Fix polygon offset depth clamp and units resolution.

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/12108
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Renderer/PixelProcessor.hpp b/src/Renderer/PixelProcessor.hpp
index 65f6b92..d3b0602 100644
--- a/src/Renderer/PixelProcessor.hpp
+++ b/src/Renderer/PixelProcessor.hpp
@@ -66,6 +66,7 @@
 			bool occlusionEnabled                     : 1;
 			bool wBasedFog                            : 1;
 			bool perspective                          : 1;
+			bool depthClamp                           : 1;
 
 			bool alphaBlendActive                     : 1;
 			BlendFactor sourceBlendFactor             : BITS(BLEND_LAST);