[D3D12] ROV: Alpha to coverage (without dithering)
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@@ -2028,6 +2028,10 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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DxbcShaderTranslator::kSysFlag_AlphaPassIfEqual |
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DxbcShaderTranslator::kSysFlag_AlphaPassIfGreater;
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}
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// Alpha to coverage.
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if (rb_colorcontrol & 0x10) {
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flags |= DxbcShaderTranslator::kSysFlag_AlphaToCoverage;
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}
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// Gamma writing.
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if (((regs[XE_GPU_REG_RB_COLOR_INFO].u32 >> 16) & 0xF) ==
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uint32_t(ColorRenderTargetFormat::k_8_8_8_8_GAMMA)) {
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