Clamp the depth passed from glClearDepthf to (0,1) in Renderer11::clear.

This fixes potential out of range D3D11 errors.

TRAC #22643

Signed-off-by: Geoff Lang
Signed-off-by: Shannon Woods
Author: Jamie Madill

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1939 736b8ea6-26fd-11df-bfd4-992fa37f6226
1 file changed