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shader: emit dynamic sample offsets with the enabled maintenance8 feature
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@@ -1038,7 +1038,7 @@ bool RenderExecutor::CopyDepthToColor(CommandBuffer& buffer, const DrawCallInfo&
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const auto& hw = buffer.GetRegisters();
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auto& depth = state.depth_info;
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auto& color = state.color_info[0];
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EXIT_NOT_IMPLEMENTED(!m_context.GetGraphics().depth_color_copy_enabled ||
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EXIT_NOT_IMPLEMENTED(!m_context.GetGraphics().maintenance8_enabled ||
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!Prospero::IsRectList(ucfg.GetPrimType()) ||
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draw.IsIndexed() || draw.index_count != 3 || draw.instance_count != 1 ||
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emit.first_vertex != 0 || emit.first_instance != 0 ||
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