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Author SHA1 Message Date
Admiral H. Curtiss 2d5286d2e2
Merge pull request #12642 from jordan-woyak/state-write-osd-errors
Core/State: Display messages on state write failures.
2024-03-21 03:55:05 +01:00
JMC47 03f2b99ffe
Merge pull request #12603 from Sam-Belliveau/oklab_resampling
Add HDR to Metal + Perceptual HDR
2024-03-20 22:45:10 -04:00
Admiral H. Curtiss b19cf1f962
Merge pull request #12650 from jordan-woyak/balloon-tip-multimon
DolphinQt: Fix BalloonTip positioning on secondary monitors.
2024-03-21 03:33:43 +01:00
Admiral H. Curtiss 7f1e7314de
Merge pull request #12649 from mitaclaw/kill-is-running-in-current-thread
Core: Remove Unused IsRunningInCurrentThread Function
2024-03-21 03:32:48 +01:00
Jordan Woyak f922129255 Core/State: Display messages on state write failures. 2024-03-20 20:38:04 -05:00
Jordan Woyak 76a74daac2
Merge pull request #12641 from jordan-woyak/d3d-before-ogl
VideoCommon: Prefer D3D11/12 over OpenGL on Windows.
2024-03-20 18:21:48 -05:00
Jordan Woyak 647eba36f3 DolphinQt: Fix BalloonTip positioning on secondary monitors. 2024-03-20 03:13:11 -05:00
mitaclaw 11b628f250 Core: Remove Unused IsRunningInCurrentThread Function 2024-03-18 07:18:41 -07:00
Jordan Woyak ac5c2d9bf2 VideoCommon: Prefer D3D11/12 over OpenGL on Windows. 2024-03-15 19:51:04 -05:00
Sam Belliveau fba333dde5 Update PerceptualHDR with better color space 2024-03-10 12:52:54 -04:00
Sam Belliveau 153d0201a8 Add HDR to Metal 2024-03-10 03:25:33 -04:00
Sam Belliveau f3d1cda672 Add PerceptualHDR 2024-03-10 03:25:20 -04:00
9 changed files with 154 additions and 20 deletions

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@ -0,0 +1,109 @@
/*
[configuration]
[OptionRangeFloat]
GUIName = Amplificiation
OptionName = AMPLIFICATION
MinValue = 1.0
MaxValue = 6.0
StepAmount = 0.25
DefaultValue = 2.5
[/configuration]
*/
// ICtCP Colorspace as defined by Dolby here:
// https://professional.dolby.com/siteassets/pdfs/ictcp_dolbywhitepaper_v071.pdf
/***** Transfer Function *****/
const float4 m_1 = float4(2610.0 / 16384.0);
const float4 m_2 = float4(128.0 * 2523.0 / 4096.0);
const float4 m_1_inv = float4(16384.0 / 2610.0);
const float4 m_2_inv = float4(4096.0 / (128.0 * 2523.0));
const float4 c_1 = float4(3424.0 / 4096.0);
const float4 c_2 = float4(2413.0 / 4096.0 * 32.0);
const float4 c_3 = float4(2392.0 / 4096.0 * 32.0);
float4 EOTF_inv(float4 lms) {
float4 y = pow(lms, m_1);
return pow((c_1 + c_2 * y) / (1.0 + c_3 * y), m_2);
}
float4 EOTF(float4 lms) {
float4 x = pow(lms, m_2_inv);
return pow(-(x - c_1) / (c_3 * x - c_2), m_1_inv);
}
// This is required as scaling in EOTF space is not linear.
float EOTF_AMPLIFICATION = EOTF_inv(float4(AMPLIFICATION)).x;
/***** Linear <--> ICtCp *****/
const mat4 RGBtoLMS = mat4(
1688.0, 683.0, 99.0, 0.0,
2146.0, 2951.0, 309.0, 0.0,
262.0, 462.0, 3688.0, 0.0,
0.0, 0.0, 0.0, 4096.0) / 4096.0;
const mat4 LMStoICtCp = mat4(
+2048.0, +6610.0, +17933.0, 0.0,
+2048.0, -13613.0, -17390.0, 0.0,
+0.0, +7003.0, -543.0, 0.0,
+0.0, +0.0, +0.0, 4096.0) / 4096.0;
float4 LinearRGBToICtCP(float4 c)
{
return LMStoICtCp * EOTF_inv(RGBtoLMS * c);
}
/***** ICtCp <--> Linear *****/
mat4 ICtCptoLMS = inverse(LMStoICtCp);
mat4 LMStoRGB = inverse(RGBtoLMS);
float4 ICtCpToLinearRGB(float4 c)
{
return LMStoRGB * EOTF(ICtCptoLMS * c);
}
void main()
{
float4 color = Sample();
// Nothing to do here, we are in SDR
if (!OptionEnabled(hdr_output) || !OptionEnabled(linear_space_output)) {
SetOutput(color);
return;
}
// Renormalize Color to be in [0.0 - 1.0] SDR Space. We will revert this later.
const float hdr_paper_white = hdr_paper_white_nits / hdr_sdr_white_nits;
color.rgb /= hdr_paper_white;
// Convert Color to Perceptual Color Space. This will allow us to do perceptual
// scaling while also being able to use the luminance channel.
float4 ictcp_color = LinearRGBToICtCP(color);
// Scale the color in perceptual space depending on the percieved luminance.
//
// At low luminances, ~0.0, pow(EOTF_AMPLIFICATION, ~0.0) ~= 1.0, so the
// color will appear to be unchanged. This is important as we don't want to
// over expose dark colors which would not have otherwise been seen.
//
// At high luminances, ~1.0, pow(EOTF_AMPLIFICATION, ~1.0) ~= EOTF_AMPLIFICATION,
// which is equivilant to scaling the color by EOTF_AMPLIFICATION. This is
// important as we want to get the most out of the display, and we want to
// get bright colors to hit their target brightness.
//
// For more information, see this desmos demonstrating this scaling process:
// https://www.desmos.com/calculator/syjyrjsj5c
const float luminance = ictcp_color.x;
ictcp_color *= pow(EOTF_AMPLIFICATION, luminance);
// Convert back to Linear RGB and output the color to the display.
// We use hdr_paper_white to renormalize the color to the comfortable
// SDR viewing range.
SetOutput(hdr_paper_white * ICtCpToLinearRGB(ictcp_color));
}

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@ -210,11 +210,6 @@ bool IsRunningAndStarted()
return s_is_started && !s_is_stopping; return s_is_started && !s_is_stopping;
} }
bool IsRunningInCurrentThread()
{
return IsRunning() && IsCPUThread();
}
bool IsCPUThread() bool IsCPUThread()
{ {
return tls_is_cpu_thread; return tls_is_cpu_thread;

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@ -139,7 +139,6 @@ std::string StopMessage(bool main_thread, std::string_view message);
bool IsRunning(); bool IsRunning();
bool IsRunningAndStarted(); // is running and the CPU loop has been entered bool IsRunningAndStarted(); // is running and the CPU loop has been entered
bool IsRunningInCurrentThread(); // this tells us whether we are running in the CPU thread.
bool IsCPUThread(); // this tells us whether we are the CPU thread. bool IsCPUThread(); // this tells us whether we are the CPU thread.
bool IsGPUThread(); bool IsGPUThread();
bool IsHostThread(); bool IsHostThread();

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@ -402,7 +402,7 @@ static void CompressAndDumpState(CompressAndDumpState_args& save_args)
File::IOFile f(temp_filename, "wb"); File::IOFile f(temp_filename, "wb");
if (!f) if (!f)
{ {
Core::DisplayMessage("Could not save state", 2000); Core::DisplayMessage("Failed to create state file", 2000);
return; return;
} }
@ -413,6 +413,9 @@ static void CompressAndDumpState(CompressAndDumpState_args& save_args)
else else
f.WriteBytes(buffer_data, buffer_size); f.WriteBytes(buffer_data, buffer_size);
if (!f.IsGood())
Core::DisplayMessage("Failed to write state file", 2000);
const std::string last_state_filename = File::GetUserPath(D_STATESAVES_IDX) + "lastState.sav"; const std::string last_state_filename = File::GetUserPath(D_STATESAVES_IDX) + "lastState.sav";
const std::string last_state_dtmname = last_state_filename + ".dtm"; const std::string last_state_dtmname = last_state_filename + ".dtm";
const std::string dtmname = filename + ".dtm"; const std::string dtmname = filename + ".dtm";
@ -448,12 +451,20 @@ static void CompressAndDumpState(CompressAndDumpState_args& save_args)
// Move written state to final location. // Move written state to final location.
// TODO: This should also be atomic. This is possible on all systems, but needs a special // TODO: This should also be atomic. This is possible on all systems, but needs a special
// implementation of IOFile on Windows. // implementation of IOFile on Windows.
f.Close(); if (!f.Close())
File::Rename(temp_filename, filename); Core::DisplayMessage("Failed to close state file", 2000);
if (!File::Rename(temp_filename, filename))
{
Core::DisplayMessage("Failed to rename state file", 2000);
}
else
{
const std::filesystem::path temp_path(filename);
Core::DisplayMessage(fmt::format("Saved State to {}", temp_path.filename().string()), 2000);
}
} }
std::filesystem::path tempfilename(filename);
Core::DisplayMessage(fmt::format("Saved State to {}", tempfilename.filename().string()), 2000);
Host_UpdateMainFrame(); Host_UpdateMainFrame();
} }

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@ -315,10 +315,12 @@ void BalloonTip::UpdateBoundsAndRedraw(const QPoint& target_arrow_tip_position,
// Place the arrow tip at the target position whether the arrow tip is drawn or not // Place the arrow tip at the target position whether the arrow tip is drawn or not
const int target_balloontip_global_x = const int target_balloontip_global_x =
target_arrow_tip_position.x() - static_cast<int>(arrow_tip_x); target_arrow_tip_position.x() - static_cast<int>(arrow_tip_x);
const int rightmost_valid_balloontip_global_x = screen_rect.width() - size_hint.width(); const int rightmost_valid_balloontip_global_x =
screen_rect.left() + screen_rect.width() - size_hint.width();
// If the balloon would extend off the screen, push it left or right until it's not // If the balloon would extend off the screen, push it left or right until it's not
const int actual_balloontip_global_x = const int actual_balloontip_global_x =
std::max(0, std::min(rightmost_valid_balloontip_global_x, target_balloontip_global_x)); std::max(screen_rect.left(),
std::min(rightmost_valid_balloontip_global_x, target_balloontip_global_x));
// The tip pixel should be in the middle of the control, and arrow_tip_exterior_y is at the bottom // The tip pixel should be in the middle of the control, and arrow_tip_exterior_y is at the bottom
// of that pixel. When arrow_at_bottom is true the arrow is above arrow_tip_exterior_y and so the // of that pixel. When arrow_at_bottom is true the arrow is above arrow_tip_exterior_y and so the
// tip pixel is in the right place, but when it's false the arrow is below arrow_tip_exterior_y // tip pixel is in the right place, but when it's false the arrow is below arrow_tip_exterior_y

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@ -164,8 +164,23 @@ void Metal::VideoBackend::PrepareWindow(WindowSystemInfo& wsi)
return; return;
NSView* view = static_cast<NSView*>(wsi.render_surface); NSView* view = static_cast<NSView*>(wsi.render_surface);
CAMetalLayer* layer = [CAMetalLayer layer]; CAMetalLayer* layer = [CAMetalLayer layer];
Util::PopulateBackendInfo(&g_Config);
if (g_Config.backend_info.bSupportsHDROutput && g_Config.bHDR)
{
[layer setWantsExtendedDynamicRangeContent:YES];
[layer setPixelFormat:MTLPixelFormatRGBA16Float];
const CFStringRef name = kCGColorSpaceExtendedLinearSRGB;
CGColorSpaceRef colorspace = CGColorSpaceCreateWithName(name);
[layer setColorspace:colorspace];
CGColorSpaceRelease(colorspace);
}
[view setWantsLayer:YES]; [view setWantsLayer:YES];
[view setLayer:layer]; [view setLayer:layer];
wsi.render_surface = layer; wsi.render_surface = layer;
#endif #endif
} }

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@ -3,7 +3,9 @@
#pragma once #pragma once
#include <AppKit/NSScreen.h>
#include <Metal/Metal.h> #include <Metal/Metal.h>
#include <vector> #include <vector>
#include "VideoCommon/AbstractShader.h" #include "VideoCommon/AbstractShader.h"

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@ -77,6 +77,8 @@ void Metal::Util::PopulateBackendInfo(VideoConfig* config)
config->backend_info.bSupportsPartialMultisampleResolve = false; config->backend_info.bSupportsPartialMultisampleResolve = false;
config->backend_info.bSupportsDynamicVertexLoader = true; config->backend_info.bSupportsDynamicVertexLoader = true;
config->backend_info.bSupportsVSLinePointExpand = true; config->backend_info.bSupportsVSLinePointExpand = true;
config->backend_info.bSupportsHDROutput =
1.0 < [[NSScreen deepestScreen] maximumPotentialExtendedDynamicRangeColorComponentValue];
} }
void Metal::Util::PopulateBackendInfoAdapters(VideoConfig* config, void Metal::Util::PopulateBackendInfoAdapters(VideoConfig* config,

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@ -232,18 +232,17 @@ const std::vector<std::unique_ptr<VideoBackendBase>>& VideoBackendBase::GetAvail
static auto s_available_backends = [] { static auto s_available_backends = [] {
std::vector<std::unique_ptr<VideoBackendBase>> backends; std::vector<std::unique_ptr<VideoBackendBase>> backends;
// OGL > D3D11 > D3D12 > Vulkan > SW > Null
// On macOS, we prefer Vulkan over OpenGL due to OpenGL support being deprecated by Apple.
#ifdef HAS_OPENGL
backends.push_back(std::make_unique<OGL::VideoBackend>());
#endif
#ifdef _WIN32 #ifdef _WIN32
backends.push_back(std::make_unique<DX11::VideoBackend>()); backends.push_back(std::make_unique<DX11::VideoBackend>());
backends.push_back(std::make_unique<DX12::VideoBackend>()); backends.push_back(std::make_unique<DX12::VideoBackend>());
#endif #endif
#ifdef HAS_OPENGL
backends.push_back(std::make_unique<OGL::VideoBackend>());
#endif
#ifdef HAS_VULKAN #ifdef HAS_VULKAN
#ifdef __APPLE__ #ifdef __APPLE__
// Emplace the Vulkan backend at the beginning so it takes precedence over OpenGL. // Emplace the Vulkan backend at the beginning so it takes precedence over OpenGL.
// On macOS, we prefer Vulkan over OpenGL due to OpenGL support being deprecated by Apple.
backends.emplace(backends.begin(), std::make_unique<Vulkan::VideoBackend>()); backends.emplace(backends.begin(), std::make_unique<Vulkan::VideoBackend>());
#else #else
backends.push_back(std::make_unique<Vulkan::VideoBackend>()); backends.push_back(std::make_unique<Vulkan::VideoBackend>());