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/external/angle/src/libANGLE/renderer/d3d/d3d11/
DBlit11.cpp106 float yRounded = floor(yPerc * (sourceArea.height - 1) + 0.5f); in StretchedBlitNearest_PixelByPixel() local
108 static_cast<unsigned int>(gl::clamp(sourceArea.y + yRounded, 0, sourceSize.height - 1)); in StretchedBlitNearest_PixelByPixel()