Eliminate use of global getDevice() function.
Trac #21727
Everything must go through the renderer.
Conflicts:
src/libGLESv2/Texture.cpp
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1334 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Renderbuffer.cpp b/src/libGLESv2/Renderbuffer.cpp
index 4b911e8..69dc4f9 100644
--- a/src/libGLESv2/Renderbuffer.cpp
+++ b/src/libGLESv2/Renderbuffer.cpp
@@ -398,7 +398,7 @@
Colorbuffer::Colorbuffer(int width, int height, GLenum format, GLsizei samples) : mRenderTarget(NULL)
{
- IDirect3DDevice9 *device = getDevice();
+ IDirect3DDevice9 *device = getDisplay()->getRenderer()->getDevice(); // D3D9_REPLACE
D3DFORMAT requestedFormat = es2dx::ConvertRenderbufferFormat(format);
int supportedSamples = getContext()->getNearestSupportedSamples(requestedFormat, samples);
@@ -471,7 +471,7 @@
DepthStencilbuffer::DepthStencilbuffer(int width, int height, GLsizei samples)
{
- IDirect3DDevice9 *device = getDevice();
+ IDirect3DDevice9 *device = getDisplay()->getRenderer()->getDevice(); // D3D9_REPLACE
mDepthStencil = NULL;