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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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@ -198,7 +198,6 @@ void VertexManager::Draw(UINT stride)
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if (IndexGenerator::GetNumLines() > 0 || IndexGenerator::GetNumPoints() > 0)
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((DX11::Renderer*)g_renderer)->RestoreCull();
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}
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void VertexManager::vFlush()
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{
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if (LocalVBuffer == s_pCurBufferPointer) return;
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@ -266,7 +265,9 @@ void VertexManager::vFlush()
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g_renderer->ApplyState(useDstAlpha);
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LoadBuffers();
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g_renderer->ResumePixelPerf(false);
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Draw(stride);
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g_renderer->PausePixelPerf(false);
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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