Support separate depth and stencil buffers.

Bug 27460431

Change-Id: If11e16597b3fdfbfa6f1f2282e287b302b541f63
Reviewed-on: https://swiftshader-review.googlesource.com/4976
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Renderer/PixelProcessor.cpp b/src/Renderer/PixelProcessor.cpp
index f0ad980..f736233 100644
--- a/src/Renderer/PixelProcessor.cpp
+++ b/src/Renderer/PixelProcessor.cpp
@@ -172,9 +172,14 @@
 		context->renderTarget[index] = renderTarget;
 	}
 
-	void PixelProcessor::setDepthStencil(Surface *depthStencil)
+	void PixelProcessor::setDepthBuffer(Surface *depthBuffer)
 	{
-		context->depthStencil = depthStencil;
+		context->depthBuffer = depthBuffer;
+	}
+
+	void PixelProcessor::setStencilBuffer(Surface *stencilBuffer)
+	{
+		context->stencilBuffer = stencilBuffer;
 	}
 
 	void PixelProcessor::setTexCoordIndex(unsigned int stage, int texCoordIndex)
@@ -939,9 +944,9 @@
 		{
 			state.depthTestActive = true;
 			state.depthCompareMode = context->depthCompareMode;
-			state.quadLayoutDepthBuffer = context->depthStencil->getInternalFormat() != FORMAT_D32F_LOCKABLE &&
-			                              context->depthStencil->getInternalFormat() != FORMAT_D32FS8_TEXTURE &&
-			                              context->depthStencil->getInternalFormat() != FORMAT_D32FS8_SHADOW;
+			state.quadLayoutDepthBuffer = context->depthBuffer->getInternalFormat() != FORMAT_D32F_LOCKABLE &&
+			                              context->depthBuffer->getInternalFormat() != FORMAT_D32FS8_TEXTURE &&
+			                              context->depthBuffer->getInternalFormat() != FORMAT_D32FS8_SHADOW;
 		}
 
 		state.occlusionEnabled = context->occlusionEnabled;