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2d5286d2e2
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85dee300b5
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@ -1,109 +0,0 @@
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/*
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[configuration]
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[OptionRangeFloat]
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GUIName = Amplificiation
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OptionName = AMPLIFICATION
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MinValue = 1.0
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MaxValue = 6.0
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StepAmount = 0.25
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DefaultValue = 2.5
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[/configuration]
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*/
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// ICtCP Colorspace as defined by Dolby here:
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// https://professional.dolby.com/siteassets/pdfs/ictcp_dolbywhitepaper_v071.pdf
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/***** Transfer Function *****/
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const float4 m_1 = float4(2610.0 / 16384.0);
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const float4 m_2 = float4(128.0 * 2523.0 / 4096.0);
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const float4 m_1_inv = float4(16384.0 / 2610.0);
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const float4 m_2_inv = float4(4096.0 / (128.0 * 2523.0));
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const float4 c_1 = float4(3424.0 / 4096.0);
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const float4 c_2 = float4(2413.0 / 4096.0 * 32.0);
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const float4 c_3 = float4(2392.0 / 4096.0 * 32.0);
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float4 EOTF_inv(float4 lms) {
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float4 y = pow(lms, m_1);
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return pow((c_1 + c_2 * y) / (1.0 + c_3 * y), m_2);
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}
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float4 EOTF(float4 lms) {
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float4 x = pow(lms, m_2_inv);
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return pow(-(x - c_1) / (c_3 * x - c_2), m_1_inv);
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}
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// This is required as scaling in EOTF space is not linear.
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float EOTF_AMPLIFICATION = EOTF_inv(float4(AMPLIFICATION)).x;
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/***** Linear <--> ICtCp *****/
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const mat4 RGBtoLMS = mat4(
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1688.0, 683.0, 99.0, 0.0,
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2146.0, 2951.0, 309.0, 0.0,
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262.0, 462.0, 3688.0, 0.0,
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0.0, 0.0, 0.0, 4096.0) / 4096.0;
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const mat4 LMStoICtCp = mat4(
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+2048.0, +6610.0, +17933.0, 0.0,
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+2048.0, -13613.0, -17390.0, 0.0,
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+0.0, +7003.0, -543.0, 0.0,
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+0.0, +0.0, +0.0, 4096.0) / 4096.0;
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float4 LinearRGBToICtCP(float4 c)
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{
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return LMStoICtCp * EOTF_inv(RGBtoLMS * c);
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}
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/***** ICtCp <--> Linear *****/
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mat4 ICtCptoLMS = inverse(LMStoICtCp);
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mat4 LMStoRGB = inverse(RGBtoLMS);
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float4 ICtCpToLinearRGB(float4 c)
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{
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return LMStoRGB * EOTF(ICtCptoLMS * c);
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}
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void main()
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{
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float4 color = Sample();
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// Nothing to do here, we are in SDR
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if (!OptionEnabled(hdr_output) || !OptionEnabled(linear_space_output)) {
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SetOutput(color);
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return;
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}
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// Renormalize Color to be in [0.0 - 1.0] SDR Space. We will revert this later.
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const float hdr_paper_white = hdr_paper_white_nits / hdr_sdr_white_nits;
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color.rgb /= hdr_paper_white;
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// Convert Color to Perceptual Color Space. This will allow us to do perceptual
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// scaling while also being able to use the luminance channel.
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float4 ictcp_color = LinearRGBToICtCP(color);
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// Scale the color in perceptual space depending on the percieved luminance.
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//
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// At low luminances, ~0.0, pow(EOTF_AMPLIFICATION, ~0.0) ~= 1.0, so the
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// color will appear to be unchanged. This is important as we don't want to
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// over expose dark colors which would not have otherwise been seen.
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//
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// At high luminances, ~1.0, pow(EOTF_AMPLIFICATION, ~1.0) ~= EOTF_AMPLIFICATION,
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// which is equivilant to scaling the color by EOTF_AMPLIFICATION. This is
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// important as we want to get the most out of the display, and we want to
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// get bright colors to hit their target brightness.
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//
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// For more information, see this desmos demonstrating this scaling process:
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// https://www.desmos.com/calculator/syjyrjsj5c
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const float luminance = ictcp_color.x;
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ictcp_color *= pow(EOTF_AMPLIFICATION, luminance);
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// Convert back to Linear RGB and output the color to the display.
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// We use hdr_paper_white to renormalize the color to the comfortable
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// SDR viewing range.
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SetOutput(hdr_paper_white * ICtCpToLinearRGB(ictcp_color));
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}
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@ -210,6 +210,11 @@ bool IsRunningAndStarted()
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return s_is_started && !s_is_stopping;
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}
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bool IsRunningInCurrentThread()
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{
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return IsRunning() && IsCPUThread();
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}
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bool IsCPUThread()
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{
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return tls_is_cpu_thread;
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@ -138,8 +138,9 @@ void UndeclareAsHostThread();
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std::string StopMessage(bool main_thread, std::string_view message);
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bool IsRunning();
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bool IsRunningAndStarted(); // is running and the CPU loop has been entered
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bool IsCPUThread(); // this tells us whether we are the CPU thread.
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bool IsRunningAndStarted(); // is running and the CPU loop has been entered
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bool IsRunningInCurrentThread(); // this tells us whether we are running in the CPU thread.
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bool IsCPUThread(); // this tells us whether we are the CPU thread.
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bool IsGPUThread();
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bool IsHostThread();
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@ -402,7 +402,7 @@ static void CompressAndDumpState(CompressAndDumpState_args& save_args)
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File::IOFile f(temp_filename, "wb");
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if (!f)
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{
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Core::DisplayMessage("Failed to create state file", 2000);
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Core::DisplayMessage("Could not save state", 2000);
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return;
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}
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@ -413,9 +413,6 @@ static void CompressAndDumpState(CompressAndDumpState_args& save_args)
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else
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f.WriteBytes(buffer_data, buffer_size);
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if (!f.IsGood())
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Core::DisplayMessage("Failed to write state file", 2000);
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const std::string last_state_filename = File::GetUserPath(D_STATESAVES_IDX) + "lastState.sav";
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const std::string last_state_dtmname = last_state_filename + ".dtm";
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const std::string dtmname = filename + ".dtm";
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@ -451,20 +448,12 @@ static void CompressAndDumpState(CompressAndDumpState_args& save_args)
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// Move written state to final location.
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// TODO: This should also be atomic. This is possible on all systems, but needs a special
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// implementation of IOFile on Windows.
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if (!f.Close())
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Core::DisplayMessage("Failed to close state file", 2000);
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if (!File::Rename(temp_filename, filename))
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{
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Core::DisplayMessage("Failed to rename state file", 2000);
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}
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else
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{
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const std::filesystem::path temp_path(filename);
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Core::DisplayMessage(fmt::format("Saved State to {}", temp_path.filename().string()), 2000);
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}
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f.Close();
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File::Rename(temp_filename, filename);
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}
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std::filesystem::path tempfilename(filename);
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Core::DisplayMessage(fmt::format("Saved State to {}", tempfilename.filename().string()), 2000);
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Host_UpdateMainFrame();
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}
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@ -315,12 +315,10 @@ void BalloonTip::UpdateBoundsAndRedraw(const QPoint& target_arrow_tip_position,
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// Place the arrow tip at the target position whether the arrow tip is drawn or not
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const int target_balloontip_global_x =
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target_arrow_tip_position.x() - static_cast<int>(arrow_tip_x);
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const int rightmost_valid_balloontip_global_x =
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screen_rect.left() + screen_rect.width() - size_hint.width();
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const int rightmost_valid_balloontip_global_x = screen_rect.width() - size_hint.width();
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// If the balloon would extend off the screen, push it left or right until it's not
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const int actual_balloontip_global_x =
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std::max(screen_rect.left(),
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std::min(rightmost_valid_balloontip_global_x, target_balloontip_global_x));
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std::max(0, std::min(rightmost_valid_balloontip_global_x, target_balloontip_global_x));
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// The tip pixel should be in the middle of the control, and arrow_tip_exterior_y is at the bottom
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// of that pixel. When arrow_at_bottom is true the arrow is above arrow_tip_exterior_y and so the
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// tip pixel is in the right place, but when it's false the arrow is below arrow_tip_exterior_y
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@ -164,23 +164,8 @@ void Metal::VideoBackend::PrepareWindow(WindowSystemInfo& wsi)
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return;
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NSView* view = static_cast<NSView*>(wsi.render_surface);
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CAMetalLayer* layer = [CAMetalLayer layer];
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Util::PopulateBackendInfo(&g_Config);
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if (g_Config.backend_info.bSupportsHDROutput && g_Config.bHDR)
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{
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[layer setWantsExtendedDynamicRangeContent:YES];
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[layer setPixelFormat:MTLPixelFormatRGBA16Float];
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const CFStringRef name = kCGColorSpaceExtendedLinearSRGB;
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CGColorSpaceRef colorspace = CGColorSpaceCreateWithName(name);
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[layer setColorspace:colorspace];
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CGColorSpaceRelease(colorspace);
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}
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[view setWantsLayer:YES];
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[view setLayer:layer];
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wsi.render_surface = layer;
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#endif
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}
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@ -3,9 +3,7 @@
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#pragma once
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#include <AppKit/NSScreen.h>
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#include <Metal/Metal.h>
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#include <vector>
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#include "VideoCommon/AbstractShader.h"
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@ -77,8 +77,6 @@ void Metal::Util::PopulateBackendInfo(VideoConfig* config)
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config->backend_info.bSupportsPartialMultisampleResolve = false;
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config->backend_info.bSupportsDynamicVertexLoader = true;
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config->backend_info.bSupportsVSLinePointExpand = true;
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config->backend_info.bSupportsHDROutput =
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1.0 < [[NSScreen deepestScreen] maximumPotentialExtendedDynamicRangeColorComponentValue];
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}
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void Metal::Util::PopulateBackendInfoAdapters(VideoConfig* config,
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@ -232,17 +232,18 @@ const std::vector<std::unique_ptr<VideoBackendBase>>& VideoBackendBase::GetAvail
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static auto s_available_backends = [] {
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std::vector<std::unique_ptr<VideoBackendBase>> backends;
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// OGL > D3D11 > D3D12 > Vulkan > SW > Null
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// On macOS, we prefer Vulkan over OpenGL due to OpenGL support being deprecated by Apple.
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#ifdef HAS_OPENGL
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backends.push_back(std::make_unique<OGL::VideoBackend>());
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#endif
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#ifdef _WIN32
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backends.push_back(std::make_unique<DX11::VideoBackend>());
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backends.push_back(std::make_unique<DX12::VideoBackend>());
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#endif
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#ifdef HAS_OPENGL
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backends.push_back(std::make_unique<OGL::VideoBackend>());
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#endif
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#ifdef HAS_VULKAN
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#ifdef __APPLE__
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// Emplace the Vulkan backend at the beginning so it takes precedence over OpenGL.
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// On macOS, we prefer Vulkan over OpenGL due to OpenGL support being deprecated by Apple.
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backends.emplace(backends.begin(), std::make_unique<Vulkan::VideoBackend>());
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#else
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backends.push_back(std::make_unique<Vulkan::VideoBackend>());
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