
D3DState.h VideoBackends: rework d3d11 to specify samplers/bound textures using a bitset with a constant size, instead of hardcoding each individual enumeration value 2023-02-24 11:32:48 -06:00
D3DSwapChain.cpp Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. 2023-06-19 01:34:42 +03:00
D3DSwapChain.h treewide: convert GPLv2+ license info to SPDX tags 2021-07-05 04:35:56 +02:00
D3DVertexManager.cpp Implement AbstractGfx for Dx11 2023-01-31 19:41:24 +13:00
D3DVertexManager.h VideoBackends/D3D11: Simplify vertex attribute code 2022-11-23 13:45:43 -08:00
DXPipeline.cpp VideoCommon: store the configuration used to create the AbstractPipeline on the pipeline itself, so that it's easy to duplicate pipelines with slightly altered configuration 2023-02-09 02:13:53 -06:00
DXPipeline.h VideoCommon: store the configuration used to create the AbstractPipeline on the pipeline itself, so that it's easy to duplicate pipelines with slightly altered configuration 2023-02-09 02:13:53 -06:00
DXShader.cpp VideoBackends/D3D11: Include HRESULT in error messages 2022-01-09 12:44:15 -08:00
DXShader.h VideoBackends / VideoCommon: allow the ability to set debug names for shaders / textures. These names are visible in applications like RenderDoc 2021-08-30 13:47:48 -05:00
DXTexture.cpp VideoBackends: add support to allow rendering to multiple output textures 2023-06-03 14:52:31 -05:00
DXTexture.h VideoBackends: add support to allow rendering to multiple output textures 2023-06-03 14:52:31 -05:00
VideoBackend.h VideoCommon: Pass WindowSystemInfo to InitBackendInfo 2023-06-08 22:07:39 -07:00