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<title>dolphin/Source/Core/VideoBackends/Vulkan/VulkanContext.cpp, branch 2409</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>VideoCommon: Post to analytics when bug is overridden</title>
<updated>2024-01-29T05:24:23+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2024-01-27T23:39:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b7a451fc8775848eaf09aad02a3f8d9022fbde8e'/>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>VideoBackends:Multiple: Split up BUG_BROKEN_SUBGROUP_OPS</title>
<updated>2024-01-29T05:20:39+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2023-05-18T00:28:27+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=463269f704954d71ed4110fe4357f9249ac6ccab'/>
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We now use subgroup ops for more than just a minor performance optimization
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We now use subgroup ops for more than just a minor performance optimization
</pre>
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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>
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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>
</div>
</content>
</entry>
<entry>
<title>VideoBackends:Vulkan: Allow loading custom drivers on Android</title>
<updated>2023-06-11T11:52:34+00:00</updated>
<author>
<name>Robin Kertels</name>
<email>robin.kertels@gmail.com</email>
</author>
<published>2023-05-31T22:05:06+00:00</published>
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<id>23bebc5270bfd5a149aeb8bb5a3a2dd4433bd5e1</id>
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... using libadrenotools
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... using libadrenotools
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</entry>
<entry>
<title>Vulkan: Enable subgroupShuffle.</title>
<updated>2023-03-24T20:53:23+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2023-03-24T20:42:43+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=196c684ac19691b4589b7d5b056ca82a4129e62f'/>
<id>196c684ac19691b4589b7d5b056ca82a4129e62f</id>
<content type='text'>
It is used as workaround for the missing subgroupBroadcastDynamicId flag on SPIR-V &lt; 1.5.
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<pre>
It is used as workaround for the missing subgroupBroadcastDynamicId flag on SPIR-V &lt; 1.5.
</pre>
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</content>
</entry>
<entry>
<title>VideoBackends:Vulkan: Fix printing validation errors</title>
<updated>2023-02-16T16:53:15+00:00</updated>
<author>
<name>Robin Kertels</name>
<email>robin.kertels@gmail.com</email>
</author>
<published>2023-02-16T16:37:33+00:00</published>
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<id>2695666e6d9dcdad6909be5db69386dae61e84ae</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>VideoBackends:Vulkan: Replace debug_report with debug_utils</title>
<updated>2022-12-27T01:48:50+00:00</updated>
<author>
<name>Robin Kertels</name>
<email>robin.kertels@gmail.com</email>
</author>
<published>2022-10-27T19:25:32+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=19a4653203e9459bb43607a1656194c9601f96d0'/>
<id>19a4653203e9459bb43607a1656194c9601f96d0</id>
<content type='text'>
The former is deprecated and pretty much all modern drivers
support VK_EXT_debug_utils.
Android drivers dont support it. On those drivers,
we use the implementation provided by the validation layers.
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<pre>
The former is deprecated and pretty much all modern drivers
support VK_EXT_debug_utils.
Android drivers dont support it. On those drivers,
we use the implementation provided by the validation layers.
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge pull request #11028 from tellowkrinkle/MetalFixes</title>
<updated>2022-10-24T19:22:37+00:00</updated>
<author>
<name>JMC47</name>
<email>JMC4789@gmail.com</email>
</author>
<published>2022-10-24T19:22:37+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b66793194e7b9e34080764e5985d49055ccaa37d'/>
<id>b66793194e7b9e34080764e5985d49055ccaa37d</id>
<content type='text'>
Various Metal renderer improvements</content>
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Various Metal renderer improvements</pre>
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</content>
</entry>
<entry>
<title>Merge pull request #10890 from tellowkrinkle/VertexLineExpand</title>
<updated>2022-10-23T05:49:26+00:00</updated>
<author>
<name>JMC47</name>
<email>JMC4789@gmail.com</email>
</author>
<published>2022-10-23T05:49:26+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=cdcbe51b2a0c4dd78ab8d1d3ad38d8ab2947405b'/>
<id>cdcbe51b2a0c4dd78ab8d1d3ad38d8ab2947405b</id>
<content type='text'>
VideoCommon: Add vertex shader point/line expansion</content>
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<pre>
VideoCommon: Add vertex shader point/line expansion</pre>
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</content>
</entry>
<entry>
<title>VideoBackends:Vulkan: Clean up unused memory allocation code</title>
<updated>2022-10-23T01:21:29+00:00</updated>
<author>
<name>Robin Kertels</name>
<email>robin.kertels@gmail.com</email>
</author>
<published>2022-10-07T22:01:42+00:00</published>
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<pre>
</pre>
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