D3D11: Refactor RenderTarget apply into StateManager11.

This is a refactoring patch only, and doesn't change the behaviour.
The intent is to make it easy to turn on the Framebuffer dirty bits
in a subsequent patch, once we can cleanly handle textures and
renderbuffers getting recreated.

BUG=angleproject:1260

Change-Id: Iaa5cfe222b020724e088eee5f1ae909b6f981a08
Reviewed-on: https://chromium-review.googlesource.com/325423
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/common/angleutils.cpp b/src/common/angleutils.cpp
index af5eb6c..7099c21 100644
--- a/src/common/angleutils.cpp
+++ b/src/common/angleutils.cpp
@@ -8,8 +8,15 @@
 #include "common/debug.h"
 
 #include <stdio.h>
+
+#include <limits>
 #include <vector>
 
+namespace angle
+{
+const uintptr_t DirtyPointer = std::numeric_limits<uintptr_t>::max();
+}
+
 size_t FormatStringIntoVector(const char *fmt, va_list vararg, std::vector<char>& outBuffer)
 {
     // Attempt to just print to the current buffer