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Roland Scheidegger authored
The problem with the chosen depth values was that the depth values naturally got viewport-transformed to values below 0.5 (for those quads drawn) or above 0.5 (for those not drawn). This allowed buggy implementations (in particular llvmpipe) to pass the test, even though llvmpipe a) couldn't handle swapped near/far and b) didn't actually do any clamping whatsoever in this particular case. So change the depth values so that transformed values actually end up "on the wrong side" of the depth range. Tested-by: Ilia Mirkin <imirkin@alum.mit.edu>
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