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Fix name collision on iOS build
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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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