Refactored Renderer::setViewport to no longer take render target size arguments.

TRAC #22145

Signed-off-by: Nicolas Capens
Signed-off-by: Daniel Koch

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1515 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 1230d49..5a1f7a2 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -368,18 +368,17 @@
     mForceSetScissor = false;
 }
 
-bool Renderer11::setViewport(const gl::Rectangle& viewport, float zNear, float zFar,
-                             unsigned int renderTargetWidth, unsigned int renderTargetHeight,
+bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar,
                              gl::ProgramBinary *currentProgram, bool forceSetUniforms)
 {
     bool viewportChanged =  mForceSetViewport || memcmp(&viewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
                             zNear != mCurNear || zFar != mCurFar;
 
     D3D11_VIEWPORT dxViewport;
-    dxViewport.TopLeftX = gl::clamp(viewport.x, 0, static_cast<int>(renderTargetWidth));
-    dxViewport.TopLeftY = gl::clamp(viewport.y, 0, static_cast<int>(renderTargetHeight));
-    dxViewport.Width = gl::clamp(viewport.width, 0, static_cast<int>(renderTargetWidth) - static_cast<int>(dxViewport.TopLeftX));
-    dxViewport.Height = gl::clamp(viewport.height, 0, static_cast<int>(renderTargetHeight) - static_cast<int>(dxViewport.TopLeftY));
+    dxViewport.TopLeftX = gl::clamp(viewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
+    dxViewport.TopLeftY = gl::clamp(viewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
+    dxViewport.Width = gl::clamp(viewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
+    dxViewport.Height = gl::clamp(viewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
     dxViewport.MinDepth = zNear;
     dxViewport.MaxDepth = zFar;