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