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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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@ -92,7 +92,7 @@ TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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return result;
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}
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void Renderer::SwapImpl(AbstractTexture*, const EFBRectangle&, u64, float)
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void Renderer::SwapImpl(AbstractTexture*, const EFBRectangle&, u64)
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{
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UpdateActiveConfig();
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}
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