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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@@ -87,8 +87,7 @@ std::unique_ptr<AbstractPipeline> SWRenderer::CreatePipeline(const AbstractPipel
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}
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// Called on the GPU thread
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void SWRenderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks,
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float Gamma)
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void SWRenderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks)
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{
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OSD::DoCallbacks(OSD::CallbackType::OnFrame);
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