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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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@ -96,6 +96,7 @@ void InitBackendInfo()
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g_Config.backend_info.bSupports3DVision = true;
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g_Config.backend_info.bSupportsDualSourceBlend = false;
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g_Config.backend_info.bSupportsFormatReinterpretation = true;
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g_Config.backend_info.bSupportsPixelPerfQuery = false;
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g_Config.backend_info.bSupportsPixelLighting = C_PLIGHTS + 40 <= maxConstants && C_PMATERIALS + 4 <= maxConstants;
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