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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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@ -7,10 +7,9 @@
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLUtil.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VideoCommon.h"
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struct EFBCopyParams;
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namespace OGL
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{
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// Converts textures between formats using shaders
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@ -21,9 +20,11 @@ void Init();
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void Shutdown();
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// returns size of the encoded data (in bytes)
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void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyParams& params, u32 native_width,
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u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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const EFBRectangle& src_rect, bool scale_by_half);
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void EncodeToRamFromTexture(
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u8* dest_ptr, 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, bool scale_by_half,
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float y_scale, float gamma, float clamp_top, float clamp_bottom,
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const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients);
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}
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} // namespace OGL
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