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2026-01-17Fix various typos and spelling mistakesSintendo
2025-11-22AudioCommon / VideoBackends / WinUpdater - cleanup WRL codeoltolm
2025-11-02Merge pull request #13975 from iwubcode/shader_includesJMC47
VideoBackends / VideoCommon: add support for specifying include files in shader code
2025-10-26VideoBackends / VideoCommon: add support for specifying include files in ↵iwubcode
shader code
2025-10-13VideoBackend: Rename GetName to GetConfigNameDentomologist
Make the function name more explicit and a better match for GetDisplayName. Change NAME to CONFIG_NAME while I'm at it.
2025-08-23VideoBackends / VideoCommon: rename member variables in RenderState to be ↵iwubcode
consistent
2025-08-17VideoBackends: allow custom pixel uniforms to be passed to the vertex shader ↵iwubcode
as well
2025-05-01Make overriding explicit and remove redundant virtual specifiers on ↵Dr. Dystopia
overriding destructors - Core & UnitTests
2025-03-17Enable anisotropic filtering when the game requests itPokechu22
2025-03-15Merge pull request #13181 from tygyh/Replace-'reinterpret_cast'JosJuice
Replace 'reinterpret_cast' with 'static_cast'
2025-03-12VideoCommon: Rename Renderer to EFBInterface.Jordan Woyak
2025-03-09VideoCommon: Move backend_info out of VideoConfig struct.Jordan Woyak
2025-02-02VideoBackends: Use DXGI 1.6 and D3D11_4Xphalnos
2025-01-14D3D12: Fix out of bounds root parameter index when per-pixel lighting is ↵Pokechu22
disabled
2024-11-08Replace 'reinterpret_cast' with 'static_cast'Dr. Dystopia
2024-10-02VideoBackends:Vulkan: Don't try to present if swapchain acquire failedTellowKrinkle
2024-08-20Remove redundant semicolonsDr. Dystopia
2024-04-04Fix out of bounds accesses for invalid vertex component formatsPokechu22
On all platforms, this would result in out of bounds accesses when getting the component sizes (which uses stuff from VertexLoader_Position.h/VertexLoader_TextCoord.h/VertexLoader_Normal.h). On platforms other than x64 and ARM64, this would also be out of bounds accesses when getting function pointers for the non-JIT vertex loader (in VertexLoader_Position.cpp etc.). Usually both of these would get data from other entries in the same multi-dimensional array, but the last few entries would be truly out of bounds. This does mean that an out of bounds function pointer can be called on platforms that don't have a JIT vertex loader, but it is limited to invalid component formats with values 5/6/7 due to the size of the bitfield the formats come from, so it seems unlikely that this could be exploited in practice. This issue affects a few games; Def Jam: Fight for New York (https://bugs.dolphin-emu.org/issues/12719) and Fifa Street are known to be affected. I have not done any hardware testing for this PR specifically, though I *think* I previously determined that at least a value of 5 behaves the same as float (4). That's what I implemented in any case. I did previously determine that both Def Jam: Fight for New York and Fifa Street use an invalid normal format, but don't actually have lighting enabled when that normal vector is used, so it doesn't change rendering in practice. The color component format also has two invalid values, but VertexLoader_Color.h/.cpp do check for those invalid ones and return a default value instead of doing an out of bounds access.
2023-12-17Merge pull request #12370 from iwubcode/more_samplersMai
VideoBackends / VideoCommon: update max pixel shader samplers from 8 to 16
2023-12-15VideoBackends / VideoCommon: add type enum to dictate whether a texture is a ↵iwubcode
2D texture, a texture array, or a cube map; support 2D texture type across backends Co-authored-by: TellowKrinkle <tellowkrinkle@gmail.com>
2023-12-10VideoBackends / VideoCommon: update max pixel shader samplers from 8 to 16, ↵iwubcode
this allows us to support more samplers than the native Wii/GC
2023-12-09VideoCommon: Use std::span for BoundingBox::Write()Lioncash
Crosses off a lingering TODO. Also amends a few nearby cases where a u32 cast was being repromoted to size_t.
2023-10-06VideoBackends / VideoCommon: add new uniform buffer object for custom shader ↵iwubcode
materials (slot 3, geometry shader buffer moves to slot 4 if available)
2023-08-13VideoBackends: update SRVDescriptorTable size in DX12 to use pixel sampler ↵iwubcode
constant
2023-08-10Merge pull request #12061 from iwubcode/cubemap_backends_onlyJMC47
VideoBackends: add support for cube maps for OGL, Vulkan, and D3D
2023-08-04D3D12: Only use framebuffer integer descriptor if allocatedDentomologist
Verify that DXFramebuffer's integer RTV descriptor's cpu_handle has been allocated before using it, and if it hasn't use the non-integer RTV descriptor instead. This fixes a Dolphin crash in Twilight Princess, and possibly other games (Issue 13312). As an optimization to save space in the descriptor heap, DXFramebuffer's integer descriptor is only initialized if the given abstract texture format has different integer and non-integer RTV formats. This previously wasn't accounted for by GetIntRTVDescriptorArray, which could cause DX12::Gfx::BindFramebuffer to call OMSetRenderTargets with an invalid descriptor which would lead to a crash. Triggering the bug was fortunately rare because integer formats are only used when blending is disabled and logic ops are enabled. Furthermore, the standard integer abstract format is RGBA8 which has different integer and non-integer RTV formats, causing the integer descriptor to be initialized and avoiding the bug. The crash started appearing in a2702c6 because it changed the swapchain's abstract texture format from RGBA8 to RGB10_A2. Unlike RGBA8, RGB10_A2 has the same integer and non-integer RTV formats and so the bug can be triggered if the other requirements are met.
2023-07-21VideoBackends: add support for cube maps for OGL, Vulkan, and D3Diwubcode
2023-06-28VideoBackends: support multiple compute images for some backends (D3D, OGL, ↵iwubcode
Vulkan)
2023-06-23Merge pull request #11850 from Filoppi/post_process_fixesAdmiral H. Curtiss
Video: implement color correction to match the Wii/GC NTSC/PAL color spaces (and gamma)
2023-06-19Video: implement color correction to match the NTSC and PAL color spaces ↵Filoppi
(and gamma) that GC and Wii targeted. 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 <EndlesslyFlowering@protonmail.com> Co-authored-by: Dogway <lin_ares@hotmail.com>
2023-06-17VideoBackends: fix d3d12 validation layer error introduced by multi-output ↵iwubcode
texture breaking logic ops support
2023-06-09Merge pull request #11699 from Pokechu22/gl-check-maximum-samplesAdmiral H. Curtiss
OpenGL: Check the list of supported AA modes instead of hardcoding
2023-06-09Merge pull request #11859 from iwubcode/backend-multi-outputAdmiral H. Curtiss
VideoBackends: add support to allow rendering to multiple output targets
2023-06-08VideoCommon: Pass WindowSystemInfo to InitBackendInfoPokechu22
2023-06-08Video: Fix crash when getting the AA modesFilippo Tarpini
DX12 would often crash when starting and stopping the emulation many times, due to the device enumerator failing for some reason. Checking for success fixes it.
2023-06-03VideoBackends: add support to allow rendering to multiple output texturesiwubcode
2023-04-15Embrace nullptr over NULL and 0get
2023-03-14Divide by MSAA for PerfQuery in all backends.Admiral H. Curtiss
2023-02-10VideoCommon: add constant value to set the allowed maximum number of pixel ↵iwubcode
samplers
2023-02-09VideoCommon: store the configuration used to create the AbstractPipeline on ↵iwubcode
the pipeline itself, so that it's easy to duplicate pipelines with slightly altered configuration
2023-02-09Merge pull request #11522 from phire/KillRendererWithFireScott Mansell
Kill Renderer (with phire)
2023-02-09Cleanup headersScott Mansell
2023-02-09Lint fixesScott Mansell
2023-02-09Move xfb tracking and IR scaling out of RenderBaseScott Mansell
2023-02-09Refactor ClearRegionScott Mansell
And fix bug where opengl was getting the wrong coordinates
2023-01-31Also use events for config changedScott Mansell
2023-01-31Add AbstractGfx for DX12Scott Mansell
2023-01-31Add virtual Initialize() to PerfQueryBaseScott Mansell
Both DX12 and Vulkan already had one.
2023-01-31Move Presenting, Dumping and ImGui out of RendererScott Mansell
2023-01-31TextureCache: Refactor with smart pointersScott Mansell
The whole ownership model was getting a bit of a mess, with a some of special cases to deal with. And I'm planning to make it even more complex in the future. So here is some upfront work to convert it over to reference counted pointers.