[D3D12] ROV: Use MSAA instead of SSAA
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@@ -491,7 +491,7 @@ std::vector<uint8_t> SpirvShaderTranslator::CompleteTranslation() {
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b.addExecutionMode(mainFn, spv::ExecutionModeOriginUpperLeft);
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// If we write a new depth value, we must declare this mode!
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if (writes_depth_) {
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if (writes_depth()) {
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b.addExecutionMode(mainFn, spv::ExecutionModeDepthReplacing);
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}
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@@ -648,7 +648,6 @@ std::vector<uint8_t> SpirvShaderTranslator::CompleteTranslation() {
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// Cleanup builder.
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cf_blocks_.clear();
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writes_depth_ = false;
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loop_head_block_ = nullptr;
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loop_body_block_ = nullptr;
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loop_cont_block_ = nullptr;
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@@ -3339,7 +3338,6 @@ void SpirvShaderTranslator::StoreToResult(Id source_value_id,
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storage_type = float_type_;
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storage_offsets.push_back(0);
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storage_array = false;
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writes_depth_ = true;
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break;
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case InstructionStorageTarget::kNone:
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assert_always();
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