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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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@ -253,7 +253,9 @@ void VertexManager::Flush()
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//if (g_nativeVertexFmt)
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g_nativeVertexFmt->SetupVertexPointers();
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g_renderer->ResumePixelPerf(false);
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g_vertex_manager->Draw(stride, false);
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g_renderer->PausePixelPerf(false);
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// run through vertex groups again to set alpha
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if (false == g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
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