Fix variable being used to initialize itself.

Change-Id: Ied10d866627485c6cd3eb09e23c14937efc465f4
Reviewed-on: https://chromium-review.googlesource.com/185864
Tested-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
diff --git a/src/libGLESv2/renderer/d3d11/Renderer11.cpp b/src/libGLESv2/renderer/d3d11/Renderer11.cpp
index 14c9339..a4037f6 100644
--- a/src/libGLESv2/renderer/d3d11/Renderer11.cpp
+++ b/src/libGLESv2/renderer/d3d11/Renderer11.cpp
@@ -792,9 +792,9 @@
         // GL specifies we should clamp the ref value to the nearest bit depth when doing stencil ops
         META_ASSERT(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF);
         META_ASSERT(D3D11_DEFAULT_STENCIL_WRITE_MASK == 0xFF);
-        UINT stencilRef = std::min(stencilRef, 0xFFu);
+        UINT dxStencilRef = std::min<UINT>(stencilRef, 0xFFu);
 
-        mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, stencilRef);
+        mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, dxStencilRef);
 
         mCurDepthStencilState = depthStencilState;
         mCurStencilRef = stencilRef;