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vulkan: let the system handle device rotation for us.
We'd need to inject a whole bunch of code into user shaders (for example to rotate derivates) if we wanted to reliably handle it ourselves, which isn't viable.
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@@ -392,8 +392,6 @@ private:
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VkQueue presentQueue = VK_NULL_HANDLE;
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VkSurfaceKHR surface = VK_NULL_HANDLE;
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VkSwapchainKHR swapChain = VK_NULL_HANDLE;
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VkSurfaceTransformFlagBitsKHR preTransform = {};
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Matrix4 displayRotation;
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std::vector<VkImage> swapChainImages;
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VkFormat swapChainImageFormat = VK_FORMAT_UNDEFINED;
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PixelFormat swapChainPixelFormat = PIXELFORMAT_UNKNOWN;
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