Commit Graph

51 Commits

Author SHA1 Message Date
Lioncash
5aeadb1ef8 PostProcessing: Don't potentially leak memory in BlitFromTexture()
All release() does is relinquish the pointer, rather than free the
memory associated with it.
2024-01-23 13:34:40 -05:00
Lioncash
a3f9f2c7aa PostProcessing: Remove unnecessary get() calls in BlitFromTexture()
We can just use operator-> instead.
2024-01-23 13:34:16 -05:00
iwubcode
12dd15c8dd VideoBackends / VideoCommon: add type enum to dictate whether a texture is a 2D texture, a texture array, or a cube map; support 2D texture type across backends
Co-authored-by: TellowKrinkle <tellowkrinkle@gmail.com>
2023-12-15 11:06:02 -06:00
Lioncash
e8b4796273 PostProcessing: Mark helper functions as static
These didn't have any prototypes and were generating
-Wmissing-declaration warnings.
2023-12-11 17:07:59 -05:00
Filoppi
80b453082d Video: fix post process shaders with parameters failing to build on OpenGL
This was because the shader uniforms between the pixel and vertex shaders
were willingly left different, to avoid filling the vertex shader with unnecessary
params. Turns out all backends are fine with this except OGL.
The new behaviour is now much more consistent and well explained,
the "default" shaders are the ones that always run, and the non default
ones are the user selected ones (if any).
2023-08-18 02:00:56 +03:00
Filoppi
2edf81cdb0 Video: implement output resampling (upscaling/downscaling) methods 2023-08-18 02:00:55 +03:00
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
Filippo Tarpini
c9e61a79b7 Video: Fix Post Process shader options issues
-An assert would be erroneously thrown when shaders declared an array of 4 int or float options, despite 4 being the max supported (a simple <= / < mistake)
-When changing the type of a shader option (e.g. from bool to float), the serialization would be stuck appending the value from the previous option type, making the shader fail to build permanently until the cache were cleaned
2023-06-08 02:54:46 +03:00
Lioncash
e4caace6bb Common/IniFile: Move interface into Common namespace
Gets this out of the global namespace and into the Common namespace
2023-04-13 10:19:28 -04:00
Scott Mansell
8a23629345 Split AbstractGfx out of Renderer
Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.

Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.

This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.

(Will not build, this commit only contains changes outside VideoBackends)
2023-01-31 18:46:02 +13:00
Scott Mansell
0d4537d60f Move Presenting, Dumping and ImGui out of Renderer 2023-01-31 18:45:21 +13:00
TellowKrinkle
1119a9ba32 VideoCommon: Don't create pipelines with no render targets
Some backends don't like it when you do that
2023-01-29 14:35:23 -06:00
Shawn Hoffman
09089eeee0 Common::Timer: use chrono::steady_clock internally 2022-08-02 22:24:06 -07:00
iwubcode
5dd2704416 D3D / VideoCommon: generate HLSL from SPIRV 2022-06-24 18:09:53 -05:00
Dentomologist
edbe202aa3 VideoCommon: Convert OptionType to enum class 2022-02-17 10:03:08 -08:00
Pokechu22
afd02b79a5 VideoCommon: Add names for textures and shaders 2022-01-01 11:38:56 -08:00
Tillmann Karras
c948d7f436 PostProcessing: fix link error when switching shaders
Switching to a post-processing shader with different configuration options will
change the UBO, so we need to recompile the vertex shader as well.
2021-07-18 04:08:48 +01:00
blåhaj
debeb09dee PostProcessing: Fix OpenGL UBO linking with configuration options 2021-07-07 21:28:22 +02:00
Mai M
ffdc8538a1 Merge pull request #9862 from delroth/spdx-tags
Use SPDX for Dolphin licensing info
2021-07-06 01:02:57 -04:00
Pierre Bourdon
e149ad4f0a treewide: convert GPLv2+ license info to SPDX tags
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.
2021-07-05 04:35:56 +02:00
Valeri
b3b1518f91 Allow shaders to query reciprocal of window resolution 2021-04-13 20:14:17 +03:00
Lioncash
3d9b2aa005 VideoCommon: Migrate over to fmt
Migrates off the printf-based formatting where applicable.
2020-11-17 21:23:58 -05:00
Lioncash
86f8768268 VideoCommon/ShaderGenCommon: Make template functions regular functions
These are only ever used with ShaderCode instances and nothing else.
Given that, we can convert these helper functions to expect that type of
object as an argument and remove the need for templates, improving
compiler throughput a marginal amount, as the template instantiation
process doesn't need to be performed.

We can also move the definitions of these functions into the cpp file,
which allows us to remove a few inclusions from the ShaderGenCommon
header. This uncovered a few instances of indirect inclusions being
relied upon in other source files.

One other benefit is this allows changes to be made to the definitions
of the functions without needing to recompile all translation units that
make use of these functions, making change testing a little quicker.

Moving the definitions into the cpp file also allows us to completely
hide DefineOutputMember() from external view, given it's only ever used
inside of GenerateVSOutputMembers().
2020-05-25 21:12:29 -04:00
David Korth
c2dd2e8a2e Use std::istringstream or std::ostringstream instead of std::stringstream where possible.
This removes std::iostream from the inheritance chain, which reduces
overhead slightly.
2019-12-29 23:45:02 -05:00
Lioncash
6fbbc2683e VideoCommon: Make use of fmt outside of shader generators
Migrates most of VideoCommon over to using fmt, with the exception being
the shader generator code. The shader generators are quite large and
have more corner cases to deal with in terms of conversion (shaders have
braces in them, so we need to make sure to escape them).

Because of the large amount of code that would need to be converted, the
conversion of VideoCommon will be in two parts:

- This change (which converts over the general case string formatting),
- A follow up change that will specifically deal with converting over
  the shader generators.
2019-11-23 16:00:45 -05:00