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<title>dolphin/Source/Core/VideoCommon/PostProcessing.h, branch release-prep-2503a</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<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>
<content type='xhtml'>
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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 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>
<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>VideoCommon: Convert OptionType to enum class</title>
<updated>2022-02-17T18:03:08+00:00</updated>
<author>
<name>Dentomologist</name>
<email>dentomologist@gmail.com</email>
</author>
<published>2022-02-17T17:54:07+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=edbe202aa3290ca267acebc7e9602a08e447754f'/>
<id>edbe202aa3290ca267acebc7e9602a08e447754f</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Fix all uninitialized variable warnings (C26495)</title>
<updated>2021-10-13T19:32:16+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-09-04T04:43:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=78bfd25964206a1f0a34170fdd90ca1a8ce242db'/>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e149ad4f0a9874f354221a7fc76d8f1841e47808'/>
<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
<content type='text'>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: Remove unused MathUtil.h include from VideoCommon.h</title>
<updated>2019-07-17T00:54:34+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-07-17T00:18:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=2b9389202e0d1c8451aff176233cf211feef59dd'/>
<id>2b9389202e0d1c8451aff176233cf211feef59dd</id>
<content type='text'>
This header doesn't actually make use of MathUtil.h within itself, so
this can be removed. Many other source files used VideoCommon.h as an
indirect include to include MathUtil.h, so these includes can also be
adjusted.

While we're at it, we can also migrate valid inclusions of VideoCommon.h
into cpp files where it can feasibly be done to minimize propagating it
via other headers.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This header doesn't actually make use of MathUtil.h within itself, so
this can be removed. Many other source files used VideoCommon.h as an
indirect include to include MathUtil.h, so these includes can also be
adjusted.

While we're at it, we can also migrate valid inclusions of VideoCommon.h
into cpp files where it can feasibly be done to minimize propagating it
via other headers.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: Implement passive stereoscopic 3D</title>
<updated>2019-05-05T03:58:00+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2019-05-02T02:47:50+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c513bb5309b9e608230caf5d77ed4c323046d007'/>
<id>c513bb5309b9e608230caf5d77ed4c323046d007</id>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Move most backend functionality to VideoCommon</title>
<updated>2019-02-19T06:57:54+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-02-15T01:59:50+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=f039149198657c1891e1c6462ed30c31ed4b8486'/>
<id>f039149198657c1891e1c6462ed30c31ed4b8486</id>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>PostProcessing: Make GetShader() return by constant reference</title>
<updated>2018-05-21T16:07:51+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-05-21T16:07:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c4d27cc8ec2222ec7ad650b212a2c3b005f51f0f'/>
<id>c4d27cc8ec2222ec7ad650b212a2c3b005f51f0f</id>
<content type='text'>
We don't need to create copies of the shader string when they can be
avoided.
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<pre>
We don't need to create copies of the shader string when they can be
avoided.
</pre>
</div>
</content>
</entry>
<entry>
<title>PostProcessing: Make member functions const qualified where applicable</title>
<updated>2018-05-21T15:59:08+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-05-21T15:59:04+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=9d1b6cdea401b4afadda95e38b8e6e8c337a39f7'/>
<id>9d1b6cdea401b4afadda95e38b8e6e8c337a39f7</id>
<content type='text'>
These functions don't modify internal class state
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<pre>
These functions don't modify internal class state
</pre>
</div>
</content>
</entry>
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