TextureConversionShader: Don't sample from adjacent rows when not needed
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@@ -240,7 +240,8 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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}
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auto uid = TextureConversionShaderGen::GetShaderUid(dst_format, is_depth_copy, is_intensity,
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scale_by_half);
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scale_by_half,
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NeedsCopyFilterInShader(filter_coefficients));
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ID3D11PixelShader* pixel_shader = GetEFBToTexPixelShader(uid);
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if (!pixel_shader)
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return;
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