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>
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.
... and refresh the config before populating the backend info, as the config (specifically iAdapter) needs to be set to correctly populate the backend info.
Before, the list of valid antialiasing modes was always determined from the first adapter on the list on startup, regardless of the adapter the user selected.
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.
This does this following things:
- Default to the runtime automatic number of threads for pre-compiling shaders
- Adds a distinct automatic thread count computation for pre-compilation (which has less other things going on
and should scale better beyond 4 cores)
- Removes the unused logical_core_count field from the CPU detection
- Changes the semantics of num_cores from maximaum addressable number of cores to actually available CPU cores
(which is also how it was actually used)
- Updates the computation of the HTT flag now that AMD no longer lies about it for its Zen processors
- Background shader compilation is *not* enabled by default
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.
Currently, we do not display every second frame in 25fps/30fps games
which run to vsync. This improves performance as there's less rendering
for the GPU to perform, but when combined with vsync, could cause frame
pacing issues.
This commit adds an option to force every frame generated by the console
to be displayed to the host, which may improve pacing for these games.