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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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@ -59,8 +59,7 @@ u32 GetDepth(u16 x, u16 y);
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u8* GetPixelPointer(u16 x, u16 y, bool depth);
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void EncodeXFB(u8* xfb_in_ram, u32 memory_stride, const EFBRectangle& source_rect, float y_scale,
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bool clamp_top, bool clamp_bottom, float Gamma,
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const std::array<u8, 7>& filterCoefficients);
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float gamma);
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extern u32 perf_values[PQ_NUM_MEMBERS];
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inline void IncPerfCounterQuadCount(PerfQueryType type)
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