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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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@ -175,8 +175,7 @@ public:
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// Finish up the current frame, print some stats
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void Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc,
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u64 ticks);
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virtual void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks,
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float Gamma = 1.0f) = 0;
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virtual void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks) = 0;
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PEControl::PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
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void StorePixelFormat(PEControl::PixelFormat new_format) { m_prev_efb_format = new_format; }
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