Always reset rendertarget in swiftshader
There was a bug in ANGLE where the serial wasn't being properly changed when the render target was reset, so as a hack always resend the render target. See chromium bug 118953.
Review URL: https://chromereviews.googleplex.com/4159013
diff --git a/src/OpenGL ES 2.0/libGLESv2/Context.cpp b/src/OpenGL ES 2.0/libGLESv2/Context.cpp
index 87f2137..0ab375d 100644
--- a/src/OpenGL ES 2.0/libGLESv2/Context.cpp
+++ b/src/OpenGL ES 2.0/libGLESv2/Context.cpp
@@ -1499,14 +1499,9 @@
 
     Image *depthStencil = NULL;
 
-    unsigned int renderTargetSerial = framebufferObject->getRenderTargetSerial();
-    if(renderTargetSerial != mAppliedRenderTargetSerial)
-    {
-        device->setRenderTarget(renderTarget);
-        mAppliedRenderTargetSerial = renderTargetSerial;
-        mScissorStateDirty = true;   // Scissor area must be clamped to render target's size - this is different for different render targets.
-    }
-
+    device->setRenderTarget(renderTarget);
+    mScissorStateDirty = true;   // Scissor area must be clamped to render target's size - this is different for different render targets.
+    
     unsigned int depthbufferSerial = 0;
     unsigned int stencilbufferSerial = 0;
     if(framebufferObject->getDepthbufferType() != GL_NONE)