Since Context::ResetGLESState() reset current renderpass and render target info,
it might not worsk well for EndRenderPass stage.
Change-Id: If3223d784fa865565c457986acdfc1fdb40b92fb
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
mImpl->mCurrentPipeline = nullptr;
mImpl->mCurrentUBOBindings.clear();
mImpl->mCurrentTextureBindings.clear();
- mImpl->mCurrentRenderTarget = nullptr;
- mImpl->mCurrentRenderPass = nullptr;
mImpl->mCurrentIndexBufferBinding = {};
mImpl->mCurrentSamplerBindings = {};