Commit Graph

260 Commits

Author SHA1 Message Date
Filoppi
2edf81cdb0 Video: implement output resampling (upscaling/downscaling) methods 2023-08-18 02:00:55 +03:00
Filoppi
bfb90b7eec Video: increase the max HDR brightness multiplier to a more appropriate value (400 nits can be too dark in a bright room) 2023-06-29 14:24:28 +03:00
Admiral H. Curtiss
3a8e7de214 Merge pull request #11903 from noahpistilli/wiilink
IOS/KD: Add WiiLink as WC24 service provider by default
2023-06-26 02:27:47 +02:00
Sketch
f9f8e94e30 Add default support for WiiLink + configuration 2023-06-25 14:57:15 -04:00
Filoppi
a2702c6e27 Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted.
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>
2023-06-19 01:34:42 +03:00
Robin Kertels
23bebc5270 VideoBackends:Vulkan: Allow loading custom drivers on Android
... using libadrenotools
2023-06-11 13:52:34 +02:00
Admiral H. Curtiss
a7678f3210 Merge pull request #11694 from jnaidu360/skylanders-portal-window
Skylanders Portal Menu Navigational Improvements
2023-06-06 19:20:39 +02:00
jnaidu360
66f4902a1e Improved Skylanders Portal Window Navigation
Adds features to improve navigation of Skylanders portal menu, includes:
-List of Skylanders and filters for searching
-Improved buttons for faster loading options
-Added default user folder for storing .sky files
2023-06-04 18:10:08 -07:00
Admiral H. Curtiss
ca484c7a65 Merge pull request #11609 from AdmiralCurtiss/sd-size-select
Add SD card size option for converting folder -> file.
2023-06-02 20:52:08 +02:00
joon
db712772b7 Add compression option for texture dumps.
Enable through command line options:
-C Graphics.Settings.TexturePNGCompressionLevel=[0-9]

Or from GFX.ini:
[Settings]
TexturePNGCompressionLevel=[0-9]

@see #10792
2023-06-01 16:01:11 -04:00
Joshua de Reeper
f632f94645 Feature: Emulate Disney Infinity Base
Create, Load and Clear Infinity figures on an emulated base in the UI
2023-04-28 12:29:34 +12:00
Admiral H. Curtiss
d861b8caca Config: Add setting for SD card file size when converting. 2023-04-18 11:04:26 +02:00
LillyJadeKatrin
31c3288fd5 Added ActivateDeactivateRichPresence to AchievementManager
RetroAchievements Rich Presence is a script that is run periodically on a game's memory to provide a detailed text description of what the player is doing. Existing Discord presence on Dolphin would update a player's Discord status to say not just that they are using Dolphin but that they are playing, for example, Sonic Adventure 2 Battle; Rich Presence would detail that the player is in City Escape with 5 lives and 142 rings.

Activating this in the runtime simply entails loading that text script, as returned by the FetchGameData API call, into the runtime, here only determined by whether rich presence is enabled in the achievement settings. Deactivating this is done via the same rcheevos method by setting the rich presence to an empty string.
2023-04-14 22:22:00 -04:00
LillyJadeKatrin
64e3a64c87 Added ActivateDeactivateLeaderboards to AchievementManager
This activates or deactivates leaderboards in the rcheevos runtime similarly to achievements. The logic is much more straightforward - all leaderboards are active together; there is nothing requiring some leaderboards to be active while others are unactive, and even a leaderboard that has been submitted to in this session is still active to be submitted to again. The only criteria are that leaderboards must be enabled in the settings, and hardcore mode must be on, the latter of which is false until a future PR.
2023-04-14 22:22:00 -04:00
LillyJadeKatrin
505f40cf9d Added ActivateDeactivateAchievement to AchievementManager
ActivateDeactivateAchievement is passed an Achievement ID as returned from the FetchGameData API call and determines whether to activate it, deactivate it, or leave it where it is based on its current known state and what settings are enabled.

Activating or deactivating an achievement entails calling a method provided by rcheevos that performs this on the rcheevos runtime. Activating an achievement loads its memory signature into the runtime; now the runtime will process the achievement each time the rc_runtime_do_frame function is called (this will be in a future PR) to determine when the achievement's requirements are met. Deactivating an achievement unloads it from the runtime.

The specific logic to determine whether an achievement is active operates over many fields but is documented in detail inside the function. There are multiple settings flags for which achievements are enabled (one flag for all achievements, an "unofficial" flag for enabling achievements marked as unofficial i.e. those that have logic on the site but have not yet been officially approved, and an "encore" flag that enables achievements the player has already unlocked) and this function also evaluates whether the achievement has been unlocked in hardcore mode or softcore mode (though currently every reference to the current hardcore mode state is hardcoded as false).
2023-04-14 17:15:45 -04:00
LillyJadeKatrin
07d2f3d305 Added Initial Achievement Settings
Added AchievementSettings in Config with RA_INTEGRATION_ENABLED, RA_USERNAME, and RA_API_TOKEN. Includes code to load and store from Achievements.ini file in config folder.
2023-04-03 21:17:44 -04:00
Pierre Bourdon
a2f4606d33 Merge pull request #11205 from TellowKrinkle/AutoPresent
VideoBackends:Metal: Default to presentDrawable when vsync is on
2023-01-30 09:01:18 +01:00
Pierre Bourdon
9c9310bf44 Merge pull request #11208 from TellowKrinkle/CPUCull
Cull vertices on the CPU
2023-01-26 23:15:23 +01:00
TellowKrinkle
1be0149146 VideoCommon: Cull vertices on the CPU 2023-01-25 02:21:56 -06:00
Pierre Bourdon
6fad8ac389 Merge pull request #11467 from Simonx22/remove-titlebar-fps-counter
Core: Remove FPS, VPS and speed percentage from window title
2023-01-24 23:04:29 +01:00
Lioncash
e5b91f00b0 Common: Replace StringBeginsWith/StringEndsWith with std equivalents
Obsoletes these functions in favor of the standard member functions
added in C++20.
2023-01-24 14:58:20 -05:00
Simonx22
df6f070a55 Core: Remove FPS, VPS and speed percentage from window title 2023-01-23 21:32:50 +01:00
Joshua de Reeper
18fd0d7dcd Use Core timing instead of thread
Skylander code tidy ups

Convert c array to std::array and fix comments

Formatting fixes/review changes

Variable comment

Migrate portal to System Impl and code tidy ups

Use struct

Restore review changes

Minor fix to schedule transfer method

Change descriptors to hex and fix comments
2023-01-22 14:50:30 +13:00
Joshua de Reeper
f76a6789a0 Emulate Skylanders within Dolphin
Ported the code from RPCS3, with improvements made to the handling of control messages and audio transfers, Co-Authored with @mandar1jn

Missing new line chars

Co-Authored-By: mandar1jn <49076509+mandar1jn@users.noreply.github.com>
2023-01-22 14:50:30 +13:00
Sam Belliveau
23ad07b368 Add VISkip 2023-01-14 01:56:37 -05:00
Admiral H. Curtiss
eeeab3c3be Merge pull request #11183 from TheLordScruffy/write-back-cache
Implement PowerPC data cache
2023-01-09 17:09:32 +01:00
Sam Belliveau
673f81c18a New FrameTime/VBlank Analyzer + Graph 2022-12-23 19:52:53 -05:00
Admiral H. Curtiss
8a3b8a925e Core: Add option to force linear texture filtering. 2022-12-09 02:02:16 +01:00
TheLordScruffy
e97d380437 Implement PPC write-back data cache 2022-12-08 18:18:32 -05:00
Sam Belliveau
edb2c90b38 Improve FPS/VPS Counting and Revamp Appearance 2022-11-23 00:11:47 +01:00
Admiral H. Curtiss
c18d6c3deb Config: Use JPN for custom GCI folder paths. 2022-11-22 17:53:20 +01:00
Admiral H. Curtiss
86d01c3399 Config: Add option to use JPN as the Japanese region directory in GetDirectoryForRegion().
See https://bugs.dolphin-emu.org/issues/13076 for motivation for this.
2022-11-22 17:53:19 +01:00
Admiral H. Curtiss
2132e005c3 Core: Add config setting for base GCI folder path. 2022-11-22 10:48:37 +01:00
TellowKrinkle
37a51f1d09 VideoCommon: Add an option to disable mipmaps
Needed by M1 fifoci to work around a minor non-determinism bug
2022-11-07 22:18:56 -06:00
Pokechu22
2f3805e1b4 GraphicsSettings: Remove unused FreelookControlType enum forward declaration 2022-10-26 16:23:13 -07:00
TellowKrinkle
fa8134deda VideoBackends:Metal: Default to presentDrawable when vsync is on 2022-10-24 17:55:30 -05:00
JMC47
b66793194e Merge pull request #11028 from tellowkrinkle/MetalFixes
Various Metal renderer improvements
2022-10-24 15:22:37 -04:00
TellowKrinkle
0a42c534c3 VideoCommon: Add configuration to prefer VS for line/point expansion 2022-10-22 20:13:24 -05:00
Admiral H. Curtiss
da27a3e6bc Merge pull request #11095 from K0bin/misc-vulkan
Remove special treatment for Android in video settings
2022-10-08 22:24:30 +02:00
TellowKrinkle
a13f09433c VideoBackends:Metal: Add config option to use presentDrawable 2022-10-08 04:46:07 -05:00
TellowKrinkle
c08de82e90 VideoBackends:Metal: Bring back unified memory config
Turns out it was helpful.  (Most improvement in ubershaders.)  This time with much better auto mode.
2022-10-08 04:46:05 -05:00
Robin Kertels
4e204a9a1a VideoCommon: Remove special treatment for Android in video settings 2022-10-01 20:53:02 +02:00
Pokechu22
56fce3ba8a Software: Remove dedicated texture/frame dumping infrastructure
Texture dumping can already be done using VideoCommon's system (and in fact the same setting already enabled *both* of these). Dumping objects/TEV stages/texture fetches doesn't currently have an equivalent, but could be added to the FIFO player instead.
2022-09-26 18:25:54 -07:00
Admiral H. Curtiss
63975556a4 Merge pull request #10175 from dreamsyntax/pause-on-panic
Core/DolphinQt: Add Pause on Panic Option for DSI Exceptions and Unknown Instruction
2022-09-24 20:28:09 +02:00
Admiral H. Curtiss
0d095b4d9b Netplay: Simplify save data options. 2022-09-20 01:37:32 +02:00
dreamsyntax
78c6819f5e Core: pause on panic handler option 2022-09-02 13:22:32 -07:00
Admiral H. Curtiss
650f172637 DolphinQt: Only show raw memory card path if it's not the default. 2022-08-16 00:23:36 +02:00
Admiral H. Curtiss
43d4923e78 Config: Allow passing std::nullopt for the region in GetMemcardPath() to use the region as configured in the path itself. Falls back to the fallback region if no region is in the path. 2022-08-16 00:20:58 +02:00
Admiral H. Curtiss
2ef069e0e8 Merge pull request #10833 from sepalani/BBA-log
NetworkCaptureLogger: Add GameCube BBA support
2022-07-16 21:44:08 +02:00
Pokechu22
25aa30ac69 Free Look: Add background input setting (disabled by default)
Before, Free Look would accept background input by default, which means it was easy to accidentally move the camera while typing in another window. (This is because HotkeyScheduler::Run sets the input gate to `true` after it's copied the hotkey state, supposedly for other threads (though `SetInputGate` uses a `thread_local` variable so I'm not 100% sure that's correct) and for the GBA windows (which always accept unfocused input, presumably because they won't be focused normally).
2022-07-13 15:23:00 -07:00