direct3d: Commit dirty viewport state before clearing.

Otherwise you might have set the viewport to the full size of
the render target in SDL's API but this change hasn't been
transmitted to Direct3D yet by the time we attempt to clear.

Fixes #4210.
This commit is contained in:
Ryan C. Gordon 2021-08-03 02:07:47 -04:00
parent 7edc7d5392
commit 0e16ee8330
1 changed files with 3 additions and 2 deletions

View File

@ -1318,6 +1318,7 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
const SDL_Rect *viewport = &data->drawstate.viewport; const SDL_Rect *viewport = &data->drawstate.viewport;
const int backw = istarget ? renderer->target->w : data->pparams.BackBufferWidth; const int backw = istarget ? renderer->target->w : data->pparams.BackBufferWidth;
const int backh = istarget ? renderer->target->h : data->pparams.BackBufferHeight; const int backh = istarget ? renderer->target->h : data->pparams.BackBufferHeight;
const SDL_bool viewport_unequal = ((viewport->x == 0) && (viewport->y == 0) && (viewport->w == backw) && (viewport->h == backh)) ? SDL_FALSE : SDL_TRUE;
if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) { if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE); IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
@ -1325,13 +1326,13 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
} }
/* Don't reset the viewport if we don't have to! */ /* Don't reset the viewport if we don't have to! */
if (!viewport->x && !viewport->y && (viewport->w == backw) && (viewport->h == backh)) { if (!data->drawstate.viewport_dirty && !viewport_unequal) {
IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0); IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
} else { } else {
/* Clear is defined to clear the entire render target */ /* Clear is defined to clear the entire render target */
const D3DVIEWPORT9 wholeviewport = { 0, 0, backw, backh, 0.0f, 1.0f }; const D3DVIEWPORT9 wholeviewport = { 0, 0, backw, backh, 0.0f, 1.0f };
IDirect3DDevice9_SetViewport(data->device, &wholeviewport); IDirect3DDevice9_SetViewport(data->device, &wholeviewport);
data->drawstate.viewport_dirty = SDL_TRUE; data->drawstate.viewport_dirty = viewport_unequal;
IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0); IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
} }