Fix name collision on iOS build

This commit is contained in:
Henrik Rydgård committed 2019-10-13 21:25:16 +02:00
1 parent 5adb61a5f2
commit 70c0a12b2b
4 files changed
+10 -10

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@@ -1011,7 +1011,7 @@ void VulkanQueueRunner::PerformRenderPass(const VKRStep &step, VkCommandBuffer c
vkCmdSetViewport(cmd, 0, 1, &c.viewport.vp);
} else {
const VkViewport &vp = c.viewport.vp;
Rect<float> rc{ vp.x, vp.y, vp.width, vp.height };
DisplayRect<float> rc{ vp.x, vp.y, vp.width, vp.height };
RotateRectToDisplay(rc, (float)vulkan_->GetBackbufferWidth(), (float)vulkan_->GetBackbufferHeight());
VkViewport final_vp;
final_vp.x = rc.x;
@@ -1031,7 +1031,7 @@ void VulkanQueueRunner::PerformRenderPass(const VKRStep &step, VkCommandBuffer c
} else {
// Rendering to backbuffer. Might need to rotate.
const VkRect2D &rc = c.scissor.scissor;
Rect<int> rotated_rc{ rc.offset.x, rc.offset.y, (int)rc.extent.width, (int)rc.extent.height };
DisplayRect<int> rotated_rc{ rc.offset.x, rc.offset.y, (int)rc.extent.width, (int)rc.extent.height };
RotateRectToDisplay(rotated_rc, vulkan_->GetBackbufferWidth(), vulkan_->GetBackbufferHeight());
_dbg_assert_(G3D, rotated_rc.x >= 0);
_dbg_assert_(G3D, rotated_rc.y >= 0);