D3D12: Simplify and fix MSAA EFB depth copy path
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@@ -86,8 +86,7 @@ void DrawShadedTexQuad(D3DTexture2D* texture,
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u32 slice = 0,
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DXGI_FORMAT rt_format = DXGI_FORMAT_R8G8B8A8_UNORM,
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bool inherit_srv_binding = false,
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bool rt_multisampled = false,
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D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc_override = nullptr
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bool rt_multisampled = false
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);
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void DrawClearQuad(u32 Color, float z, D3D12_BLEND_DESC* blend_desc, D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc, bool rt_multisampled);
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