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A partial write of a multisampled 4_4_4_4 target makes the draw shade per sample. For a shader the guest runs per pixel, every invocation of a pixel must then see the same inputs. Otherwise its colours and kill decisions follow each sample, while the console runs one invocation. The decode now throws in two cases when the guest did not ask for per-sample shading. The first is a shader that reads the ancillary word, whose sample number would become the invocation's. The second is a shader that reads centroid, sample-located or pull-model barycentrics, Z, 1/W, or a position at the centroid or a sample. That case is allowed when every sample sits at the pixel centre, as in a draw raised from a one-sample rasterizer. The recompiler throws for centre-located barycentrics on a device without interpolation functions and fragment shader barycentrics, where they would not be rebuilt at the centre. Decode tests run each moving input on a 2-sample rasterizer, where it throws, and with PS_ITER_SAMPLE, where it decodes. The raised draw keeps the located inputs and refuses the ancillary word. Centre and upper-left positions, centre barycentrics, the front face and the fixed-point position decode, and a recompile test covers the missing barycentrics. The debt entry now lists what is kept and what throws. Co-Authored-By: Claude Sonnet 5.5 <[email protected]>