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>
The only remaining casts for these types that I know of are in TextureInfo (where format_name is set to the int version of the format, and since that affects filenames and probably would break resource packs, I'm not changing it) and in TextureDecoder_Common's TexDecoder_DrawOverlay, which will be handled separately.
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
Now that we've converted all of the shader generators over to using fmt,
we can drop the old Write() member function and perform a rename
operation on the WriteFmt() to turn it into the new Write() function.
All changes within this are the removal of a <cstdarg> header, since the
previous printf-based Write() required it, and renaming. No functional
changes are made at all.
These are only ever used with ShaderCode instances and nothing else.
Given that, we can convert these helper functions to expect that type of
object as an argument and remove the need for templates, improving
compiler throughput a marginal amount, as the template instantiation
process doesn't need to be performed.
We can also move the definitions of these functions into the cpp file,
which allows us to remove a few inclusions from the ShaderGenCommon
header. This uncovered a few instances of indirect inclusions being
relied upon in other source files.
One other benefit is this allows changes to be made to the definitions
of the functions without needing to recompile all translation units that
make use of these functions, making change testing a little quicker.
Moving the definitions into the cpp file also allows us to completely
hide DefineOutputMember() from external view, given it's only ever used
inside of GenerateVSOutputMembers().
We only use these string streams to output into a final std::string
instance, we don't read into types with them. Because of this, we can
just make use of std::ostringstream, rather than the fully-fledged
std::stringstream.
No behavioral change. This is intended to make the transition to fmt
less noisy in subsequent changes by combining insertions of multiple
string literals into one where applicable.