[Vulkan] Remove UB-based independent blend logic
On Vulkan, unlike Direct3D, not writing to a color target in the fragment shader produces an undefined result.
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@@ -46,11 +46,6 @@ class SpirvShaderTranslator : public ShaderTranslator {
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struct PixelShaderModification {
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// Dynamically indexable register count from SQ_PROGRAM_CNTL.
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uint32_t dynamic_addressable_register_count : 8;
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// Color outputs removed from the shader to implement a zero color write
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// mask when independent blending (and thus independent write masks) is
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// not supported without switching to a render pass with some attachments
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// actually excluded.
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uint32_t color_outputs_disabled : 4;
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} pixel;
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uint64_t value = 0;
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