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Fix depth invert shader dispatch width calculation
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@@ -194,18 +194,8 @@ bool DI_Dx12::Dispatch(ID3D12Device* InDevice, ID3D12GraphicsCommandList* InCmdL
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UINT dispatchWidth = 0;
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UINT dispatchHeight = 0;
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if ((State::Instance().currentFeature->GetFeatureFlags() & NVSDK_NGX_DLSS_Feature_Flags_MVLowRes) == 0)
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{
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dispatchWidth =
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static_cast<UINT>((State::Instance().currentFeature->DisplayWidth() + InNumThreadsX - 1) / InNumThreadsX);
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dispatchHeight = (State::Instance().currentFeature->DisplayHeight() + InNumThreadsY - 1) / InNumThreadsY;
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}
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else
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{
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dispatchWidth =
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static_cast<UINT>((State::Instance().currentFeature->RenderWidth() + InNumThreadsX - 1) / InNumThreadsX);
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dispatchHeight = (State::Instance().currentFeature->RenderHeight() + InNumThreadsY - 1) / InNumThreadsY;
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}
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dispatchWidth = static_cast<UINT>((outDesc.Width + InNumThreadsX - 1) / InNumThreadsX);
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dispatchHeight = (outDesc.Height + InNumThreadsY - 1) / InNumThreadsY;
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InCmdList->Dispatch(dispatchWidth, dispatchHeight, 1);
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