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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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@ -46,6 +46,12 @@ public:
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void ReinterpretPixelData(unsigned int convtype);
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void ResetPixelPerf();
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void ResumePixelPerf(bool efb_copies);
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void PausePixelPerf(bool efb_copies);
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u32 GetPixelPerfResult(PixelPerfQuery type);
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void StorePixelPerfResult(PixelPerfQuery type); // internal
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void UpdateViewport(Matrix44& vpCorrection);
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bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);
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