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/external/angle/src/libANGLE/renderer/d3d/d3d11/
DBlit11.cpp114 float xPerc = static_cast<float>(writeColumn - destArea.x) / (destArea.width - 1); in StretchedBlitNearest_PixelByPixel() local
115 float xRounded = floor(xPerc * (sourceArea.width - 1) + 0.5f); in StretchedBlitNearest_PixelByPixel()