Vulkan: Use correct sample count for EFB pokes with MSAA enabled
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@ -1181,6 +1181,7 @@ void FramebufferManager::DrawPokeVertices(const EFBPokeVertex* vertices, size_t
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pipeline_info.ps = m_poke_fragment_shader;
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pipeline_info.render_pass = m_efb_load_render_pass;
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pipeline_info.rasterization_state.bits = Util::GetNoCullRasterizationState().bits;
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pipeline_info.rasterization_state.samples = m_efb_samples;
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pipeline_info.depth_stencil_state.bits = Util::GetNoDepthTestingDepthStencilState().bits;
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pipeline_info.blend_state.bits = Util::GetNoBlendingBlendState().bits;
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pipeline_info.blend_state.write_mask = 0;
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