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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. |
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| .. | ||
| D3D | ||
| D3D12 | ||
| D3DCommon | ||
| Metal | ||
| Null | ||
| OGL | ||
| Software | ||
| Vulkan | ||
| CMakeLists.txt | ||