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FramebufferShaderGen: Don't emit SV_SampleIndex when not using SSAA
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@ -410,10 +410,13 @@ std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samp
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{
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{
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std::stringstream ss;
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std::stringstream ss;
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EmitSamplerDeclarations(ss, 0, 1, samples > 1);
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EmitSamplerDeclarations(ss, 0, 1, samples > 1);
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EmitPixelMainDeclaration(ss, 1, 0, "float4",
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EmitPixelMainDeclaration(
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GetAPIType() == APIType::D3D ?
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ss, 1, 0, "float4",
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"in float4 ipos : SV_Position, in uint isample : SV_SampleIndex, " :
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GetAPIType() == APIType::D3D ?
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"");
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(g_ActiveConfig.bSSAA ?
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"in float4 ipos : SV_Position, in uint isample : SV_SampleIndex, " :
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"in float4 ipos : SV_Position, ") :
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"");
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ss << "{\n";
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ss << "{\n";
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ss << " int layer = int(v_tex0.z);\n";
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ss << " int layer = int(v_tex0.z);\n";
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if (GetAPIType() == APIType::D3D)
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if (GetAPIType() == APIType::D3D)
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