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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Backend/DirectVulkan): use shader-based default framebuffer blit to fix wrong orientation
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@@ -2911,14 +2911,16 @@ void main() {
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(readFbo == MG_Impl::GLImpl::FramebufferImpl::pDefaultFramebufferInfo->defaultFBO);
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const Bool drawIsDefaultFbo =
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(drawFbo == MG_Impl::GLImpl::FramebufferImpl::pDefaultFramebufferInfo->defaultFBO);
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if (drawIsDefaultFbo && m_swapchainObject.GetPreTransform() != VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR) {
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if (isColorBlit && drawIsDefaultFbo) {
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if (TryBlitToDefaultFramebufferWithShader(frame, *readFbo, *drawFbo,
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srcX0, srcY0, srcX1, srcY1,
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dstX0, dstY0, dstX1, dstY1, filter)) {
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return;
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}
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MGLOG_E("BlitFramebuffer skipped: rotated blit to default framebuffer requires a texture-backed source framebuffer");
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return;
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if (m_swapchainObject.GetPreTransform() != VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR) {
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MGLOG_E("BlitFramebuffer skipped: transformed blit to default framebuffer requires a texture-backed source framebuffer");
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return;
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}
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}
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if (isDepthBlit) {
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