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Fix backwards finite check in D3D11 shader debugging
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@@ -1175,7 +1175,7 @@ bool D3D11DebugAPIWrapper::CalculateSampleGather(
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for(uint32_t i = 0; i < uv.columns; i++)
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{
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if(texcoordType == 0 && (RDCISFINITE(uv.value.fv[i])))
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if(texcoordType == 0 && !RDCISFINITE(uv.value.fv[i]))
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{
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RDCWARN("NaN or Inf in texlookup");
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uv.value.fv[i] = 0.0f;
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