dolphin-emulator/Source/Core/VideoBackends/D3D12
Filoppi a2702c6e27 Video: implement color correction to match the NTSC and PAL color spaces (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>
2023-06-19 01:34:42 +03:00
..
CMakeLists.txt Add AbstractGfx for DX12 2023-01-31 19:41:24 +13:00
Common.h treewide: convert GPLv2+ license info to SPDX tags 2021-07-05 04:35:56 +02:00
D3D12BoundingBox.cpp Add AbstractGfx for DX12 2023-01-31 19:41:24 +13:00
D3D12BoundingBox.h Fix all uninitialized variable warnings (C26495) 2021-10-13 12:32:16 -07:00
D3D12Gfx.cpp Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. 2023-06-19 01:34:42 +03:00
D3D12Gfx.h VideoBackends: add support to allow rendering to multiple output textures 2023-06-03 14:52:31 -05:00
D3D12PerfQuery.cpp Divide by MSAA for PerfQuery in all backends. 2023-03-14 02:13:25 +01:00
D3D12PerfQuery.h Add virtual Initialize() to PerfQueryBase 2023-01-31 19:41:24 +13:00
D3D12StreamBuffer.cpp VideoBackends/D3D12: Include HRESULT in error messages 2022-01-09 12:44:53 -08:00
D3D12StreamBuffer.h treewide: convert GPLv2+ license info to SPDX tags 2021-07-05 04:35:56 +02:00
D3D12SwapChain.cpp Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. 2023-06-19 01:34:42 +03:00
D3D12SwapChain.h treewide: convert GPLv2+ license info to SPDX tags 2021-07-05 04:35:56 +02:00
D3D12VertexManager.cpp Lint fixes 2023-02-09 18:36:20 +13:00
D3D12VertexManager.h VideoBackends:D3D12: Dynamic vertex loader support 2022-09-19 16:28:24 -05:00
DescriptorAllocator.cpp VideoCommon: add constant value to set the allowed maximum number of pixel samplers 2023-02-10 00:46:11 -06:00
DescriptorAllocator.h VideoCommon: add constant value to set the allowed maximum number of pixel samplers 2023-02-10 00:46:11 -06:00
DescriptorHeapManager.cpp VideoBackends:D3D12: Don't query GPU descriptor handle for non-shader visible heap 2022-10-29 23:39:27 +02:00
DescriptorHeapManager.h VideoBackends:D3D12: Don't query GPU descriptor handle for non-shader visible heap 2022-10-29 23:39:27 +02:00
DX12Context.cpp Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. 2023-06-19 01:34:42 +03:00
DX12Context.h VideoBackends:D3D12: Dynamic vertex loader support 2022-09-19 16:28:24 -05:00
DX12Pipeline.cpp VideoBackends: add support to allow rendering to multiple output textures 2023-06-03 14:52:31 -05:00
DX12Pipeline.h VideoCommon: store the configuration used to create the AbstractPipeline on the pipeline itself, so that it's easy to duplicate pipelines with slightly altered configuration 2023-02-09 02:13:53 -06:00
DX12Shader.cpp VideoBackends/D3D12: Include HRESULT in error messages 2022-01-09 12:44:53 -08:00
DX12Shader.h VideoBackends / VideoCommon: allow the ability to set debug names for shaders / textures. These names are visible in applications like RenderDoc 2021-08-30 13:47:48 -05:00
DX12Texture.cpp VideoBackends: add support to allow rendering to multiple output textures 2023-06-03 14:52:31 -05:00
DX12Texture.h VideoBackends: add support to allow rendering to multiple output textures 2023-06-03 14:52:31 -05:00
DX12VertexFormat.cpp Fix build errors related to formatting non-scoped enums 2022-11-23 13:45:43 -08:00
DX12VertexFormat.h Fix build errors related to formatting non-scoped enums 2022-11-23 13:45:43 -08:00
VideoBackend.cpp Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. 2023-06-19 01:34:42 +03:00
VideoBackend.h VideoCommon: Pass WindowSystemInfo to InitBackendInfo 2023-06-08 22:07:39 -07:00