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<title>dolphin/Source/Core/VideoBackends/Vulkan/VKSwapChain.cpp, branch 2603a</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Remove unused imports</title>
<updated>2026-01-25T15:12:15+00:00</updated>
<author>
<name>Martino Fontana</name>
<email>tinozzo123@gmail.com</email>
</author>
<published>2026-01-23T20:30:01+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a14c88ba67a51b0a563a5fc800cd089e82ffacaf'/>
<id>a14c88ba67a51b0a563a5fc800cd089e82ffacaf</id>
<content type='text'>
Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
</content>
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<pre>
Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge pull request #13181 from tygyh/Replace-'reinterpret_cast'</title>
<updated>2025-03-15T14:31:38+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2025-03-15T14:31:38+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=8c7ab286f5b42d7f95b4d6c1369e2a11615a3a0b'/>
<id>8c7ab286f5b42d7f95b4d6c1369e2a11615a3a0b</id>
<content type='text'>
Replace 'reinterpret_cast' with 'static_cast'</content>
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<pre>
Replace 'reinterpret_cast' with 'static_cast'</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'/>
<id>c18c039089bdc27cbccf92a9053ed80bb161a9b9</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Simplify `std::find_if` with `Common::Contains`</title>
<updated>2025-01-01T17:52:03+00:00</updated>
<author>
<name>mitaclaw</name>
<email>140017135+mitaclaw@users.noreply.github.com</email>
</author>
<published>2024-09-21T21:50:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=d92c68e1de481b509d92bbdd68f83c9a92f254aa'/>
<id>d92c68e1de481b509d92bbdd68f83c9a92f254aa</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>VKSwapChain: Always use surface formats with a normal sRGB color space if not RGBA16F</title>
<updated>2024-12-04T01:49:50+00:00</updated>
<author>
<name>OatmealDome</name>
<email>julian@oatmealdome.me</email>
</author>
<published>2024-12-04T01:49:50+00:00</published>
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<id>e6f335bfcf3179c5879f6d9ca688ecb360eda39d</id>
<content type='text'>
Co-authored-by: TellowKrinkle &lt;tellowkrinkle@gmail.com&gt;
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<pre>
Co-authored-by: TellowKrinkle &lt;tellowkrinkle@gmail.com&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>Replace 'reinterpret_cast' with 'static_cast'</title>
<updated>2024-11-08T06:26:47+00:00</updated>
<author>
<name>Dr. Dystopia</name>
<email>jonis9898@hotmail.com</email>
</author>
<published>2024-07-24T04:24:51+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=6d44afc7dd129603401ce1a7ee4a059be1fbdda4'/>
<id>6d44afc7dd129603401ce1a7ee4a059be1fbdda4</id>
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<pre>
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</entry>
<entry>
<title>VideoBackends:Vulkan: Wait until we've confirmed a successful AcquireNextImage before marking semaphores used</title>
<updated>2024-10-03T00:22:16+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2024-10-01T03:00:41+00:00</published>
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<id>a267c5641203e36d4d10ddf75e94bbe33a9e6c7b</id>
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<pre>
</pre>
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</entry>
<entry>
<title>VideoBackends:Vulkan: Don't try to present if swapchain acquire failed</title>
<updated>2024-10-03T00:22:16+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2024-09-30T23:29:38+00:00</published>
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<id>7e1a9490c0112358b4a6593f6e4ec23bb5d1201b</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>VideoBackends / VideoCommon: add type enum to dictate whether a texture is a 2D texture, a texture array, or a cube map; support 2D texture type across backends</title>
<updated>2023-12-15T17:06:02+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-12-10T01:00:11+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=12dd15c8ddb587e2f76351b59e0097940061485b'/>
<id>12dd15c8ddb587e2f76351b59e0097940061485b</id>
<content type='text'>
Co-authored-by: TellowKrinkle &lt;tellowkrinkle@gmail.com&gt;
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Co-authored-by: TellowKrinkle &lt;tellowkrinkle@gmail.com&gt;
</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>
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