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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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@ -697,8 +697,7 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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BindEFBToStateTracker();
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}
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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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// Pending/batched EFB pokes should be included in the final image.
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FramebufferManager::GetInstance()->FlushEFBPokes();
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