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OpenGL requires depth values to be clamped to the [0, 1] range. Due to frustum clipping already limiting the range, this can only happen when non-zero polygon offset parameters are active. Also fix the 'minimum resolvable difference' for the 32-bit floating- point internal depth format that we use. Bug swiftshader:82 Change-Id: Ic9ebcac182a2bc81ab51d79cfe0bb451d340bd1e Reviewed-on: https://swiftshader-review.googlesource.com/12108Tested-by:Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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