[D3D12] Take 0 being bottom-right sample with 2x MSAA in D3D12 into account
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@@ -768,15 +768,16 @@ class DxbcShaderTranslator : public ShaderTranslator {
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void ExportToMemory();
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void CompleteVertexOrDomainShader();
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// For RTV, adds the sample to coverage_temp.coverage_temp_component if it
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// passes alpha to mask (except for sample 0, which overwrites the output to
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// initialize it).
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// passes alpha to mask (or, if initialize == true (for the first sample
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// tested), overwrites the output to initialize it).
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// For ROV, masks the sample away from coverage_temp.coverage_temp_component
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// if it doesn't pass alpha to mask.
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// threshold_offset and temp.temp_component can be the same if needed.
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void CompletePixelShader_AlphaToMaskSample(
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uint32_t sample_index, float threshold_base, dxbc::Src threshold_offset,
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float threshold_offset_scale, uint32_t coverage_temp,
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uint32_t coverage_temp_component, uint32_t temp, uint32_t temp_component);
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bool initialize, uint32_t sample_index, float threshold_base,
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dxbc::Src threshold_offset, float threshold_offset_scale,
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uint32_t coverage_temp, uint32_t coverage_temp_component, uint32_t temp,
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uint32_t temp_component);
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// Performs alpha to coverage if necessary, for RTV, writing to oMask, and for
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// ROV, updating the low (coverage) bits of system_temp_rov_params_.x. Done
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// manually even for RTV to maintain the guest dithering pattern and because
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