[GPU] Add workaround for occlusion queries.

This commit is contained in:
Joel Linn
2020-06-01 14:00:22 +02:00
committed by Rick Gibbed
parent aa73d652ba
commit 68dd818029
4 changed files with 42 additions and 4 deletions

View File

@@ -2,7 +2,7 @@
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
@@ -849,6 +849,20 @@ XEPACKEDUNION(xe_gpu_memexport_stream_t, {
});
});
XEPACKEDSTRUCT(xe_gpu_depth_sample_counts, {
// This is little endian as it is swapped in D3D code.
// Corresponding A and B values are summed up by D3D.
// Occlusion there is calculated by substracting begin from end struct.
uint32_t Total_A;
uint32_t Total_B;
uint32_t ZFail_A;
uint32_t ZFail_B;
uint32_t ZPass_A;
uint32_t ZPass_B;
uint32_t StencilFail_A;
uint32_t StencilFail_B;
});
// Enum of event values used for VGT_EVENT_INITIATOR
enum Event {
VS_DEALLOC = 0,