| Age | Commit message (Collapse) | Author |
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Adds support for choosing to present the full resolution
independently to each eye when using side-by-side or
top-and-bottom 3D.
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also polish aspect ratio related code for clarity
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This also renamed some variables/functions.
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values in onion config.
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onion config
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overridden by onion config
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Edited by Filoppi
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Edited by Filoppi
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(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>
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... using libadrenotools
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There is this nice VideoConfig file that's perfect for it
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Slightly simplifies the upcoming refactor
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VideoBackends:Metal: Default to presentDrawable when vsync is on
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Cull vertices on the CPU
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stereoscopic 3D
Otherwise, texelFetch() will use an out-of-bounds layer for game textures (that have 1 layer; EFB copies have 2 layers in stereoscopic 3D mode), which is undefined behavior (often resulting in a black image). The fast texture sampling path uses texture(), which always clamps (see https://www.khronos.org/opengl/wiki/Array_Texture#Access_in_shaders), so it was unaffected by this difference.
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Needed by M1 fifoci to work around a minor non-determinism bug
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Various Metal renderer improvements
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Remove special treatment for Android in video settings
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Turns out it was helpful. (Most improvement in ubershaders.) This time with much better auto mode.
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Texture dumping can already be done using VideoCommon's system (and in fact the same setting already enabled *both* of these). Dumping objects/TEV stages/texture fetches doesn't currently have an equivalent, but could be added to the FIFO player instead.
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Prior to 7854bd71098fe556ddc9839ad08d27fab7ecba33, this was used by the debugger for the OpenGL and D3D9 plugins to control logging (via PRIM_LOG and INFO_LOG/DEBUG_LOG in VideoCommon code; PRIM_LOG was changed in 77215fd27ccb7cdeb82fed24a7a8d4d4ad4c33a4), and also framedumping (removed in 64927a2f81fe64503060c949ead525995fd63a2a and 2d8515c0cf754806dc38222c4461053e12df1194), shader dumping (removed in 2d8515c0cf754806dc38222c4461053e12df1194 and this commit), and texture dumping (removed in 54aeec7a8ff6b6e5d050637b6cce8df6d9a8b633). Apart from shader dumping, all of these features have modern alternatives, and shader source code can be seen in RenderDoc if "Enable API Validation Layers" is checked (which also enables source attachment), so there's no point in keeping this around.
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This is mainly for debugging, and is only exposed by manually editing the configuration.
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I think this is a relic of D3D9. D3D11 and D3D12 seem to work fine without it. Plus, ViewportCorrectionMatrix just didn't work correctly (at least with the viewports being generated by the new scissor code).
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Software: Fix zfreeze with CullMode::All
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These aren't particularly useful, and make the code a bit more confusing. If for some reason someone wants to test what happens when these functions are disabled, it's easier to just edit the code that implements them. They aren't exposed in the UI, so one would need to restart Dolphin to do it anyways.
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