[GPU] Add workaround for occlusion queries.
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@@ -27,3 +27,10 @@ DEFINE_bool(
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"may be used to bypass fetch constant type errors in certain games until "
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"the real reason why they're invalid is found.",
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"GPU");
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DEFINE_int32(query_occlusion_fake_sample_count, 1000,
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"If set to -1 no sample counts are written, games may hang. Else, "
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"the sample count of every tile will be incremented on every "
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"EVENT_WRITE_ZPD by this number. Setting this to 0 means "
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"everything is reported as occluded.",
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"GPU");
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