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/libGLES_CM/libGLES_CM.hpp b/src/OpenGL/libGLES_CM/libGLES_CM.hpp
index 1c66f18..5a3a289 100644
--- a/src/OpenGL/libGLES_CM/libGLES_CM.hpp
+++ b/src/OpenGL/libGLES_CM/libGLES_CM.hpp
@@ -221,8 +221,8 @@
 
 	egl::Context *(*es1CreateContext)(egl::Display *display, const egl::Context *shareContext, const egl::Config *config);
 	__eglMustCastToProperFunctionPointerType (*es1GetProcAddress)(const char *procname);
-	egl::Image *(*createBackBuffer)(int width, int height, const egl::Config *config);
-	egl::Image *(*createDepthStencil)(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
+	egl::Image *(*createBackBuffer)(int width, int height, sw::Format format, int multiSampleDepth);
+	egl::Image *(*createDepthStencil)(int width, int height, sw::Format format, int multiSampleDepth);
 	sw::FrameBuffer *(*createFrameBuffer)(void *nativeDisplay, EGLNativeWindowType window, int width, int height);
 };