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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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@ -38,7 +38,8 @@ public:
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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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bool SupportsGPUTextureDecode(TextureFormat format, TLUTFormat palette_format) override;
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@ -52,8 +53,9 @@ public:
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private:
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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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std::unique_ptr<StreamBuffer> m_texture_upload_buffer;
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