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