Refactor generated bindings P/Invoke to support name mangling for symbols
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@@ -700,7 +700,6 @@ void Render2D::Begin(GPUContext* context, GPUTextureView* output, GPUTextureView
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void Render2D::End()
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{
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SCRIPTING_EXPORT("FlaxEngine.Render2D::Internal_End")
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RENDER2D_CHECK_RENDERING_STATE;
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ASSERT(Context != nullptr && Output != nullptr);
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ASSERT(GUIShader != nullptr);
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@@ -816,7 +815,6 @@ void Render2D::PeekTransform(Matrix3x3& transform)
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void Render2D::PopTransform()
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{
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SCRIPTING_EXPORT("FlaxEngine.Render2D::Internal_PopTransform")
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RENDER2D_CHECK_RENDERING_STATE;
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ASSERT(TransformLayersStack.HasItems());
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@@ -858,7 +856,6 @@ void Render2D::PeekClip(Rectangle& clipRect)
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void Render2D::PopClip()
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{
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SCRIPTING_EXPORT("FlaxEngine.Render2D::Internal_PopClip")
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RENDER2D_CHECK_RENDERING_STATE;
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ClipLayersStack.Pop();
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@@ -880,7 +877,6 @@ void Render2D::PeekTint(Color& tint)
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void Render2D::PopTint()
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{
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SCRIPTING_EXPORT("FlaxEngine.Render2D::Internal_PopTint")
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RENDER2D_CHECK_RENDERING_STATE;
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TintLayersStack.Pop();
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