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path: root/Source/Core/VideoBackends/D3DCommon/SwapChain.cpp
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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>
2022-01-09Use HRWrap in remaining locationsPokechu22
Note that D3DCommon can't use DX11HRWrap or DX12HRWrap since it's shared between them.
2021-07-05treewide: convert GPLv2+ license info to SPDX tagsPierre Bourdon
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.
2020-12-02General: Convert PanicAlerts over to fmt equivalentLioncash
Converts lingering panic alert calls over to the fmt-capable ones.
2020-11-09D3DCommon: Migrate logging over to fmtLioncash
Migrates the logging over to the fmt-capable logger.
2019-06-08D3DCommon: Fallback to base CreateSwapChain on failureStenzek
It appears that some older drivers do not support CreateSwapChainForHwnd, resulting in DXGI_ERROR_INVALID_CALL. For these cases, fall back to the base CreateSwapChain() from DXGI 1.0. In theory this should also let us run on Win7 without the platform update, but in reality we require the newer shader compiler so this probably won't work regardless. Also any hardware of this vintage is unlikely to run Dolphin well.
2019-03-29Add D3DCommon (shared code between D3D11 and D3D12)Stenzek