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Fix name collision on iOS build
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@@ -20,7 +20,7 @@ DisplayRotation g_display_rotation;
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Matrix4x4 g_display_rot_matrix;
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template<class T>
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void RotateRectToDisplayImpl(Rect<T> &rect, T curRTWidth, T curRTHeight) {
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void RotateRectToDisplayImpl(DisplayRect<T> &rect, T curRTWidth, T curRTHeight) {
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switch (g_display_rotation) {
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case DisplayRotation::ROTATE_180:
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rect.x = curRTWidth - rect.w - rect.x;
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@@ -57,10 +57,10 @@ void RotateRectToDisplayImpl(Rect<T> &rect, T curRTWidth, T curRTHeight) {
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}
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}
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void RotateRectToDisplay(Rect<int> &rect, int curRTWidth, int curRTHeight) {
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void RotateRectToDisplay(DisplayRect<int> &rect, int curRTWidth, int curRTHeight) {
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RotateRectToDisplayImpl<int>(rect, curRTWidth, curRTHeight);
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}
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void RotateRectToDisplay(Rect<float> &rect, float curRTWidth, float curRTHeight) {
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void RotateRectToDisplay(DisplayRect<float> &rect, float curRTWidth, float curRTHeight) {
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RotateRectToDisplayImpl<float>(rect, curRTWidth, curRTHeight);
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}
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@@ -32,9 +32,9 @@ extern DisplayRotation g_display_rotation;
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extern Matrix4x4 g_display_rot_matrix;
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template<class T>
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struct Rect {
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struct DisplayRect {
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T x, y, w, h;
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};
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void RotateRectToDisplay(Rect<float> &rect, float rtWidth, float rtHeight);
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void RotateRectToDisplay(Rect<int> &rect, int rtWidth, int rtHeight);
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void RotateRectToDisplay(DisplayRect<float> &rect, float rtWidth, float rtHeight);
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void RotateRectToDisplay(DisplayRect<int> &rect, int rtWidth, int rtHeight);
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@@ -1011,7 +1011,7 @@ void VulkanQueueRunner::PerformRenderPass(const VKRStep &step, VkCommandBuffer c
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vkCmdSetViewport(cmd, 0, 1, &c.viewport.vp);
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} else {
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const VkViewport &vp = c.viewport.vp;
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Rect<float> rc{ vp.x, vp.y, vp.width, vp.height };
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DisplayRect<float> rc{ vp.x, vp.y, vp.width, vp.height };
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RotateRectToDisplay(rc, (float)vulkan_->GetBackbufferWidth(), (float)vulkan_->GetBackbufferHeight());
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VkViewport final_vp;
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final_vp.x = rc.x;
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@@ -1031,7 +1031,7 @@ void VulkanQueueRunner::PerformRenderPass(const VKRStep &step, VkCommandBuffer c
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} else {
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// Rendering to backbuffer. Might need to rotate.
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const VkRect2D &rc = c.scissor.scissor;
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Rect<int> rotated_rc{ rc.offset.x, rc.offset.y, (int)rc.extent.width, (int)rc.extent.height };
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DisplayRect<int> rotated_rc{ rc.offset.x, rc.offset.y, (int)rc.extent.width, (int)rc.extent.height };
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RotateRectToDisplay(rotated_rc, vulkan_->GetBackbufferWidth(), vulkan_->GetBackbufferHeight());
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_dbg_assert_(G3D, rotated_rc.x >= 0);
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_dbg_assert_(G3D, rotated_rc.y >= 0);
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@@ -360,7 +360,7 @@ void D3D11DrawContext::HandleEvent(Event ev, int width, int height, void *param1
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void D3D11DrawContext::SetViewports(int count, Viewport *viewports) {
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D3D11_VIEWPORT vp[4];
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for (int i = 0; i < count; i++) {
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Rect<float> rc{ viewports[i].TopLeftX , viewports[i].TopLeftY, viewports[i].Width, viewports[i].Height };
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DisplayRect<float> rc{ viewports[i].TopLeftX , viewports[i].TopLeftY, viewports[i].Width, viewports[i].Height };
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if (curRenderTargetView_ == bbRenderTargetView_) // Only the backbuffer is actually rotated wrong!
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RotateRectToDisplay(rc, curRTWidth_, curRTHeight_);
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vp[i].TopLeftX = rc.x;
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@@ -374,7 +374,7 @@ void D3D11DrawContext::SetViewports(int count, Viewport *viewports) {
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}
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void D3D11DrawContext::SetScissorRect(int left, int top, int width, int height) {
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Rect<float> frc{ (float)left, (float)top, (float)width, (float)height };
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DisplayRect<float> frc{ (float)left, (float)top, (float)width, (float)height };
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if (curRenderTargetView_ == bbRenderTargetView_) // Only the backbuffer is actually rotated wrong!
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RotateRectToDisplay(frc, curRTWidth_, curRTHeight_);
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D3D11_RECT rc{};
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