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Divide by MSAA for PerfQuery in all backends.
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@ -8,6 +8,7 @@
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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@ -114,8 +115,10 @@ void PerfQuery::FlushOne()
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// NOTE: Reported pixel metrics should be referenced to native resolution
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// TODO: Dropping the lower 2 bits from this count should be closer to actual
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// hardware behavior when drawing triangles.
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const u64 native_res_result = result * EFB_WIDTH / g_framebuffer_manager->GetEFBWidth() *
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EFB_HEIGHT / g_framebuffer_manager->GetEFBHeight();
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u64 native_res_result = result * EFB_WIDTH / g_framebuffer_manager->GetEFBWidth() * EFB_HEIGHT /
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g_framebuffer_manager->GetEFBHeight();
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if (g_ActiveConfig.iMultisamples > 1)
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native_res_result /= g_ActiveConfig.iMultisamples;
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m_results[entry.query_group].fetch_add(static_cast<u32>(native_res_result),
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std::memory_order_relaxed);
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