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Cull out-of-bounds triangles that were not clipped #9527

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Commits on Aug 5, 2018

  1. Experimental way to cull out-of-bounds triangles. Helps #5001, at lea…

    …st for Toca.
    
    Really not sure how big the guard band should be, and the right way to
    do this would be to use a geometry shader instead of killing triangles
    by setting w = NaN, which I'm not sure will do sane things on all
    hardware. Unfortunately geometry shaders are not available everywhere.
    
    Assumes the viewport is centered in the 4096x4096 rectangle to save a
    uniform.
    
    Ignores the bottom for now, can't figure out TOCA :(
    hrydgard committed Aug 5, 2018
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  2. Testing a workaround on D3D11/9 only for now: since we don't know how…

    … the clipper works when Z is out of range, let's only cull when Z is in range.
    hrydgard committed Aug 5, 2018
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  3. Oops. Didn't affect compilation though since sHADERLOG wasn't defined…

    …. Rebase away this next time.
    hrydgard committed Aug 5, 2018
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