Revert "direct3d: Commit dirty viewport state before clearing."

This reverts commit 0e16ee8330.
This commit is contained in:
Sam Lantinga 2021-08-03 00:29:33 -07:00
parent 993a56766d
commit 9d64e6b442

View File

@ -1318,7 +1318,6 @@ 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);
@ -1326,13 +1325,13 @@ 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 (!data->drawstate.viewport_dirty && !viewport_unequal) { if (!viewport->x && !viewport->y && (viewport->w == backw) && (viewport->h == backh)) {
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 = viewport_unequal; data->drawstate.viewport_dirty = SDL_TRUE;
IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0); IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
} }