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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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@ -65,11 +65,13 @@ private:
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void CopyEFB(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) override;
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bool scale_by_half, float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
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const CopyFilterCoefficientArray& filter_coefficients) override;
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void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
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bool scale_by_half, EFBCopyFormat dst_format,
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bool is_intensity) override;
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bool scale_by_half, EFBCopyFormat dst_format, bool is_intensity,
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float gamma, bool clamp_top, bool clamp_bottom,
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const CopyFilterCoefficientArray& filter_coefficients) override;
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bool CompileShaders() override;
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void DeleteShaders() override;
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@ -84,6 +86,10 @@ private:
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{
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SHADER shader;
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GLuint position_uniform;
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GLuint pixel_height_uniform;
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GLuint gamma_rcp_uniform;
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GLuint clamp_tb_uniform;
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GLuint filter_coefficients_uniform;
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};
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std::map<TextureConversionShaderGen::TCShaderUid, EFBCopyShader> m_efb_copy_programs;
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