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4866002c9b
Running the min/max operation on the upside down, quad-rounded pixel coordinates before inverting them to the standard upper-left origin produces wrong results. Therefore, we need to do the inversion before rounding to pixel quads. |
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D3D | ||
D3D12 | ||
D3DCommon | ||
Null | ||
OGL | ||
Software | ||
Vulkan | ||
CMakeLists.txt |