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| author | Stenzek <stenzek@gmail.com> | 2017-12-06 03:08:35 +1000 |
|---|---|---|
| committer | Stenzek <stenzek@gmail.com> | 2017-12-06 03:33:50 +1000 |
| commit | d0601c0a8372780ae3412d25bf81561d23e89ac1 (patch) | |
| tree | 49a457a6d93769a0efe384bcd17befec29966376 /Source/Core/VideoCommon/TextureCacheBase.cpp | |
| parent | e0ffce27854e179025f98542ba2d4843f1e2161c (diff) | |
TextureConversionShader: Use round() instead of roundEven() in HLSL
HLSL does not define roundEven(), only round(). This means that the
output may differ slightly for OpenGL vs Direct3D. However, it ensures
consistency across OpenGL drivers, as round() in GLSL can go either way.
Diffstat (limited to 'Source/Core/VideoCommon/TextureCacheBase.cpp')
0 files changed, 0 insertions, 0 deletions
