Support frustum clipping against z = -1.

This allows performing the depth range adjustment only once as part of the
viewport transform and not have it be affected by transform feedback.

Change-Id: I89fba3b131c234bea064b1b65f50b62261f4c307
Reviewed-on: https://swiftshader-review.googlesource.com/5421
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Renderer/Renderer.cpp b/src/Renderer/Renderer.cpp
index 983f4ec..208ae9d 100644
--- a/src/Renderer/Renderer.cpp
+++ b/src/Renderer/Renderer.cpp
@@ -113,7 +113,7 @@
 		sw::exactColorRounding = exactColorRounding;
 
 		setRenderTarget(0, 0);
-		clipper = new Clipper();
+		clipper = new Clipper(symmetricNormalizedDepth);
 
 		updateViewMatrix = true;
 		updateBaseMatrix = true;