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<title>dolphin/Source/Core/VideoCommon/PostProcessing.cpp, branch 2412</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>PostProcessing: Don't potentially leak memory in BlitFromTexture()</title>
<updated>2024-01-23T18:34:40+00:00</updated>
<author>
<name>Lioncash</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2024-01-23T18:29:26+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=5aeadb1ef8cd27fc5b5071aac20aa7480c0eb7c0'/>
<id>5aeadb1ef8cd27fc5b5071aac20aa7480c0eb7c0</id>
<content type='text'>
All release() does is relinquish the pointer, rather than free the
memory associated with it.
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<pre>
All release() does is relinquish the pointer, rather than free the
memory associated with it.
</pre>
</div>
</content>
</entry>
<entry>
<title>PostProcessing: Remove unnecessary get() calls in BlitFromTexture()</title>
<updated>2024-01-23T18:34:16+00:00</updated>
<author>
<name>Lioncash</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2024-01-23T18:34:13+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a3f9f2c7aaaf9225736162282a8f3d0c47f1fc4f'/>
<id>a3f9f2c7aaaf9225736162282a8f3d0c47f1fc4f</id>
<content type='text'>
We can just use operator-&gt; instead.
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<pre>
We can just use operator-&gt; instead.
</pre>
</div>
</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>
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<id>12dd15c8ddb587e2f76351b59e0097940061485b</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>PostProcessing: Mark helper functions as static</title>
<updated>2023-12-11T22:07:59+00:00</updated>
<author>
<name>Lioncash</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2023-12-11T22:07:56+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e8b479627375429accaa24311cea764ad8261f52'/>
<id>e8b479627375429accaa24311cea764ad8261f52</id>
<content type='text'>
These didn't have any prototypes and were generating
-Wmissing-declaration warnings.
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<pre>
These didn't have any prototypes and were generating
-Wmissing-declaration warnings.
</pre>
</div>
</content>
</entry>
<entry>
<title>Video: fix post process shaders with parameters failing to build on OpenGL</title>
<updated>2023-08-17T23:00:56+00:00</updated>
<author>
<name>Filoppi</name>
<email>filippotarpini@hotmail.it</email>
</author>
<published>2023-08-06T00:11:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=80b453082dff9545e7b040fbe546055dac310b5c'/>
<id>80b453082dff9545e7b040fbe546055dac310b5c</id>
<content type='text'>
This was because the shader uniforms between the pixel and vertex shaders
were willingly left different, to avoid filling the vertex shader with unnecessary
params. Turns out all backends are fine with this except OGL.
The new behaviour is now much more consistent and well explained,
the "default" shaders are the ones that always run, and the non default
ones are the user selected ones (if any).
</content>
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<pre>
This was because the shader uniforms between the pixel and vertex shaders
were willingly left different, to avoid filling the vertex shader with unnecessary
params. Turns out all backends are fine with this except OGL.
The new behaviour is now much more consistent and well explained,
the "default" shaders are the ones that always run, and the non default
ones are the user selected ones (if any).
</pre>
</div>
</content>
</entry>
<entry>
<title>Video: implement output resampling (upscaling/downscaling) methods</title>
<updated>2023-08-17T23:00:55+00:00</updated>
<author>
<name>Filoppi</name>
<email>filippotarpini@hotmail.it</email>
</author>
<published>2023-06-27T00:23:08+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=2edf81cdb054c1db7a32e45c87514f8d4c11f5d9'/>
<id>2edf81cdb054c1db7a32e45c87514f8d4c11f5d9</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</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>
<entry>
<title>Video: Fix Post Process shader options issues</title>
<updated>2023-06-07T23:54:46+00:00</updated>
<author>
<name>Filippo Tarpini</name>
<email>filippotarpini@hotmail.it</email>
</author>
<published>2023-06-07T23:54:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c9e61a79b7583f6f00966d4ac58c18eed126c810'/>
<id>c9e61a79b7583f6f00966d4ac58c18eed126c810</id>
<content type='text'>
-An assert would be erroneously thrown when shaders declared an array of 4 int or float options, despite 4 being the max supported (a simple &lt;= / &lt; mistake)
-When changing the type of a shader option (e.g. from bool to float), the serialization would be stuck appending the value from the previous option type, making the shader fail to build permanently until the cache were cleaned</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
-An assert would be erroneously thrown when shaders declared an array of 4 int or float options, despite 4 being the max supported (a simple &lt;= / &lt; mistake)
-When changing the type of a shader option (e.g. from bool to float), the serialization would be stuck appending the value from the previous option type, making the shader fail to build permanently until the cache were cleaned</pre>
</div>
</content>
</entry>
<entry>
<title>Common/IniFile: Move interface into Common namespace</title>
<updated>2023-04-13T14:19:28+00:00</updated>
<author>
<name>Lioncash</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2023-04-13T13:38:09+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e4caace6bb6213851b979cdd76f9f44ef6d9cd09'/>
<id>e4caace6bb6213851b979cdd76f9f44ef6d9cd09</id>
<content type='text'>
Gets this out of the global namespace and into the Common namespace
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Gets this out of the global namespace and into the Common namespace
</pre>
</div>
</content>
</entry>
<entry>
<title>Split AbstractGfx out of Renderer</title>
<updated>2023-01-31T05:46:02+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-26T22:34:59+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=8a236293455e9a71aa6fb400a6253c27540e403b'/>
<id>8a236293455e9a71aa6fb400a6253c27540e403b</id>
<content type='text'>
Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.

Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.

This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.

(Will not build, this commit only contains changes outside VideoBackends)
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.

Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.

This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.

(Will not build, this commit only contains changes outside VideoBackends)
</pre>
</div>
</content>
</entry>
</feed>
