[D3D12] ROV: Use MSAA instead of SSAA
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@@ -55,6 +55,8 @@ class ShaderTranslator {
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}
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// True if the current shader writes to a color target on any execution path.
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bool writes_color_target(int i) const { return writes_color_targets_[i]; }
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// True if the current shader overrides the pixel depth.
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bool writes_depth() const { return writes_depth_; }
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// A list of all vertex bindings, populated before translation occurs.
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const std::vector<Shader::VertexBinding>& vertex_bindings() const {
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return vertex_bindings_;
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@@ -227,6 +229,7 @@ class ShaderTranslator {
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Shader::ConstantRegisterMap constant_register_map_ = {0};
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bool uses_register_dynamic_addressing_ = false;
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bool writes_color_targets_[4] = {false, false, false, false};
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bool writes_depth_ = false;
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static const AluOpcodeInfo alu_vector_opcode_infos_[0x20];
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static const AluOpcodeInfo alu_scalar_opcode_infos_[0x40];
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