Refactored Renderer::setDepthStencilState to no longer require the stencil size parameter.
TRAC #22145
Signed-off-by: Nicolas Capens
Signed-off-by: Daniel Koch
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1517 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index 20a2933..01d4e55 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -1812,9 +1812,8 @@
}
mRenderer->setBlendState(mState.blend, mState.blendColor, mask);
- unsigned int stencilSize = framebufferObject->hasStencil() ? framebufferObject->getStencilbuffer()->getStencilSize() : 0;
mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
- mState.rasterizer.frontFace == GL_CCW, stencilSize);
+ mState.rasterizer.frontFace == GL_CCW);
}
// Applies the shaders and shader constants to the Direct3D 9 device