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Implement EFB copy filter and gamma in hardware backends
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't make sense to keep it as part of the uid, otherwise we're generating redundant shaders.
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@ -80,6 +80,7 @@ extern const ConfigInfo<bool> GFX_ENHANCE_FORCE_FILTERING;
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extern const ConfigInfo<int> GFX_ENHANCE_MAX_ANISOTROPY; // NOTE - this is x in (1 << x)
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extern const ConfigInfo<std::string> GFX_ENHANCE_POST_SHADER;
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extern const ConfigInfo<bool> GFX_ENHANCE_FORCE_TRUE_COLOR;
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extern const ConfigInfo<bool> GFX_ENHANCE_DISABLE_COPY_FILTER;
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// Graphics.Stereoscopy
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