SDL_RenderSetScale scales before rotation, instead of after

Am I right in thinking that global scaling should be applied after rotation?

Currently it’s applied to the rects before rotation which causes an undesired effect:

^ these are squares. Instead of being rotated, then squished, they’re squished, then rotated. The global scaling is for scaling the final render to give a resolution-independent coordinate system for the game.

If anyone’s not against this, I’m going to raise it as a bug.

This is what you would expect: