Dolphin no longer supports Windows 7, so the fact that there are (were?)
more people who use Windows 7 than who use a GPU that doesn't support
the required feature is no longer relevant.
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>
DX12 would often crash when starting and stopping the emulation many times, due to the device enumerator failing for some reason. Checking for success fixes it.
AMD Metal drivers have a goofy bug where the bbox buffer stops being coherent with the cpu if you copy to it from a private (gpu) buffer and don't do anything else with it in that command buffer.
bSupports2DTextureStorageMultisample is completely unused, while bSupports3DTextureStorageMultisample is practically unused. In the past, these were checked and fell back to sampler2DMS instead of sampler2DMSArray on GLES 3.1, but this path was removed in f039149198 and Dolphin always uses array textures now.
Before, it used a fallback where it returned a default object, where the width and height were set to 0. Presenter::Initialize() used GetSurfaceInfo to set the backbuffer size, then used that size when initializing the on-screen UI (even for the software renderer, where the on-screen UI isn't currently present), which meant that ImGui got a window size of 0 and thus resulted in a failed assertion.
Although BindBackbuffer checks for size changes, it doesn't help because ImGui has already been initialized, and the size hasn't actually changed since initialization occured.
Fixes one aspect of https://bugs.dolphin-emu.org/issues/13172.
This very much isn't a build configuration that we're going to ship,
but I want to be able to tell people that they can build it on their
own if they really want to see how terribly it performs :)
Just like before, you'll need to edit two lines in app/build.gradle to
define ENABLE_GENERIC=ON and actually enable armeabi-v7a if you want an
armeabi-v7a build. This commit just fixes some compilations errors that
crop up if you do so.