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); };