message: D3D11 scissors are enabled globally, not per-scissor
  * Even if a scissor isn't set/is empty, if the scissor state is enabled it
  should still be classed as enabled but empty.
diff: @@ -1142,10 +1142,11 @@ void D3D11Replay::SavePipelineState(uint32_t eventId)
  for(i = 0; i < rs->RS.NumScissors; i++)
  ret.rasterizer.scissors[i] = Scissor(rs->RS.Scissors[i].left, rs->RS.Scissors[i].top,
  rs->RS.Scissors[i].right - rs->RS.Scissors[i].left,
  - rs->RS.Scissors[i].bottom - rs->RS.Scissors[i].top, true);
  + rs->RS.Scissors[i].bottom - rs->RS.Scissors[i].top,
  + ret.rasterizer.state.scissorEnable);
  for(; i < D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; i++)
  - ret.rasterizer.scissors[i] = Scissor(0, 0, 0, 0, false);
  + ret.rasterizer.scissors[i] = Scissor(0, 0, 0, 0, ret.rasterizer.state.scissorEnable);
  ret.rasterizer.viewports.resize(D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE);
  for(i = 0; i < rs->RS.NumViews; i++)
  