message: Use absolute dimensions of viewport to calculate aspect ratio. Refs
  * On vulkan the viewport height could be negative to flip the NDC, but
  we don't care about its sign only its magnitude to calculate the
  aspect ratio.
diff: @@ -2283,8 +2283,11 @@ void BufferViewer::configureMeshColumns()
  Viewport vp = m_Ctx.CurPipelineState().GetViewport(0);
  + float vpWidth = qAbs(vp.width);
  + float vpHeight = qAbs(vp.height);
  +
  m_Config.fov = ui->fovGuess->value();
  - m_Config.aspect = (vp.width > 0.0f && vp.height > 0.0f) ? (vp.width / vp.height) : 1.0f;
  + m_Config.aspect = (vpWidth > 0.0f && vpHeight > 0.0f) ? (vpWidth / vpHeight) : 1.0f;
  m_Config.highlightVert = 0;
  if(ui->aspectGuess->value() > 0.0)
  