Fix checking dimensions of surfaces. We were only checking depth stencil surface height against OUTLINE_RESOLUTION. Instead both color buffers and depth stencil buffers should be checked against the GL implementation's limits. Change-Id: I3784f80df4ea950760db7273185fb9312802bdd3 Reviewed-on: https://swiftshader-review.googlesource.com/10410 Reviewed-by: Alexis Hétu <sugoi@google.com> Reviewed-by: Nicolas Capens <capn@google.com> Tested-by: Nicolas Capens <capn@google.com>
diff --git a/src/OpenGL/libEGL/Surface.cpp b/src/OpenGL/libEGL/Surface.cpp index d195b46..8cb3b39 100644 --- a/src/OpenGL/libEGL/Surface.cpp +++ b/src/OpenGL/libEGL/Surface.cpp
@@ -78,11 +78,11 @@ if(libGLES_CM) { - backBuffer = libGLES_CM->createBackBuffer(width, height, config); + backBuffer = libGLES_CM->createBackBuffer(width, height, config->mRenderTargetFormat, config->mSamples); } else if(libGLESv2) { - backBuffer = libGLESv2->createBackBuffer(width, height, config); + backBuffer = libGLESv2->createBackBuffer(width, height, config->mRenderTargetFormat, config->mSamples); } if(!backBuffer) @@ -96,11 +96,11 @@ { if(libGLES_CM) { - depthStencil = libGLES_CM->createDepthStencil(width, height, config->mDepthStencilFormat, config->mSamples, false); + depthStencil = libGLES_CM->createDepthStencil(width, height, config->mDepthStencilFormat, config->mSamples); } else if(libGLESv2) { - depthStencil = libGLESv2->createDepthStencil(width, height, config->mDepthStencilFormat, config->mSamples, false); + depthStencil = libGLESv2->createDepthStencil(width, height, config->mDepthStencilFormat, config->mSamples); } if(!depthStencil)