If checked, display peak will always be used. Works even across different devices if ini is saved on the cloud. Or game is changed between different displays.
If the user hasn't set a HDR DISPLAY MAX NITS, the first time a game is launched using DirectX11 or 12, the queried display values are saved in the ini
Of course user settings always take preference.
But for someone that doesn't have the HDR settings set, the correct default value should be set so clipping and those bright neon/fluorescent colors can be avoided.
Query the display's HDR min/max luminance and feed those values into the post-processing pipeline and shaders.
- Add SwapChain::QueryDisplayHDRCapabilities(), include dxgi1_6, and call it during swapchain creation and resize to populate g_backend_info.hdr_max_luminance_nits and hdr_min_luminance_nits.
- Extend BackendInfo with hdr_max_luminance_nits and hdr_min_luminance_nits.
- Add hdr_max_luminance_nits/min to the built-in uniform block and fill them in PostProcessing::FillUniformBuffer so shaders can access actual panel values.
- Update AutoHDR.glsl to use the reported hdr_max_luminance_nits (with a fallback to HDR_DISPLAY_MAX_NITS) when computing the auto-HDR white scaling.
This enables more accurate AutoHDR tonemapping by using the display's real luminance capabilities when available.
These were original calculated by @EndlesslyFlowering, and they've not came up with a new version that does chromatic adaptation (D93 to D65 white point) better, hence should be more accurate.
These are already in use in RenoDX:
283b859021/src/shaders/color.hlsl (L97C1-L103C49)
Found via `codespell -q 3 -S "./Externals,./Data/Sys/wiitdb-??.txt,*.po,*.pot" -L andf,asnd,bootup,brocken,bufferin,clen,collet,datas,delt,diety,extint,fpr,inout,inport,interm,nd,nin,ontop,pixelx,re-use,re-used,sav,stateman,strat,transer,wil`
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>
This extension is currently required to get good performance.
So instead of maybe triggering a GPU hang, let's just disable the shader and show a warning instead.
Sadly our postprocessing framework does not support reporting a warning, so the way to display the warning is a bit hacky.
But this is an ascii-art shader, we already have a font in the shader, so let's use it.
Dolphin had a nice but horrible slow asci art shader.
Beside being slow, it used the font from dolphin's old OSD implementation.
So it was also broken after the VideoCommon redesign.
This patch reintroduces the (almost) identical method for the asci art generation.
However with many improvements:
* Inline definition of the font, so no external dependency any more
* Optimized performance by partial unrolling with CSE'ing some memory loads
* Shader subgroup instructions, so 32 times faster on desktop CPUs on Vulkan + OGL (no D3D support)
* Option to select character size by internal or window resultion
* Dropped the last row of pixels of each character (only modification of the outcome)
This shader has been rendered nonfunctional due to the removal of the function SampleFontLocation, which was never implemented in VideoCommon. The last reference to SampleFontLocation was located in the OGL video backend. It was removed in this commit: f039149198 (diff-24125a6c968a8aca9cadd977d4b9d68f), where many functions were moved to video common, among other things.
This shader should be removed so it does not confuse users with the error that it causes. Alternatively, it could be rewritten so it is compatible with modern versions of Dolphin. I am not familiar with GLSL, so this is currently beyond my skill set.