rsx: Propagate texture flags when MSAA sampling is required
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@@ -418,6 +418,11 @@ namespace glsl
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enabled_options.push_back("_ENABLE_DEPTH_FORMAT_RECONSTRUCTION");
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enabled_options.push_back("_ENABLE_DEPTH_FORMAT_RECONSTRUCTION");
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}
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}
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if (props.require_msaa_ops)
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{
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enabled_options.push_back("_ENABLE_TEXTURE_MULTISAMPLE");
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}
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program_common::define_glsl_switches(OS, enabled_options);
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program_common::define_glsl_switches(OS, enabled_options);
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enabled_options.clear();
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enabled_options.clear();
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@@ -46,7 +46,7 @@ R"(
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_texture_bx2_active = false; \
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_texture_bx2_active = false; \
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} while (false)
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} while (false)
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#define TEX_FLAGS(index) ((TEX_PARAM(index).flags & ~(_texture_flag_erase)) | _texture_flag_override)
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#define TEX_FLAGS(index) ((TEX_PARAM(index).flags & ~(_texture_flag_erase)) | _texture_flag_override)
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#elif defined(_ENABLE_TEXTURE_ALPHA_KILL) || defined(_ENABLE_FORMAT_CONVERSION) || defined(_ENABLE_DEPTH_FORMAT_RECONSTRUCTION)
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#elif defined(_ENABLE_TEXTURE_ALPHA_KILL) || defined(_ENABLE_FORMAT_CONVERSION) || defined(_ENABLE_DEPTH_FORMAT_RECONSTRUCTION) || defined(_ENABLE_TEXTURE_MULTISAMPLE)
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#define TEX_FLAGS(index) (TEX_PARAM(index).flags)
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#define TEX_FLAGS(index) (TEX_PARAM(index).flags)
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#else
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#else
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#define TEX_FLAGS(index) 0
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#define TEX_FLAGS(index) 0
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