<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Core/VideoBackends/D3D12/DX12Context.cpp, branch 2603</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>AudioCommon / VideoBackends / WinUpdater - cleanup WRL code</title>
<updated>2025-11-22T00:23:39+00:00</updated>
<author>
<name>oltolm</name>
<email>oleg.tolmatcev@gmail.com</email>
</author>
<published>2025-11-19T22:17:31+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=58b3c14c2345fc4a867cb672f3619d4a8ee84af4'/>
<id>58b3c14c2345fc4a867cb672f3619d4a8ee84af4</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends: allow custom pixel uniforms to be passed to the vertex shader as well</title>
<updated>2025-08-17T23:55:40+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-08-16T20:07:24+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=0e73a012796cf87fb1ea86488c630e57d53d273d'/>
<id>0e73a012796cf87fb1ea86488c630e57d53d273d</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends: Use DXGI 1.6 and D3D11_4</title>
<updated>2025-02-02T08:02:35+00:00</updated>
<author>
<name>Xphalnos</name>
<email>164882787+Xphalnos@users.noreply.github.com</email>
</author>
<published>2025-02-01T16:49:24+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c9bd6a13a9b08b1a61d04349e460681ef8087435'/>
<id>c9bd6a13a9b08b1a61d04349e460681ef8087435</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D12: Fix out of bounds root parameter index when per-pixel lighting is disabled</title>
<updated>2025-01-15T06:30:31+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2025-01-15T06:00:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=64514bd8d4de45305788ebbdcf576034cf77bcf8'/>
<id>64514bd8d4de45305788ebbdcf576034cf77bcf8</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends / VideoCommon: add new uniform buffer object for custom shader materials (slot 3, geometry shader buffer moves to slot 4 if available)</title>
<updated>2023-10-06T07:17:42+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-09-20T00:29:38+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b6d321bfb176b8296d9b128d3bb23da5b1a9124c'/>
<id>b6d321bfb176b8296d9b128d3bb23da5b1a9124c</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends: add support for cube maps for OGL, Vulkan, and D3D</title>
<updated>2023-07-22T00:09:40+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-07-22T00:09:40+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e892b7f1ac426fdc8a3ac1fa28026b86cc06279b'/>
<id>e892b7f1ac426fdc8a3ac1fa28026b86cc06279b</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted.</title>
<updated>2023-06-18T22:34:42+00:00</updated>
<author>
<name>Filoppi</name>
<email>filippotarpini@hotmail.it</email>
</author>
<published>2023-06-10T08:48:05+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a2702c6e27f72d227f4892561ae45915a99096e5'/>
<id>a2702c6e27f72d227f4892561ae45915a99096e5</id>
<content type='text'>
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 &lt;EndlesslyFlowering@protonmail.com&gt;
Co-authored-by: Dogway &lt;lin_ares@hotmail.com&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
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 &lt;EndlesslyFlowering@protonmail.com&gt;
Co-authored-by: Dogway &lt;lin_ares@hotmail.com&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>Video: Fix crash when getting the AA modes</title>
<updated>2023-06-07T23:46:08+00:00</updated>
<author>
<name>Filippo Tarpini</name>
<email>filippotarpini@hotmail.it</email>
</author>
<published>2023-06-07T23:46:08+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=80d12e3e88c6d58b00e0828b3cd9fb7489b6e7ba'/>
<id>80d12e3e88c6d58b00e0828b3cd9fb7489b6e7ba</id>
<content type='text'>
DX12 would often crash when starting and stopping the emulation many times, due to the device enumerator failing for some reason. Checking for success fixes it.</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
DX12 would often crash when starting and stopping the emulation many times, due to the device enumerator failing for some reason. Checking for success fixes it.</pre>
</div>
</content>
</entry>
<entry>
<title>Embrace nullptr over NULL and 0</title>
<updated>2023-04-15T21:07:05+00:00</updated>
<author>
<name>get</name>
<email>45425365+Minty-Meeo@users.noreply.github.com</email>
</author>
<published>2023-04-15T04:55:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a5d06fde4b597d93750ba29bc2db83401fe431f7'/>
<id>a5d06fde4b597d93750ba29bc2db83401fe431f7</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: add constant value to set the allowed maximum number of pixel samplers</title>
<updated>2023-02-10T06:46:11+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-02-10T06:28:06+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=af313f84198d2eb52690b406164eebcb1866d251'/>
<id>af313f84198d2eb52690b406164eebcb1866d251</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
</feed>
