dolphin/Data/Sys/Shaders/default_pre_post_process.glsl

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

458 lines
17 KiB
Plaintext
Raw Normal View History

// Color Space references:
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>
2023-06-10 08:48:05 +00:00
// https://www.unravel.com.au/understanding-color-spaces
// SMPTE 170M - BT.601 (NTSC-M) -> BT.709
mat3 from_NTSCM = transpose(mat3(
0.939497225737661, 0.0502268452914346, 0.0102759289709032,
0.0177558637510127, 0.965824605885027, 0.0164195303639603,
-0.00162163209967010, -0.00437400622653655, 1.00599563832621));
// ARIB TR-B9 (9300K+27MPCD with chromatic adaptation) (NTSC-J) -> BT.709
mat3 from_NTSCJ = transpose(mat3(
0.823613036967492, -0.0943227111084757, 0.00799341532931119,
0.0289258355537324, 1.02310733489462, 0.00243547111576797,
-0.00569501554980891, 0.0161828357559315, 1.22328453915712));
// EBU - BT.470BG/BT.601 (PAL) -> BT.709
mat3 from_PAL = transpose(mat3(
1.04408168421813, -0.0440816842181253, 0.000000000000000,
0.000000000000000, 1.00000000000000, 0.000000000000000,
0.000000000000000, 0.0118044782106489, 0.988195521789351));
float3 LinearTosRGBGamma(float3 color)
{
const float a = 0.055;
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>
2023-06-10 08:48:05 +00:00
for (int i = 0; i < 3; ++i)
{
float x = color[i];
if (x <= 0.0031308)
x = x * 12.92;
else
x = (1.0 + a) * pow(x, 1.0 / 2.4) - a;
color[i] = x;
}
return color;
}
// Non filtered gamma corrected sample (nearest neighbor)
float4 QuickSample(float3 uvw, float gamma)
{
float4 color = texture(samp1, uvw);
color.rgb = pow(color.rgb, float3(gamma));
return color;
}
float4 QuickSample(float2 uv, float w, float gamma)
{
return QuickSample(float3(uv, w), gamma);
}
float4 BilinearSample(float3 uvw, float gamma)
{
// This emulates the (bi)linear filtering done directly from GPUs HW.
// Note that GPUs might natively filter red green and blue differently, but we don't do it.
// They might also use different filtering between upscaling and downscaling.
float2 source_size = GetResolution();
float2 inverted_source_size = GetInvResolution();
float2 pixel = (uvw.xy * source_size) - 0.5; // Try to find the matching pixel top left corner
// Find the integer and floating point parts
float2 int_pixel = floor(pixel);
float2 frac_pixel = fract(pixel);
// Take 4 samples around the original uvw
float4 c11 = QuickSample((int_pixel + float2(0.5, 0.5)) * inverted_source_size, uvw.z, gamma);
float4 c21 = QuickSample((int_pixel + float2(1.5, 0.5)) * inverted_source_size, uvw.z, gamma);
float4 c12 = QuickSample((int_pixel + float2(0.5, 1.5)) * inverted_source_size, uvw.z, gamma);
float4 c22 = QuickSample((int_pixel + float2(1.5, 1.5)) * inverted_source_size, uvw.z, gamma);
// Blend the 4 samples by their weight
return lerp(lerp(c11, c21, frac_pixel.x), lerp(c12, c22, frac_pixel.x), frac_pixel.y);
}
// Based on https://github.com/libretro/slang-shaders/blob/master/interpolation/shaders/sharp-bilinear.slang
// by Themaister, Public Domain license
// Does a bilinear stretch, with a preapplied Nx nearest-neighbor scale,
// giving a sharper image than plain bilinear.
float4 SharpBilinearSample(float3 uvw, float gamma)
{
float2 source_size = GetResolution();
float2 inverted_source_size = GetInvResolution();
float2 target_size = GetWindowResolution();
float2 texel = uvw.xy * source_size;
float2 texel_floored = floor(texel);
float2 s = fract(texel);
float scale = ceil(max(target_size.x * inverted_source_size.x, target_size.y * inverted_source_size.y));
float region_range = 0.5 - (0.5 / scale);
// Figure out where in the texel to sample to get correct pre-scaled bilinear.
float2 center_dist = s - 0.5;
float2 f = ((center_dist - clamp(center_dist, -region_range, region_range)) * scale) + 0.5;
float2 mod_texel = texel_floored + f;
uvw.xy = mod_texel * inverted_source_size;
return BilinearSample(uvw, gamma);
}
// By Sam Belliveau. Public Domain license.
// Effectively a more accurate sharp bilinear filter when upscaling,
// that also works as a mathematically perfect downscale filter.
// https://entropymine.com/imageworsener/pixelmixing/
// https://github.com/obsproject/obs-studio/pull/1715
// https://legacy.imagemagick.org/Usage/filter/
float4 BoxResample(float3 uvw, float gamma)
{
// Determine the sizes of the source and target images.
float2 source_size = GetResolution();
float2 inv_source_size = GetInvResolution();
float2 inv_target_size = GetInvWindowResolution();
// Determine the range of the source image that the target pixel will cover.
// We shift by one output pixel because that's a prerequisite of the algorithm.
float2 range = source_size * inv_target_size;
float2 beg = (uvw.xy - inv_target_size) * source_size;
float2 end = beg + range;
// Compute the top-left and bottom-right corners of the pixel box.
float2 f_beg = floor(beg);
float2 f_end = floor(end);
// Compute how much of the start and end pixels are covered horizontally & vertically.
float area_w = 1.0 - fract(beg.x);
float area_n = 1.0 - fract(beg.y);
float area_e = fract(end.x);
float area_s = fract(end.y);
// Compute the areas of the corner pixels in the pixel box.
float area_nw = area_n * area_w;
float area_ne = area_n * area_e;
float area_sw = area_s * area_w;
float area_se = area_s * area_e;
// Initialize the color accumulator.
float4 avg_color = float4(0.0, 0.0, 0.0, 0.0);
// Presents rounding errors
const float offset = 0.5;
// Accumulate corner pixels.
avg_color += area_nw * QuickSample(float2(f_beg.x + offset, f_beg.y + offset) * inv_source_size, uvw.z, gamma);
avg_color += area_ne * QuickSample(float2(f_end.x + offset, f_beg.y + offset) * inv_source_size, uvw.z, gamma);
avg_color += area_sw * QuickSample(float2(f_beg.x + offset, f_end.y + offset) * inv_source_size, uvw.z, gamma);
avg_color += area_se * QuickSample(float2(f_end.x + offset, f_end.y + offset) * inv_source_size, uvw.z, gamma);
// Determine the size of the pixel box.
int x_range = int(f_end.x - f_beg.x + 0.5);
int y_range = int(f_end.y - f_beg.y + 0.5);
// Workaround to compile the shader with DX11/12.
// If this isn't done, it will complain that the loop could have too many iterations.
// This number should be enough to guarantee downscaling from very high to very small resolutions.
const int max_iterations = 16;
// Fix up the average calculations in case we reached the upper limit
x_range = min(x_range, max_iterations);
y_range = min(y_range, max_iterations);
// Accumulate top and bottom edge pixels.
for (int ix = 0; ix < max_iterations; ++ix)
{
if (ix < x_range)
{
float x = f_beg.x + 1.0 + float(ix);
avg_color += area_n * QuickSample(float2(x + offset, f_beg.y + offset) * inv_source_size, uvw.z, gamma);
avg_color += area_s * QuickSample(float2(x + offset, f_end.y + offset) * inv_source_size, uvw.z, gamma);
}
}
// Accumulate left and right edge pixels and all the pixels in between.
for (int iy = 0; iy < max_iterations; ++iy)
{
if (iy < y_range)
{
float y = f_beg.y + 1.0 + float(iy);
avg_color += area_w * QuickSample(float2(f_beg.x + offset, y + offset) * inv_source_size, uvw.z, gamma);
avg_color += area_e * QuickSample(float2(f_end.x + offset, y + offset) * inv_source_size, uvw.z, gamma);
for (int ix = 0; ix < max_iterations; ++ix)
{
if (ix < x_range)
{
float x = f_beg.x + 1.0 + float(ix);
avg_color += QuickSample(float2(x + offset, y + offset) * inv_source_size, uvw.z, gamma);
}
}
}
}
// Compute the area of the pixel box that was sampled.
float area_corners = area_nw + area_ne + area_sw + area_se;
float area_edges = float(x_range) * (area_n + area_s) + float(y_range) * (area_w + area_e);
float area_center = float(x_range) * float(y_range);
// Return the normalized average color.
return avg_color / (area_corners + area_edges + area_center);
}
float4 Cubic(float v)
{
float4 n = float4(1.0, 2.0, 3.0, 4.0) - v;
float4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
float w = 6.0 - x - y - z;
return float4(x, y, z, w) * (1.0 / 6.0);
}
// https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl
float4 BicubicSample(float3 uvw, float2 in_source_resolution, float2 in_inverted_source_resolution, float gamma)
{
float2 pixel = (uvw.xy * in_source_resolution) - 0.5;
float2 int_pixel = floor(pixel);
float2 frac_pixel = fract(pixel);
float4 xcubic = Cubic(frac_pixel.x);
float4 ycubic = Cubic(frac_pixel.y);
float4 c = float4(int_pixel.x - 0.5, int_pixel.x + 1.5, int_pixel.y - 0.5, int_pixel.y + 1.5);
float4 s = float4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w);
float4 offset = c + float4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s;
offset *= float4(in_inverted_source_resolution.x, in_inverted_source_resolution.x, in_inverted_source_resolution.y, in_inverted_source_resolution.y);
float4 sample0 = QuickSample(offset.xz, uvw.z, gamma);
float4 sample1 = QuickSample(offset.yz, uvw.z, gamma);
float4 sample2 = QuickSample(offset.xw, uvw.z, gamma);
float4 sample3 = QuickSample(offset.yw, uvw.z, gamma);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
return lerp(lerp(sample3, sample2, sx), lerp(sample1, sample0, sx), sy);
}
float4 CubicHermite(float4 A, float4 B, float4 C, float4 D, float t)
{
float t2 = t * t;
float t3 = t * t * t;
float4 a = (-A / 2.0) + ((3.0 * B) / 2.0) - ((3.0 * C) / 2.0) + (D / 2.0);
float4 b = A - ((5.0 * B) / 2.0 ) + (2.0 * C) - (D / 2.0);
float4 c = (-A / 2.0) + (C / 2.0);
float4 d = B;
return (a * t3) + (b * t2) + (c * t) + d;
}
float4 BicubicHermiteSample(float3 uvw, float2 in_source_resolution, float2 in_inverted_source_resolution, float gamma)
{
float2 pixel = (uvw.xy * in_source_resolution) + 0.5;
float2 frac_pixel = fract(pixel);
float2 uv = (floor(pixel) * in_inverted_source_resolution) - (in_inverted_source_resolution / 2.0);
float2 inverted_source_resolution_double = in_inverted_source_resolution * 2.0;
float4 c00 = QuickSample(uv + float2(-in_inverted_source_resolution.x, -in_inverted_source_resolution.y), uvw.z, gamma);
float4 c10 = QuickSample(uv + float2( 0.0, -in_inverted_source_resolution.y), uvw.z, gamma);
float4 c20 = QuickSample(uv + float2( in_inverted_source_resolution.x, -in_inverted_source_resolution.y), uvw.z, gamma);
float4 c30 = QuickSample(uv + float2( inverted_source_resolution_double.x, -in_inverted_source_resolution.y), uvw.z, gamma);
float4 c01 = QuickSample(uv + float2(-in_inverted_source_resolution.x, 0.0), uvw.z, gamma);
float4 c11 = QuickSample(uv + float2( 0.0, 0.0), uvw.z, gamma);
float4 c21 = QuickSample(uv + float2( in_inverted_source_resolution.x, 0.0), uvw.z, gamma);
float4 c31 = QuickSample(uv + float2( inverted_source_resolution_double.x, 0.0), uvw.z, gamma);
float4 c02 = QuickSample(uv + float2(-in_inverted_source_resolution.x, in_inverted_source_resolution.y), uvw.z, gamma);
float4 c12 = QuickSample(uv + float2( 0.0, in_inverted_source_resolution.y), uvw.z, gamma);
float4 c22 = QuickSample(uv + float2( in_inverted_source_resolution.x, in_inverted_source_resolution.y), uvw.z, gamma);
float4 c32 = QuickSample(uv + float2( inverted_source_resolution_double.x, in_inverted_source_resolution.y), uvw.z, gamma);
float4 c03 = QuickSample(uv + float2(-in_inverted_source_resolution.x, inverted_source_resolution_double.y), uvw.z, gamma);
float4 c13 = QuickSample(uv + float2( 0.0, inverted_source_resolution_double.y), uvw.z, gamma);
float4 c23 = QuickSample(uv + float2( in_inverted_source_resolution.x, inverted_source_resolution_double.y), uvw.z, gamma);
float4 c33 = QuickSample(uv + float2( inverted_source_resolution_double.x, inverted_source_resolution_double.y), uvw.z, gamma);
float4 cp0x = CubicHermite(c00, c10, c20, c30, frac_pixel.x);
float4 cp1x = CubicHermite(c01, c11, c21, c31, frac_pixel.x);
float4 cp2x = CubicHermite(c02, c12, c22, c32, frac_pixel.x);
float4 cp3x = CubicHermite(c03, c13, c23, c33, frac_pixel.x);
return CubicHermite(cp0x, cp1x, cp2x, cp3x, frac_pixel.y);
}
float CatmullRom(float B, float C, float x)
{
float f = x;
if (f < 0.0)
f = -f;
if (f < 1.0)
{
return ((12 - 9 * B - 6 * C) * (f * f * f) +
(-18 + 12 * B + 6 * C) * (f * f) +
(6 - 2 * B)) / 6.0;
}
else if (f >= 1.0 && f < 2.0)
{
return ((-B - 6 * C) * (f * f * f)
+ (6 * B + 30 * C) * (f * f) +
( - (12 * B) - 48 * C) * f +
8 * B + 24 * C) / 6.0;
}
else
{
return 0.0;
}
}
// https://www.codeproject.com/Articles/236394/Bi-Cubic-and-Bi-Linear-Interpolation-with-GLSL
// https://github.com/ValveSoftware/gamescope/pull/740
float4 BicubicCatmullRomSample(float3 uvw, float2 in_source_resolution, float2 in_inverted_source_resolution, float gamma)
{
const float offset = 0.5;
float2 pixel = (uvw.xy * in_source_resolution) - offset;
float2 int_pixel = floor(pixel);
float2 frac_pixel = fract(pixel);
float2 int_uvw = (int_pixel + offset) * in_inverted_source_resolution;
// B and C can be any value between 0 and 1,
// though they are meant to be 0 and 0.5 for Catmull-Rom.
// https://en.wikipedia.org/wiki/Mitchell%E2%80%93Netravali_filters
// https://guideencodemoe-mkdocs.readthedocs.io/encoding/resampling/
const float B = 0.0;
const float C = 0.5;
// Take 16 (4x4) samples, each with a different weight.
// This loop can be replaced with any other bicubic formula (e.g. Hermite).
float4 color_sum = float4(0.0, 0.0, 0.0, 0.0);
float4 color_denominator = float4(0.0, 0.0, 0.0, 0.0);
for (int m = -1; m <= 2; m++)
{
for (int n = -1; n <= 2; n++)
{
float4 color = QuickSample(int_uvw + (float2(m, n) * in_inverted_source_resolution), uvw.z, gamma);
float f1 = CatmullRom(B, C, float(m) - frac_pixel.x);
float f2 = CatmullRom(B, C, -float(n) + frac_pixel.y);
float4 cooef1 = float4(f1, f1, f1, f1);
float4 cooef2 = float4(f2, f2, f2, f2);
color_sum += color * (cooef2 * cooef1);
color_denominator += cooef2 * cooef1;
}
}
return color_sum / color_denominator;
}
// Returns an accurate (gamma corrected) sample of a gamma space space texture.
// Outputs in linear space for simplicity.
float4 LinearGammaCorrectedSample(float gamma)
{
float3 uvw = v_tex0;
float4 color = float4(0, 0, 0, 1);
if (resampling_method <= 1) // Bilinear
{
color = BilinearSample(uvw, gamma);
}
else if (resampling_method == 2) // "Simple" Bicubic
{
color = BicubicSample(uvw, GetResolution(), GetInvResolution(), gamma);
}
else if (resampling_method == 3) // Hermite
{
color = BicubicHermiteSample(uvw, GetResolution(), GetInvResolution(), gamma);
}
else if (resampling_method == 4) // Catmull-Rom
{
color = BicubicCatmullRomSample(uvw, GetResolution(), GetInvResolution(), gamma);
}
else if (resampling_method == 5) // Nearest Neighbor
{
color = QuickSample(uvw, gamma);
}
else if (resampling_method == 6) // Sharp Bilinear
{
color = SharpBilinearSample(uvw, gamma);
}
else if (resampling_method == 7) // BoxSampling
{
color = BoxResample(uvw, gamma);
}
return color;
}
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>
2023-06-10 08:48:05 +00:00
void main()
{
// This tries to fall back on GPU HW sampling if it can (it won't be gamma corrected).
bool raw_resampling = resampling_method <= 0;
bool needs_rescaling = GetResolution() != GetWindowResolution();
bool needs_resampling = needs_rescaling && (OptionEnabled(hdr_output) || OptionEnabled(correct_gamma) || !raw_resampling);
float4 color;
if (needs_resampling)
{
// Doing linear sampling in "gamma space" on linear texture formats isn't correct.
// If the source and target resolutions don't match, the GPU will return a color
// that is the average of 4 gamma space colors, but gamma space colors can't be blended together,
// gamma neeeds to be de-applied first. This makes a big difference if colors change
// drastically between two pixels.
color = LinearGammaCorrectedSample(game_gamma);
}
else
{
// Default GPU HW sampling. Bilinear is identical to Nearest Neighbor if the input and output resolutions match.
if (needs_rescaling)
color = texture(samp0, v_tex0);
else
color = texture(samp1, v_tex0);
// Convert to linear before doing any other of follow up operations.
color.rgb = pow(color.rgb, float3(game_gamma));
}
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>
2023-06-10 08:48:05 +00:00
if (OptionEnabled(correct_color_space))
{
if (game_color_space == 0)
color.rgb = color.rgb * from_NTSCM;
else if (game_color_space == 1)
color.rgb = color.rgb * from_NTSCJ;
else if (game_color_space == 2)
color.rgb = color.rgb * from_PAL;
}
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>
2023-06-10 08:48:05 +00:00
if (OptionEnabled(hdr_output))
{
2023-06-26 01:28:04 +00:00
float hdr_paper_white = hdr_paper_white_nits / hdr_sdr_white_nits;
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>
2023-06-10 08:48:05 +00:00
color.rgb *= hdr_paper_white;
}
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>
2023-06-10 08:48:05 +00:00
if (OptionEnabled(linear_space_output))
{
// Nothing to do here
}
// Correct the SDR gamma for sRGB (PC/Monitor) or ~2.2 (Common TV gamma)
else if (OptionEnabled(correct_gamma))
{
if (OptionEnabled(sdr_display_gamma_sRGB))
color.rgb = LinearTosRGBGamma(color.rgb);
else
2023-06-26 01:28:04 +00:00
color.rgb = pow(color.rgb, float3(1.0 / sdr_display_custom_gamma));
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>
2023-06-10 08:48:05 +00:00
}
// Restore the original gamma without changes
else
{
2023-06-26 01:28:04 +00:00
color.rgb = pow(color.rgb, float3(1.0 / game_gamma));
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>
2023-06-10 08:48:05 +00:00
}
SetOutput(color);
}