Filippo Tarpini

Results 23 issues of Filippo Tarpini

This PR fixes some edge cases introduced by: https://github.com/dolphin-emu/dolphin/pull/11889 https://github.com/dolphin-emu/dolphin/pull/12000 where if the game already outputted to a near perfect ~4:3 resolution, dolphin would pick a window draw resolution that...

Fix aspect ratio heuristics getting stuck to widescreen (or to non widescreen) (`m_is_game_widescreen` variable) if the user first forced the aspect ratio to 16:9/4:3 and then set it back to...

Allows the frame dumper to use the raw emulation output (XFB) resolution, avoiding any scaling if possible. This should make comparisons much more reliable as pixels wouldn't be smushed together...

Follow up to https://github.com/dolphin-emu/dolphin/pull/12170 as discussed there and on discord. Specifically, this PR adds a "Custom Relative" aspect ratio, meaning that the user specified aspect ratio will relative to the...

1 ) It seems like there's a mistake in the Hermite bicubic filtering implementation. My change is based on the reference sources, and it also seems to make more sense,...

I didn't have the Win 10 SDK installed, and even after Visual Studio automatically installed it to try and build the solution, it kept failing. This might help somebody running...

**Describe the bug** When using DS4Windows with the "FakeInput Driver" installed, some "Special Actions" macros don't work. **To Reproduce** Steps to reproduce the behavior: 1. Add a special action like...

This might be an questionable change, but most game engines use pre-multiplied alpha to compose the UI on top of the game scene. I think it's good if FSR3 did...

Textures of the same format family should be mutually compatible. More info here: https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/issues/37

I find this formula to calculate the luminance of scRGB (R16G16B16A16F HDR) colors a bit confusing. In DirectX 11 and 12, scRGB swapchain buffers have a luminance of 80 nits...