dolphin/Source/Core/VideoBackends/D3DCommon/SwapChain.h
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

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2.1 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <dxgi1_5.h>
#include <wrl/client.h>
#include "Common/CommonTypes.h"
#include "Common/WindowSystemInfo.h"
#include "VideoBackends/D3DCommon/D3DCommon.h"
#include "VideoCommon/TextureConfig.h"
namespace D3DCommon
{
class SwapChain
{
public:
SwapChain(const WindowSystemInfo& wsi, IDXGIFactory* dxgi_factory, IUnknown* d3d_device);
virtual ~SwapChain();
// Sufficient buffers for triple buffering.
static const u32 SWAP_CHAIN_BUFFER_COUNT = 3;
// Returns true if the stereo mode is quad-buffering.
static bool WantsStereo();
static bool WantsHDR();
IDXGISwapChain* GetDXGISwapChain() const { return m_swap_chain.Get(); }
AbstractTextureFormat GetFormat() const
{
return m_hdr ? m_texture_format_hdr : m_texture_format;
}
u32 GetWidth() const { return m_width; }
u32 GetHeight() const { return m_height; }
// Mode switches.
bool GetFullscreen() const;
void SetFullscreen(bool request);
// Checks for loss of exclusive fullscreen.
bool CheckForFullscreenChange();
// Presents the swap chain to the screen.
virtual bool Present();
bool ChangeSurface(void* native_handle);
bool ResizeSwapChain();
void SetStereo(bool stereo);
void SetHDR(bool hdr);
protected:
u32 GetSwapChainFlags() const;
bool CreateSwapChain(bool stereo = false, bool hdr = false);
void DestroySwapChain();
virtual bool CreateSwapChainBuffers() = 0;
virtual void DestroySwapChainBuffers() = 0;
WindowSystemInfo m_wsi;
Microsoft::WRL::ComPtr<IDXGIFactory> m_dxgi_factory;
Microsoft::WRL::ComPtr<IDXGISwapChain> m_swap_chain;
Microsoft::WRL::ComPtr<IUnknown> m_d3d_device;
const AbstractTextureFormat m_texture_format = AbstractTextureFormat::RGB10_A2;
const AbstractTextureFormat m_texture_format_hdr = AbstractTextureFormat::RGBA16F;
u32 m_width = 1;
u32 m_height = 1;
bool m_stereo = false;
bool m_hdr = false;
bool m_allow_tearing_supported = false;
bool m_has_fullscreen = false;
bool m_fullscreen_request = false;
};
} // namespace D3DCommon