Always use draws instead of clears for ANGLE D3D11

At least for my repro case on a Z620 with an nVidia Quadro K620 and recent drivers, this eliminates the noise artifacts.

It appears that full target clears are broken in ANGLE D3D11.

Note I was never able to repro the bug in the D3D9 or openGL configs.

The bug reproed for both the ES2 and ES3 ANGLE D3D11 configs though.

Bug: 768134
Change-Id: I68e5fa0dc5e84b31d1d01a1e4b86132ab12a2e09
Reviewed-on: https://skia-review.googlesource.com/55381
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Robert Phillips <robertphillips@google.com>
diff --git a/src/gpu/gl/GrGLCaps.cpp b/src/gpu/gl/GrGLCaps.cpp
index d476586..d1a0a95 100644
--- a/src/gpu/gl/GrGLCaps.cpp
+++ b/src/gpu/gl/GrGLCaps.cpp
@@ -537,8 +537,9 @@
     }
     // See crbug.com/755871. This could probably be narrowed to just partial clears as the driver
     // bugs seems to involve clearing too much and not skipping the clear.
-    if (GrGLANGLEBackend::kD3D11 == ctxInfo.angleBackend() &&
-        GrGLANGLERenderer::kIvyBridge == ctxInfo.angleRenderer()) {
+    // See crbug.com/768134. This is also needed for full clears and was seen on an nVidia K620 
+    // but only for D3D11 ANGLE.
+    if (GrGLANGLEBackend::kD3D11 == ctxInfo.angleBackend()) {
         fUseDrawInsteadOfClear = true;
     }