Pass swapchain to DepthStencil constructor instead of d3d9 surface
Trac #21810
Signed-off-by: Nicolas Capens
Also get rid of unused StencilBuffer and Depthbuffer constructors
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1355 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index 0b4b647..bf780d8 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -316,22 +316,15 @@
mHasBeenCurrent = true;
}
- // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names
- // D3D9_REPLACE
+ // Wrap the existing swapchain resources into GL objects and assign them to the '0' names
renderer::SwapChain *swapchain = surface->getSwapChain();
- IDirect3DSurface9 *depthStencil = swapchain->getDepthStencil();
Colorbuffer *colorbufferZero = new Colorbuffer(swapchain);
- DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
+ DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(swapchain);
Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
setFramebufferZero(framebufferZero);
- if (depthStencil)
- {
- depthStencil->Release();
- }
-
// Reset pixel shader to null to work around a bug that only happens with Intel GPUs.
// http://crbug.com/110343
mDevice->SetPixelShader(NULL);