[D3D12] ROV: Use MSAA instead of SSAA
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@@ -62,6 +62,7 @@ void ShaderTranslator::Reset() {
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for (size_t i = 0; i < xe::countof(writes_color_targets_); ++i) {
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writes_color_targets_[i] = false;
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}
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writes_depth_ = false;
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}
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bool ShaderTranslator::GatherAllBindingInformation(Shader* shader) {
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@@ -274,8 +275,12 @@ void ShaderTranslator::GatherInstructionInformation(
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}
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}
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if (op.is_export()) {
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if (is_pixel_shader() && op.vector_dest() <= 3) {
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writes_color_targets_[op.vector_dest()] = true;
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if (is_pixel_shader()) {
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if (op.vector_dest() <= 3) {
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writes_color_targets_[op.vector_dest()] = true;
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} else if (op.vector_dest() == 61) {
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writes_depth_ = true;
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}
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}
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} else {
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if (op.is_vector_dest_relative()) {
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@@ -291,8 +296,12 @@ void ShaderTranslator::GatherInstructionInformation(
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uses_register_dynamic_addressing_ = true;
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}
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if (op.is_export()) {
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if (is_pixel_shader() && op.scalar_dest() <= 3) {
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writes_color_targets_[op.scalar_dest()] = true;
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if (is_pixel_shader()) {
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if (op.scalar_dest() <= 3) {
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writes_color_targets_[op.scalar_dest()] = true;
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} else if (op.scalar_dest() == 61) {
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writes_depth_ = true;
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}
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}
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} else {
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if (op.is_scalar_dest_relative()) {
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