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<title>dolphin/Source/Core/VideoBackends/D3D12/VideoBackend.cpp, branch 2603</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>VideoBackend: Rename GetName to GetConfigName</title>
<updated>2025-10-14T00:38:20+00:00</updated>
<author>
<name>Dentomologist</name>
<email>dentomologist@gmail.com</email>
</author>
<published>2025-09-23T21:42:59+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=5b4df5ae98494a74e954b7866df1eb4384a81641'/>
<id>5b4df5ae98494a74e954b7866df1eb4384a81641</id>
<content type='text'>
Make the function name more explicit and a better match for
GetDisplayName.

Change NAME to CONFIG_NAME while I'm at it.
</content>
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<pre>
Make the function name more explicit and a better match for
GetDisplayName.

Change NAME to CONFIG_NAME while I'm at it.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: Move backend_info out of VideoConfig struct.</title>
<updated>2025-03-09T07:42:45+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-03-07T20:43:39+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c18c039089bdc27cbccf92a9053ed80bb161a9b9'/>
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</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'/>
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<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>VideoCommon: Pass WindowSystemInfo to InitBackendInfo</title>
<updated>2023-06-09T05:07:39+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2023-03-26T00:16:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c63f0f37cd84d627dd40ace3205c689efc068ac0'/>
<id>c63f0f37cd84d627dd40ace3205c689efc068ac0</id>
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</content>
</entry>
<entry>
<title>Lint fixes</title>
<updated>2023-02-09T05:36:20+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-31T04:29:16+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=31cfe8250d5a27bd586136d0b71b09736861ad7d'/>
<id>31cfe8250d5a27bd586136d0b71b09736861ad7d</id>
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</content>
</entry>
<entry>
<title>Add AbstractGfx for DX12</title>
<updated>2023-01-31T06:41:24+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-29T10:58:54+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=8ad59f8ccf95e5e6906887d40ed30717a33b84f6'/>
<id>8ad59f8ccf95e5e6906887d40ed30717a33b84f6</id>
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</content>
</entry>
<entry>
<title>TextureCache: Refactor with smart pointers</title>
<updated>2023-01-31T05:29:47+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2022-07-25T05:20:33+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=606c18210dd4f651655b2c84e9e332e6c6c6e21b'/>
<id>606c18210dd4f651655b2c84e9e332e6c6c6e21b</id>
<content type='text'>
The whole ownership model was getting a bit of a mess, with a some
of special cases to deal with. And I'm planning to make it even more
complex in the future.
So here is some upfront work to convert it over to reference counted
pointers.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The whole ownership model was getting a bit of a mess, with a some
of special cases to deal with. And I'm planning to make it even more
complex in the future.
So here is some upfront work to convert it over to reference counted
pointers.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends:D3D12: Add support for vertex shader point and line expansion</title>
<updated>2022-10-23T01:13:24+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-10-01T03:12:08+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=1eeba6dccaad0dc74ec380746c0513a4b1cb35a9'/>
<id>1eeba6dccaad0dc74ec380746c0513a4b1cb35a9</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>D3D12: Fix backend multithreading incorrectly being marked as supported</title>
<updated>2022-09-27T02:24:52+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-09-27T02:24:52+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a6c00c7633deefe1d8689fb5d091ee083c6da16e'/>
<id>a6c00c7633deefe1d8689fb5d091ee083c6da16e</id>
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</entry>
<entry>
<title>VideoBackends:D3D12: Dynamic vertex loader support</title>
<updated>2022-09-19T21:28:24+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-06-20T07:55:49+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=dae56a24b8494e71d91b406f38fcbde7244fc8a2'/>
<id>dae56a24b8494e71d91b406f38fcbde7244fc8a2</id>
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