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
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index a60a826..2f52e21 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -1467,7 +1467,7 @@
                     clearFlags |= D3D11_CLEAR_STENCIL;
                 }
 
-                float depthClear = clearParams.depthClearValue;
+                float depthClear = gl::clamp01(clearParams.depthClearValue);
                 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
 
                 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);