If an icon is displayed on screen before it downloads, it was displaying a default icon but it would fail to load the actual icon even after it was downloaded. This fixes that.
This lets us reduce the number of USE_RETRO_ACHIEVEMENTS ifdefs in the
code base, reducing visual clutter. In particular, needing an ifdef for
each call to IsHardcodeModeActive was annoying to me. This also reduces
the risk that someone writes code that accidentally fails to compile
with USE_RETRO_ACHIEVEMENTS disabled.
We could cut down on ifdefs even further by making HardcodeWarningWidget
always exist, but that would result in non-trivial code ending up in the
binary even with USE_RETRO_ACHIEVEMENTS disabled, so I'm leaving it out
of this PR. It's not a lot of code though, so I might end up revisiting
it at some point.
Achievement badges/icons are refactored into the type CustomTextureData::ArraySlice::Level as that is the data type images loaded from the filesystem will be. This includes everything that uses the badges in the Qt UI and OnScreenDisplay, and similarly removes the OSD::Icon type because Level already contains that information.
Up to four leaderboards are displayed in a window in the bottom right of the screen (vertically above challenge icons, if there are any). As per RetroAchievements standards, the markers only display the current leaderboard values with no further context necessary.
The active challenges, aka the primed achievements, are displayed on screen as a series of icons in the bottom right corner of the screen via OnScreenUI.
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>
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)