Filter out redundant glDepthRange calls
1. Compare depth range with active config in frontend when glDepthRange
is called. It avoids triggering unnecessary backend update. Also remove
depth range checking in D3D and GL backends as they are now done in
frontend.
2. Change the clamp on far and near plane to ASSERT statement in vulkan
backend, as clamp already been applied in frontend.
Bug: angleproject:3696
Change-Id: I52ad420dc446d685b98d53690637a19553372873
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1702284Reviewed-by:
Jamie Madill <jmadill@chromium.org>
Reviewed-by:
Tobin Ehlis <tobine@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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