Pass the RenderTarget, not the D3D surface, up the Renderbuffer heirarchy.
TRAC #22094
Signed-off-by: Nicolas Capens
Signed-off-by: Daniel Koch
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1449 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index ec68f00..af003f1 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -2145,7 +2145,7 @@
mask &= ~GL_STENCIL_BUFFER_BIT;
if (framebufferObject->getStencilbufferType() != GL_NONE)
{
- IDirect3DSurface9 *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
+ IDirect3DSurface9 *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil()->getSurface();
if (!depthStencil)
{
ERR("Depth stencil pointer unexpectedly null.");