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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 | ||