direct3d: Fix possibly-incorrect scissor test when clearing. Thanks to @JayFoxRox who did the detective work on this! Fixes #3357.
diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c
index 7cb41b9..30d9b02 100644
--- a/src/render/direct3d/SDL_render_d3d.c
+++ b/src/render/direct3d/SDL_render_d3d.c
@@ -1319,9 +1319,9 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
const int backw = istarget ? renderer->target->w : data->pparams.BackBufferWidth;
const int backh = istarget ? renderer->target->h : data->pparams.BackBufferHeight;
- if (data->drawstate.cliprect_enabled) {
+ if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
- data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
+ data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
}
/* Don't reset the viewport if we don't have to! */