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<title>dolphin/Source/Core/VideoCommon/AbstractGfx.h, branch 2603a</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>VideoCommon: initialize stored viewport to 0, fixes a crash in debug mode for d3d</title>
<updated>2025-12-24T21:23:25+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-12-24T21:21:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=66c392f72980298ffbcc68e90d27d0022b56721b'/>
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<entry>
<title>VideoCommon: avoid assuming global state exists for 'EndUtilityDrawing', use last stored viewport/scissor rect instead</title>
<updated>2025-11-20T06:35:01+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-11-14T03:44:29+00:00</published>
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<pre>
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</entry>
<entry>
<title>VideoBackends / VideoCommon: add support for specifying include files in shader code</title>
<updated>2025-10-27T03:47:23+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-09-27T05:24:05+00:00</published>
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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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<pre>
</pre>
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<entry>
<title>VideoBackends: support multiple compute images for some backends (D3D, OGL, Vulkan)</title>
<updated>2023-06-28T22:15:31+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-06-10T17:35:36+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=3627398cf53056341701f8e9d846d14c92c77a16'/>
<id>3627398cf53056341701f8e9d846d14c92c77a16</id>
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<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>
<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>
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<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>VideoBackends: add support to allow rendering to multiple output textures</title>
<updated>2023-06-03T19:52:31+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-05-29T01:59:02+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=834f8f7b5cb9b5d9e437c7a3935bfdcc236c422a'/>
<id>834f8f7b5cb9b5d9e437c7a3935bfdcc236c422a</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Don't discard ConfigChanged callback handle</title>
<updated>2023-03-05T11:12:26+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-03-05T11:05:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b7db2510efb44fa9eac5cd353e294b30b9dbdfff'/>
<id>b7db2510efb44fa9eac5cd353e294b30b9dbdfff</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Software: Implement GetSurfaceInfo()</title>
<updated>2023-03-02T19:08:49+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2023-02-18T20:35:02+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=4a2d3c83c77f71334bcb167621bcdde8f89efe87'/>
<id>4a2d3c83c77f71334bcb167621bcdde8f89efe87</id>
<content type='text'>
Before, it used a fallback where it returned a default object, where the width and height were set to 0. Presenter::Initialize() used GetSurfaceInfo to set the backbuffer size, then used that size when initializing the on-screen UI (even for the software renderer, where the on-screen UI isn't currently present), which meant that ImGui got a window size of 0 and thus resulted in a failed assertion.

Although BindBackbuffer checks for size changes, it doesn't help because ImGui has already been initialized, and the size hasn't actually changed since initialization occured.

Fixes one aspect of https://bugs.dolphin-emu.org/issues/13172.
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Before, it used a fallback where it returned a default object, where the width and height were set to 0. Presenter::Initialize() used GetSurfaceInfo to set the backbuffer size, then used that size when initializing the on-screen UI (even for the software renderer, where the on-screen UI isn't currently present), which meant that ImGui got a window size of 0 and thus resulted in a failed assertion.

Although BindBackbuffer checks for size changes, it doesn't help because ImGui has already been initialized, and the size hasn't actually changed since initialization occured.

Fixes one aspect of https://bugs.dolphin-emu.org/issues/13172.
</pre>
</div>
</content>
</entry>
<entry>
<title>Refactor ClearRegion</title>
<updated>2023-02-09T05:36:20+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-31T02:44:38+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e0090024119184238032923987af1c8d7167b7b5'/>
<id>e0090024119184238032923987af1c8d7167b7b5</id>
<content type='text'>
And fix bug where opengl was getting the wrong coordinates
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<pre>
And fix bug where opengl was getting the wrong coordinates
</pre>
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</content>
</entry>
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