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.
This commit is contained in:
Stenzek
2018-04-29 18:52:30 +10:00
parent a192a3bb30
commit 9e798eec94
41 changed files with 526 additions and 236 deletions

View File

@ -5,12 +5,12 @@
#pragma once
#include "Common/CommonTypes.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VideoCommon.h"
struct EFBCopyParams;
namespace TextureEncoder
{
void Encode(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect, bool scale_by_half);
u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect, bool scale_by_half,
float y_scale, float gamma);
}