Fix D3D11 'units' polygon offset bias.

D3D11 DepthBias is an integer corresponding directly to GL polygon offset units.

BUG=371604

Change-Id: I20a126bd9c6298efff95f3edbf1babc0dd495b18
Reviewed-on: https://chromium-review.googlesource.com/199200
Tested-by: Nicolas Capens <nicolascapens@chromium.org>
Reviewed-by: Jamie Madill <jmadill@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 8d77919..224de35 100644
--- a/src/libGLESv2/renderer/d3d11/Renderer11.cpp
+++ b/src/libGLESv2/renderer/d3d11/Renderer11.cpp
@@ -739,8 +739,7 @@
 {
     if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
     {
-        ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
-                                                                              mCurDepthSize);
+        ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled);
         if (!dxRasterState)
         {
             ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
@@ -1055,9 +1054,6 @@
         stencilbufferSerial = depthStencil->getSerial();
     }
 
-    // Extract the depth stencil sizes and view
-    unsigned int depthSize = 0;
-    unsigned int stencilSize = 0;
     ID3D11DepthStencilView* framebufferDSV = NULL;
     if (depthStencil)
     {
@@ -1085,9 +1081,6 @@
             renderTargetHeight = depthStencil->getHeight();
             renderTargetFormat = depthStencil->getActualFormat();
         }
-
-        depthSize = depthStencil->getDepthSize();
-        stencilSize = depthStencil->getStencilSize();
     }
 
     // Apply the render target and depth stencil
@@ -1105,14 +1098,11 @@
         mForceSetScissor = true;
         mForceSetBlendState = true;
 
-        if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
+        if (!mDepthStencilInitialized)
         {
-            mCurDepthSize = depthSize;
             mForceSetRasterState = true;
         }
 
-        mCurStencilSize = stencilSize;
-
         for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
         {
             mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];