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)