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