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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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@ -1365,8 +1365,7 @@ void Renderer::ApplyBlendingState(const BlendingState state, bool force)
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}
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// This function has the final picture. We adjust the aspect ratio here.
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void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks,
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float Gamma)
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void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks)
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{
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if (g_ogl_config.bSupportsDebug)
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{
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