#pragma once /** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2021 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** * * @modified Tom Clay, 2026 - Adapted for ReXGlue runtime */ #include namespace rex { namespace ui { // For estimating coverage extents from vertices. This may give results that are // different than what the GPU will actually draw (this is the reference // conversion with 1/2 ULP accuracy, but Direct3D 11 permits 0.6 ULP tolerance // in floating point to fixed point conversion), but is enough to tie-break // vertices at pixel centers (due to the half-pixel offset applied to integer // coordinates incorrectly, for instance) with some error tolerance near 0.5, // for use with the top-left rasterization rule later. int32_t FloatToD3D11Fixed16p8(float f32); } // namespace ui } // namespace rex