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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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@ -52,6 +52,15 @@ public:
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Renderer();
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virtual ~Renderer();
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enum PixelPerfQuery {
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PP_ZCOMP_INPUT_ZCOMPLOC,
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PP_ZCOMP_OUTPUT_ZCOMPLOC,
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PP_ZCOMP_INPUT,
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PP_ZCOMP_OUTPUT,
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PP_BLEND_INPUT,
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PP_EFB_COPY_CLOCKS
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};
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virtual void SetColorMask() = 0;
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virtual void SetBlendMode(bool forceUpdate) = 0;
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virtual void SetScissorRect(const TargetRectangle& rc) = 0;
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@ -119,6 +128,11 @@ public:
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static unsigned int GetPrevPixelFormat() { return prev_efb_format; }
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static void StorePixelFormat(unsigned int new_format) { prev_efb_format = new_format; }
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virtual void ResetPixelPerf() {};
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virtual void ResumePixelPerf(bool efb_copies) {};
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virtual void PausePixelPerf(bool efb_copies) {};
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virtual u32 GetPixelPerfResult(PixelPerfQuery type) { return 0; };
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// TODO: doesn't belong here
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virtual void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4) = 0;
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virtual void SetPSConstant4fv(unsigned int const_number, const float *f) = 0;
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