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<title>dolphin/Source/Core/VideoBackends/D3DCommon, branch release-prep-2506a</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<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>
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<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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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;
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<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>
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</entry>
<entry>
<title>Video: add R10B10G10A2 and R16G16B16A16F texture types (needed by PR 11850)</title>
<updated>2023-06-08T00:17:20+00:00</updated>
<author>
<name>Filoppi</name>
<email>filippotarpini@hotmail.it</email>
</author>
<published>2023-06-08T00:17:20+00:00</published>
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</entry>
<entry>
<title>D3DCommon: Remove unused swap chain functions</title>
<updated>2022-08-18T01:16:50+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-08-18T01:16:50+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=3c38f5c1d22c5b15703fe9ae6b3d566a8d426637'/>
<id>3c38f5c1d22c5b15703fe9ae6b3d566a8d426637</id>
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These were added in ea15080d8f59a62ba347ff4c6037116035bc69b4 (which added D3DCommon), but never were used.
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These were added in ea15080d8f59a62ba347ff4c6037116035bc69b4 (which added D3DCommon), but never were used.
</pre>
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</entry>
<entry>
<title>D3DCommon: Add glslang include directories in CMake.</title>
<updated>2022-07-09T22:59:32+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2022-07-09T22:59:32+00:00</published>
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<entry>
<title>VideoBackends / VideoCommon: refactor Vulkan to use new SPIRV functionality</title>
<updated>2022-06-24T23:09:53+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2022-05-25T04:12:47+00:00</published>
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<pre>
</pre>
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<entry>
<title>D3D / VideoCommon: generate HLSL from SPIRV</title>
<updated>2022-06-24T23:09:53+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2022-05-04T05:41:34+00:00</published>
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<pre>
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</entry>
<entry>
<title>cmake: Don't use PCH with Qt6.</title>
<updated>2022-05-21T23:19:44+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2022-05-21T23:19:44+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=580c721c8252a6c6657e68f67bfe2cd37b9ba61b'/>
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</entry>
<entry>
<title>Fix static initialisation order fiasco issue for Version variables</title>
<updated>2022-01-13T23:04:22+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-01-13T23:04:22+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=83c5446d852178794450f7c5833f7a047490ff31'/>
<id>83c5446d852178794450f7c5833f7a047490ff31</id>
<content type='text'>
Fixes a crash that could occur if the static constructor function for
the MainSettings.cpp TU happened to run before the variables in
Common/Version.cpp are initialised. (This is known as the static
initialisation order fiasco.)

By using wrapper functions, those variables are now guaranteed to be
constructed on first use.
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<pre>
Fixes a crash that could occur if the static constructor function for
the MainSettings.cpp TU happened to run before the variables in
Common/Version.cpp are initialised. (This is known as the static
initialisation order fiasco.)

By using wrapper functions, those variables are now guaranteed to be
constructed on first use.
</pre>
</div>
</content>
</entry>
<entry>
<title>Use HRWrap in remaining locations</title>
<updated>2022-01-09T20:44:55+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-12T21:50:18+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=ca9bf3174f4acd4c9d78ac7c21b6aeaa1430b7ef'/>
<id>ca9bf3174f4acd4c9d78ac7c21b6aeaa1430b7ef</id>
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Note that D3DCommon can't use DX11HRWrap or DX12HRWrap since it's shared between them.
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Note that D3DCommon can't use DX11HRWrap or DX12HRWrap since it's shared between them.
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