Fix using polygonOffsetUnits in place of polygonOffsetFactor in the D3D11 path.

TRAC #22565

Signed-off-by: Nicolas Capens
Signed-off-by: Shannon Woods
Author: Jamie Madill

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1923 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/RenderStateCache.cpp b/src/libGLESv2/renderer/RenderStateCache.cpp
index 79b2a90..7fbc960 100644
--- a/src/libGLESv2/renderer/RenderStateCache.cpp
+++ b/src/libGLESv2/renderer/RenderStateCache.cpp
@@ -227,7 +227,7 @@
         rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE: TRUE;
         rasterDesc.DepthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(depthSize));
         rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though.
-        rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetUnits;
+        rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor;
         rasterDesc.DepthClipEnable = TRUE;
         rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE;
         rasterDesc.MultisampleEnable = TRUE;