Avoid scaling factor rounding issues, by always applying g_RenderScaleFactor as a multiplier (never as a divisor).
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@ -3640,9 +3640,9 @@ void ValidateRenderTargetDimensions(DWORD HostRenderTarget_Width, DWORD HostRend
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// Because of this, we need to validate that the associated host resource still matches the dimensions of the Xbox Render Target
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// If not, we must force them to be re-created
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// TEST CASE: Chihiro Factory Test Program
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DWORD HostRenderTarget_Width_Unscaled = HostRenderTarget_Width / g_RenderScaleFactor;
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DWORD HostRenderTarget_Height_Unscaled = HostRenderTarget_Height / g_RenderScaleFactor;
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if (HostRenderTarget_Width_Unscaled != XboxRenderTarget_Width || HostRenderTarget_Height_Unscaled != XboxRenderTarget_Height) {
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DWORD XboxRenderTarget_Width_Scaled = XboxRenderTarget_Width * g_RenderScaleFactor;
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DWORD XboxRenderTarget_Height_Scaled = XboxRenderTarget_Height * g_RenderScaleFactor;
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if (HostRenderTarget_Width != XboxRenderTarget_Width_Scaled || HostRenderTarget_Height != XboxRenderTarget_Height_Scaled) {
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LOG_TEST_CASE("Existing RenderTarget width/height changed");
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if (g_pXbox_RenderTarget == g_pXbox_BackBufferSurface) {
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