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/external/angle/src/libANGLE/renderer/d3d/d3d11/
DBlit11.cpp115 float xRounded = floor(xPerc * (sourceArea.width - 1) + 0.5f); in StretchedBlitNearest_PixelByPixel() local
117 gl::clamp(sourceArea.x + xRounded, 0, sourceSize.width - 1)); in StretchedBlitNearest_PixelByPixel()