GPU: Handle buffer overhead in postshader uniforms #12894
Merged
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Framebuffers may be temporarily larger than the estimated width, because we estimate different sizes for them and resizing is expensive.
This moves accounting for that to texelDelta instead of pixelDelta.
See #12883 for more details, but the change here is:
1.0 / targetSize
1.0 / bufferSize
(accounts for padding)1.0 / renderSize
(often similar to bufferSize)-[Unknown]