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/SetupProcessor.cpp b/src/Renderer/SetupProcessor.cpp
index 772327f..bc456e9 100644
--- a/src/Renderer/SetupProcessor.cpp
+++ b/src/Renderer/SetupProcessor.cpp
@@ -85,7 +85,7 @@
 		state.pointSprite = context->pointSpriteActive();
 		state.cullMode = context->cullMode;
 		state.twoSidedStencil = context->stencilActive() && context->twoSidedStencil;
-		state.slopeDepthBias = slopeDepthBias != 0.0f;
+		state.slopeDepthBias = context->slopeDepthBias != 0.0f;
 		state.vFace = context->pixelShader && context->pixelShader->isVFaceDeclared();
 
 		state.positionRegister = Pos;