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Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver.
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@@ -824,9 +824,6 @@ void RendererViewport::draw_viewports(bool p_swap_buffers) {
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RENDER_TIMESTAMP("< Render Viewports");
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if (p_swap_buffers && !blit_to_screen_list.is_empty()) {
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// This needs to be called to make screen swapping more efficient.
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RSG::rasterizer->prepare_for_blitting_render_targets();
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for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
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RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
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}
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