[D3D12] Dithered alpha to coverage
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@@ -21,9 +21,10 @@
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// float2 xe_point_screen_to_ndc; // Offset: 160 Size: 8 [unused]
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// uint2 xe_sample_count_log2; // Offset: 168 Size: 8 [unused]
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// uint4 xe_texture_swizzled_signs[2];// Offset: 176 Size: 32 [unused]
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// uint xe_edram_resolution_square_scale;// Offset: 208 Size: 4 [unused]
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// uint xe_edram_pitch_tiles; // Offset: 212 Size: 4 [unused]
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// uint xe_edram_depth_base_dwords; // Offset: 216 Size: 4 [unused]
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// uint xe_alpha_to_mask; // Offset: 208 Size: 4 [unused]
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// uint xe_edram_resolution_square_scale;// Offset: 212 Size: 4 [unused]
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// uint xe_edram_pitch_tiles; // Offset: 216 Size: 4 [unused]
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// uint xe_edram_depth_base_dwords; // Offset: 220 Size: 4 [unused]
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// float4 xe_color_exp_bias; // Offset: 224 Size: 16 [unused]
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// uint4 xe_color_output_map; // Offset: 240 Size: 16 [unused]
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// float2 xe_tessellation_factor_range;// Offset: 256 Size: 8 [unused]
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