This fixes visual problems with Android games that use eglSwapBuffersWithDamageKHR(). In 90/270-degree cases, the damage rectangles are being double-rotated, leaving them 90-degrees out of alignment with the window. On Android, VK_KHR_incremental_present is built on top of the same platform code as eglSwapBuffersWithDamageKHR(). The platform code rotates all damage rectangles (assuming they are application-provided). Therefore, ANGLE should not also pre-rotate damage rectangles. Test: Black Desert Mobile Test: Grand Theft Auto: San Andreas Test: Extreme Car Driving Simulator Bug: b/181796746 Change-Id: I6510e7540bb00afc75863e8ae8a9ea3841d1641d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2744984Reviewed-by:Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by:
Cody Northrop <cnorthrop@google.com> Commit-Queue: Ian Elliott <ianelliott@google.com>
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