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D3D11: Implement some PE pixel performance metrics.
Super Mario Sunshine is using a cool trick: To determine how much goop has been cleaned in ep. 6 of Sirena Beach, it counts the number of pixels that are input to the blending stage. For that it's using the PE performance registers ;) Fixes issue 1498.
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@ -36,19 +36,20 @@ enum
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PE_BBOX_TOP = 0x14, // Flip Top
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PE_BBOX_BOTTOM = 0x16, // Flip Bottom
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// These have not yet been RE:d. They are the perf counters.
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PE_PERF_0L = 0x18,
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PE_PERF_0H = 0x1a,
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PE_PERF_1L = 0x1c,
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PE_PERF_1H = 0x1e,
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PE_PERF_2L = 0x20,
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PE_PERF_2H = 0x22,
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PE_PERF_3L = 0x24,
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PE_PERF_3H = 0x26,
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PE_PERF_4L = 0x28,
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PE_PERF_4H = 0x2a,
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PE_PERF_5L = 0x2c,
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PE_PERF_5H = 0x2e,
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// NOTE: Order not verified
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// These indicate the number of quads that are being used as input/output for each particular stage
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PE_PERF_ZCOMP_INPUT_ZCOMPLOC_L = 0x18,
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PE_PERF_ZCOMP_INPUT_ZCOMPLOC_H = 0x1a,
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PE_PERF_ZCOMP_OUTPUT_ZCOMPLOC_L = 0x1c,
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PE_PERF_ZCOMP_OUTPUT_ZCOMPLOC_H = 0x1e,
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PE_PERF_ZCOMP_INPUT_L = 0x20,
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PE_PERF_ZCOMP_INPUT_H = 0x22,
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PE_PERF_ZCOMP_OUTPUT_L = 0x24,
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PE_PERF_ZCOMP_OUTPUT_H = 0x26,
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PE_PERF_BLEND_INPUT_L = 0x28,
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PE_PERF_BLEND_INPUT_H = 0x2a,
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PE_PERF_EFB_COPY_CLOCKS_L = 0x2c,
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PE_PERF_EFB_COPY_CLOCKS_H = 0x2e,
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};
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namespace PixelEngine
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