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.
This commit is contained in:
NeoBrainX
2012-05-29 13:54:20 +02:00
parent 90af798d3d
commit 4d8d86bd6a
14 changed files with 245 additions and 36 deletions

View File

@ -133,6 +133,7 @@ struct VideoConfig
bool bUseBBox;
bool bEnablePixelLighting;
bool bEnablePerPixelDepth;
bool bDisablePixelPerf;
int iLog; // CONF_ bits
int iSaveTargetId; // TODO: Should be dropped
@ -161,6 +162,7 @@ struct VideoConfig
bool bSupportsDualSourceBlend; // only supported by D3D11 and OpenGL
bool bSupportsFormatReinterpretation;
bool bSupportsPixelLighting;
bool bSupportsPixelPerfQuery;
} backend_info;
};