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D3D12: Simplify and fix MSAA EFB depth copy path
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@ -599,8 +599,7 @@ void DrawShadedTexQuad(D3DTexture2D* texture,
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u32 slice,
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DXGI_FORMAT rt_format,
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bool inherit_srv_binding,
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bool rt_multisampled,
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D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc_override
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bool rt_multisampled
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)
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{
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float sw = 1.0f / static_cast<float>(source_width);
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@ -663,9 +662,7 @@ void DrawShadedTexQuad(D3DTexture2D* texture,
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Renderer::GetResetBlendDesc(), // D3D12_BLEND_DESC BlendState;
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UINT_MAX, // UINT SampleMask;
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Renderer::GetResetRasterizerDesc(), // D3D12_RASTERIZER_DESC RasterizerState
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depth_stencil_desc_override ?
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*depth_stencil_desc_override :
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Renderer::GetResetDepthStencilDesc(), // D3D12_DEPTH_STENCIL_DESC DepthStencilState
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Renderer::GetResetDepthStencilDesc(), // D3D12_DEPTH_STENCIL_DESC DepthStencilState
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layout12, // D3D12_INPUT_LAYOUT_DESC InputLayout
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D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF, // D3D12_INDEX_BUFFER_PROPERTIES IndexBufferProperties
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D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, // D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType
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