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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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@ -8,6 +8,7 @@
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#include <memory>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/TextureConversionShader.h"
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#include "VideoCommon/VideoCommon.h"
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@ -38,8 +39,9 @@ public:
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void Init();
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void Shutdown();
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void Encode(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row,
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u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect,
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bool scale_by_half);
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u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect, bool scale_by_half,
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float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
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const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients);
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private:
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ID3D11PixelShader* GetEncodingPixelShader(const EFBCopyParams& params);
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